CN116614676A - Method, system and storage medium for replaying virtual character animation in message synchronization - Google Patents

Method, system and storage medium for replaying virtual character animation in message synchronization Download PDF

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Publication number
CN116614676A
CN116614676A CN202310864921.1A CN202310864921A CN116614676A CN 116614676 A CN116614676 A CN 116614676A CN 202310864921 A CN202310864921 A CN 202310864921A CN 116614676 A CN116614676 A CN 116614676A
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animation
parameter
message
instruction
control parameter
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CN202310864921.1A
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CN116614676B (en
Inventor
李宏雪
陈亚南
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Nanjing Weisaike Network Technology Co ltd
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Nanjing Weisaike Network Technology Co ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/462Content or additional data management, e.g. creating a master electronic program guide from data received from the Internet and a Head-end, controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabilities
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/4302Content synchronisation processes, e.g. decoder synchronisation
    • H04N21/4307Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
    • H04N21/43076Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen of the same content streams on multiple devices, e.g. when family members are watching the same movie on different devices
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/65Transmission of management data between client and server
    • H04N21/658Transmission by the client directed to the server
    • H04N21/6587Control parameters, e.g. trick play commands, viewpoint selection
    • 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
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a method, a system and a storage medium for replaying virtual character animation in message synchronization, belonging to the technical field of virtual and reality, wherein the method comprises the following steps: setting control parameters corresponding to the animation instructions one by one, wherein each control parameter is also correspondingly provided with a substitute parameter; receiving an animation instruction for executing user operation, and judging whether the currently played character animation is consistent with the received animation instruction; if the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients; if the message content is consistent, judging the message content of the last synchronization, and if the message content is a control parameter, sending a substitution parameter; if the message content is the substitute parameter, other clients send control parameters; and receiving the synchronous message content of other clients, and executing corresponding animation instructions according to the message content. The invention realizes the repeated playing of the animation when synchronizing the message by setting the substitution parameter and the control parameter to point to the same animation instruction.

Description

Method, system and storage medium for replaying virtual character animation in message synchronization
Technical Field
The invention relates to the technical field of virtual and reality, in particular to a method, a system and a storage medium for replaying virtual character animation in message synchronization.
Background
Network synchronization refers to maintaining consistency of game state among a plurality of network-connected devices. In a virtual scenario, each player's device needs to communicate with the other players' devices and ensure that the virtual character status seen by each player is the same. Message synchronization and animation synchronization are two key aspects of network synchronization. Message synchronization refers to sending and receiving game messages between multiple devices to ensure that all players get the same game event and animation. For example, in a museum scenario, when one player clicks a button to start dancing, the message needs to be sent to the other player's device so that the other player can see the player's dancing animation. Animation synchronization refers to the state of an animation in which characters are played synchronously among a plurality of devices. Character animation is an important component in a virtual scene, and players on different devices may see the same character animation state differently if not synchronized, thereby destroying the consistency and fluency of the game.
In the animation synchronization, the method is called as a parameter synchronization method, and because the parameter synchronization method only transmits and synchronizes control parameters of the animation, and does not include actual animation data, when the parameter synchronization is used, the receiving end device recalculates and plays the animation according to the received parameters, and because the problem of a message synchronization mechanism is solved, the receiving end device receives the same control parameters twice and does not perform calculation twice, for example, in Unity, the same control parameters do not change the animation state of the current playing of an animation state machine (animation), so that the traditional mode of synchronously repeating the animation is either to operate an animation frame or to add a synchronization of stopping instructions between two synchronization messages, which is troublesome to operate, and in case of network fluctuation, normal animation playing of the receiving end is affected.
Disclosure of Invention
The invention aims to solve the problems that the repeated animation playing of a receiving end in the animation synchronization is troublesome and is easily influenced by network fluctuation, and provides a method, a system and a storage medium for replaying the virtual character animation in the message synchronization.
In a first aspect, the present invention achieves the above object by a method for replaying a virtual character animation in message synchronization, the method comprising the steps of:
setting control parameters corresponding to the animation instructions one by one, wherein each control parameter is also correspondingly provided with a substitute parameter;
when the client side is used as a transmitting end, receiving an animation instruction for executing user operation, and judging whether the currently played character animation is consistent with the received animation instruction or not;
if the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients;
if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitute parameter corresponding to the control parameter to other clients; if the message content is the substitution parameter, sending the control parameter corresponding to the substitution parameter to other clients;
when the client side is used as a receiving end, receiving the synchronous message content of other client sides, and executing corresponding animation instructions according to the message content.
Preferably, the method includes storing the animation instructions, the control parameters, and the substitute parameter generation list in a storage space of the client.
Preferably, the method includes storing the animation instruction and the control parameter generation list in a storage space of the client, mapping each control parameter to obtain a substitute parameter in a mapping manner, synchronizing the mapping rule in the process of synchronizing the animation message, and searching the animation instruction according to the mapping rule after other clients receive the animation message.
Preferably, the method for mapping the control parameter to an alternative parameter includes:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter.
Preferably, the currently played character animation includes an animation execution stage and an animation ending stage, in the animation execution stage, the client keeps a state of receiving the animation instruction, and in the animation ending stage, if no new animation is played, the client still maintains a state of receiving the animation instruction last time.
Preferably, the method includes the client saving the message content of at least two synchronizations.
In a second aspect, the present invention achieves the above object by a system for replaying a virtual character animation in message synchronization, comprising:
the parameter configuration unit is used for setting control parameters corresponding to the animation instructions one by one, and each control parameter is also correspondingly provided with a substitute parameter;
the message sending unit is used for receiving the animation instruction for executing the user operation and judging whether the currently played character animation is consistent with the received animation instruction or not;
if the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients;
if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitute parameter corresponding to the control parameter to other clients; if the message content is the substitution parameter, sending the control parameter corresponding to the substitution parameter to other clients;
and the message receiving unit is used for receiving the message content synchronized by other clients and executing corresponding animation instructions according to the message content.
Preferably, the system further comprises a storage unit for storing the animation instructions, the control parameters and the substitute parameter generation list in a storage space of the client, and storing the message contents of at least two synchronizations.
Preferably, the system further comprises a storage unit for storing the animation instruction and control parameter generation list in a storage space of the client, and storing message contents synchronized at least twice;
the mapping unit is used for mapping each control parameter to obtain a substitute parameter in a mapping mode, synchronizing the mapping rule in the process of synchronizing the animation message, and searching the animation instruction according to the mapping rule after other clients receive the animation message, wherein the method for mapping the control parameter to the substitute parameter comprises the following steps:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter.
In a third aspect, the present invention achieves the above object by a storage medium having stored thereon a computer program which, when executed by a processor, implements the method for replaying virtual character animation in message synchronization as described in the first aspect.
Compared with the prior art, the invention has the beneficial effects that: the invention sets the control parameter and the substitution parameter pointing to the same animation instruction, when synchronizing the message, the synchronous control parameter or the substitution parameter is selected according to the character animation condition of the current playing, so that when other clients receive the synchronous message, even if the same animation instruction is synchronized by the message, the animation can be repeatedly played when the message is executed due to different message contents, and when the sender receives the animation instruction, the sender only needs to synchronize the message once like other clients, the synchronization times are less, and the influence of network fluctuation is not easy.
Drawings
FIG. 1 is a flow chart of a method for replaying a avatar animation according to the present invention.
Fig. 2 is a schematic diagram showing the contents of the list in embodiment 2 of the present invention.
FIG. 3 is a schematic diagram of the system components for virtual character animation replay according to the present invention.
Fig. 4 is a schematic diagram showing the system components of the virtual character animation replay of the added mapping unit of the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Example 1
As shown in fig. 1, a method for replaying a virtual character animation in message synchronization, the method comprising the steps of:
step S1, setting control parameters corresponding to the animation instructions one by one, wherein each control parameter is also correspondingly provided with a substitute parameter, and because the animation instructions, the control parameters and the substitute parameters belong to one-to-one correspondence, both parameters can control the same animation instruction, so that a client can play the same figure animation when receiving the control parameters or the corresponding substitute parameters.
In step S21, when the client is used as the transmitting end, the animation instruction for executing the user operation is received, and it is determined whether the currently played character animation is consistent with the received animation instruction, when the user controls the virtual character to interact with the scene, the input interaction instruction is an animation instruction, for example, the user clicks a button for waving a hand in the scene, the client receives and locally executes the animation, so that in order to synchronize the animation to other clients, the other clients can synchronously see the animation of the virtual character of the client, therefore, it is necessary to determine the received animation instruction first, and due to the message synchronization mechanism, other clients receive different animation messages and can play the animation in sequence, however, if the same animation message is received for more than two times, the following situations occur: taking the hand waving animation as an example, when a user operates the virtual character to waving, the hand waving animation is synchronously given to other clients, so that the other clients can see that the virtual character of the user waving the hand, but at the moment, the user clicks the hand waving button again, the client can execute the hand waving animation twice, but the other clients cannot play the animation of waving twice although the received message is unchanged, and therefore, whether the currently played character animation is consistent with the received animation instruction or not needs to be judged first.
If the control parameters corresponding to the animation instructions are inconsistent in step S211, the control parameters corresponding to the animation instructions are synchronized with other clients, and if the control parameters are inconsistent in step S211, the other synchronized clients in step S2 can sequentially perform animation playback due to receiving different animation messages, so that the control parameters corresponding to the animation instructions can be directly synchronized, and if the control parameters are consistent, step S212 is required to be executed in order to avoid the problem that the other clients in step S2 cannot repeatedly play.
Step S212, if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitution parameter corresponding to the control parameter to other clients; if the message content is a substitute parameter, the control parameter corresponding to the substitute parameter is sent to other clients, when the clients recognize that the currently played character animation is consistent with the received animation instruction, in order to ensure that the repeated animation can be synchronized out, the message content synchronized last time needs to be read, because the same animation instruction can adopt a mode of synchronizing the control parameter or the substitute parameter, and the same message content cannot be executed by other clients again, the control parameter or the substitute parameter of the message content synchronized last time needs to be judged, if the control parameter is the control parameter last time, the substitute parameter is synchronized this time, otherwise, the synchronous control parameter is synchronized this time, so that other clients can be ensured to receive two different message contents, and the same animation playing is executed.
Step S22, when the client is used as a receiving end, the synchronous message content of other clients is received, corresponding animation instructions are executed according to the message content, when the client is used as a sending end, the synchronous message content is needed to be selected, and when the client is used as the receiving end, the client only needs to read the message content and perform animation playing according to the received control parameters or the substitution parameters, so that the animation of the virtual character of the client sending the message is seen.
In order to ensure that each client can synchronize the animation message and play the character animation according to the animation message, when a scene is built, the animation instruction, the control parameter and the substitute parameter generation list are stored in the storage space of the client, so that the synchronous message content is selected to be the control parameter or the substitute parameter according to the animation instruction, and the animation instruction can be executed according to the received control parameter or the substitute parameter.
In step S21, in order to ensure that it can be determined whether the currently played character animation is consistent with the received animation instruction, the currently played character animation includes an animation execution stage and an animation ending stage, in which the client keeps the state of receiving the animation instruction, and in the animation ending stage, if no new animation is played, the client still maintains the state of receiving the animation instruction last time. When the virtual character is moving, the character animation played at this time is in an animation execution stage, but when one action of the virtual character is finished, the user does not give a new animation instruction, at this time, the played character animation is in an animation finishing stage, the virtual character of the client is already finished with the animation effect in a default state, if the character animation played at this time is directly read, only the default state can be read, thus, an error is generated for judging whether to coincide with the received animation instruction, and thus, deviation occurs when synchronizing message content, other clients cannot execute animation replay, so that the animation finishing stage is to maintain the playing state of the last animation instruction, and the client can read the effect of the animation state although seeing that the virtual character is finished.
In step S212, in order to facilitate the client to obtain the message content of the last synchronization, the method includes that the client saves the message content of at least two times of synchronization, and saves the message content of two times of synchronization in order to facilitate the execution of step S212, and the client can save the message content for a proper number of times according to the memory occupation condition, so that operations such as operation restoration, scene playback, action cancellation and the like can be realized when needed.
Example 2
The method of embodiment 1 is adopted, but is different from embodiment 1 in that the method includes storing an animation instruction and a control parameter generation list in a storage space of a client, mapping each control parameter to obtain a substitute parameter in a mapping manner, synchronizing a mapping rule in a process of synchronizing an animation message, and searching the animation instruction according to the mapping rule after receiving the animation message by other clients. Under the condition that animation instructions, control parameters and substitution parameters are not configured in scene construction, only basic data corresponding to the animation instructions and the control parameters are stored, only one substitution parameter is mapped to each control parameter to switch synchronous message contents, and as other clients cannot know the substitution parameter corresponding to the animation instructions, a mapping rule is added in the process of synchronizing the message contents, so that the client receiving the substitution parameters can deduce the values of the control parameters according to the mapping rule, and finally find out the animation instructions to execute.
The method for mapping the control parameter into a substitute parameter comprises the following steps:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter. As shown in fig. 2, there are a hundred groups of actions in the list, each action binds a control parameter, the value of the action 0 binds the control parameter is 100, and each control parameter maps out a substitution parameter, the value of the substitution parameter is 200, then the fixed value of the mapping rule is +100, so that the mapping rule is only needed to be synchronized to other clients when the animation message is synchronized, for example, the user input animation instruction is action 1, the value of the control parameter of action 1 is 101, if the content of the message to be synchronized is the control parameter, then only 101 needs to be sent to other clients, the other clients execute animation playing of action 1 according to the received 101 value, if the content of the message to be synchronized is the substitution parameter, then 101+100 needs to be added to obtain the value of the substitution parameter as 201, and when the other clients receive the value of 201, the value of 101 can be obtained according to the mapping rule, so as to find out that action 1 executes animation playing. This approach does not require values of the substitution parameters to be configured in advance, and is more flexible to use.
Example 3
As shown in fig. 3, a system for reproducing an animation of a virtual character in message synchronization, comprising:
the parameter configuration unit is used for setting control parameters corresponding to the animation instructions one by one, and each control parameter is also correspondingly provided with a substitute parameter;
the message sending unit is used for receiving the animation instruction for executing the user operation and judging whether the currently played character animation is consistent with the received animation instruction or not; the character animation currently played comprises an animation execution stage and an animation ending stage, wherein the client keeps the state of receiving the animation instruction in the animation execution stage, and if no new animation is played in the animation ending stage, the client still maintains the state of receiving the animation instruction last time.
If the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients;
if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitute parameter corresponding to the control parameter to other clients; if the message content is the substitution parameter, sending the control parameter corresponding to the substitution parameter to other clients;
and the message receiving unit is used for receiving the message content synchronized by other clients and executing corresponding animation instructions according to the message content.
The system further comprises a storage unit for storing the animation instructions, the control parameters and the substitute parameter generation list in a storage space of the client, and storing the message content of at least two synchronizations.
In addition to the above-described manner in which the storage unit stores the animation instructions, the control parameters, and the substitute parameter generation list, for more flexible use of the substitute parameters, it is possible to use only the animation instructions and the control parameters generation list, as shown in fig. 4, to store the animation instructions and the control parameters generation list in the storage space of the client, and to store the message contents of at least two synchronizations; the method for mapping each control parameter to one substitute parameter comprises the steps of:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter.
The system is essentially the same as the methods described in embodiments 1 and 2, so the principle and workflow of each unit will not be described again.
Example 4
The embodiment provides a storage medium, which comprises a storage program area and a storage data area, wherein the storage program area can store an operating system, a program required by running an instant messaging function and the like; the storage data area can store various instant messaging information, operation instruction sets and the like. A computer program is stored in the storage program area, which when executed by a processor, implements the method of virtual character animation replay in message synchronization as described in embodiment 1 or embodiment 2. The processor may include one or more Central Processing Units (CPUs) or a digital processing unit or the like.
It will be evident to those skilled in the art that the invention is not limited to the details of the foregoing illustrative embodiments, and that the present invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein.
Furthermore, it should be understood that although the present disclosure describes embodiments, not every embodiment is provided with a separate embodiment, and that this description is provided for clarity only, and that the disclosure is not limited to the embodiments described in detail below, and that the embodiments described in the examples may be combined as appropriate to form other embodiments that will be apparent to those skilled in the art.

Claims (10)

1. A method for virtual character animation replay in message synchronization, the method comprising the steps of:
setting control parameters corresponding to the animation instructions one by one, wherein each control parameter is also correspondingly provided with a substitute parameter;
when the client side is used as a transmitting end, receiving an animation instruction for executing user operation, and judging whether the currently played character animation is consistent with the received animation instruction or not;
if the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients;
if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitute parameter corresponding to the control parameter to other clients; if the message content is the substitution parameter, sending the control parameter corresponding to the substitution parameter to other clients;
when the client side is used as a receiving end, receiving the synchronous message content of other client sides, and executing corresponding animation instructions according to the message content.
2. The method for virtual character animation replay in message synchronization of claim 1, comprising storing animation instructions, control parameters, and substitute parameter generation list in a storage space of a client.
3. The method for replaying virtual character animation in message synchronization according to claim 1, comprising storing an animation instruction and a control parameter generation list in a storage space of a client, mapping each control parameter to a substitute parameter by a mapping mode, synchronizing a mapping rule in a process of synchronizing an animation message, and searching the animation instruction according to the mapping rule after other clients receive the animation message.
4. The method for virtual character animation replay in message synchronization of claim 3, wherein the method for mapping the control parameter to an alternate parameter comprises:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter.
5. The method for replaying a virtual character animation in message synchronization according to claim 1, wherein the currently played character animation comprises an animation execution stage in which the client retains a state of receiving an animation instruction and an animation end stage in which the client maintains a state of receiving an animation instruction last time if no new animation is played.
6. The method for virtual character animation replay in message synchronization of claim 1, comprising a client saving message content of at least two syncs.
7. A system for virtual character animation replay in message synchronization, comprising:
the parameter configuration unit is used for setting control parameters corresponding to the animation instructions one by one, and each control parameter is also correspondingly provided with a substitute parameter;
the message sending unit is used for receiving an animation instruction for executing user operation, judging whether the currently played character animation is consistent with the received animation instruction, wherein the currently played character animation comprises an animation execution stage and an animation ending stage, a client keeps the state of receiving the animation instruction in the animation execution stage, and if no new animation is played in the animation ending stage, the client still maintains the state of receiving the animation instruction last time;
if the animation instructions are inconsistent, synchronizing the control parameters corresponding to the animation instructions to other clients;
if the information content is consistent, judging the information content of the last synchronization, and if the information content is a control parameter, sending the substitute parameter corresponding to the control parameter to other clients; if the message content is the substitution parameter, sending the control parameter corresponding to the substitution parameter to other clients;
and the message receiving unit is used for receiving the message content synchronized by other clients and executing corresponding animation instructions according to the message content.
8. The system for virtual character animation replay in message synchronization of claim 7, further comprising a storage unit for storing animation instructions, control parameters, and substitute parameter generation list in a storage space of a client and storing message contents of at least two syncs.
9. The system for virtual character animation replay in message synchronization of claim 7, further comprising a storage unit for storing an animation instruction and control parameter generation list in a storage space of a client and storing message contents of at least two syncs;
the mapping unit is used for mapping each control parameter to obtain a substitute parameter in a mapping mode, synchronizing the mapping rule in the process of synchronizing the animation message, and searching the animation instruction according to the mapping rule after other clients receive the animation message, wherein the method for mapping the control parameter to the substitute parameter comprises the following steps:
setting a mapping rule as an addition/subtraction fixed value, wherein the fixed value is a constant;
then substitution parameter = target value +/-fixed value, wherein the target value is the value of the control parameter.
10. A storage medium having stored thereon a computer program which, when executed by a processor, implements a method of virtual character animation replay in message synchronization as claimed in any one of claims 1 to 6.
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Citations (9)

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CN102497447A (en) * 2011-12-26 2012-06-13 北京像素软件科技股份有限公司 Multi-user synchronization method of acousto-optic effect of network game scene level
EP3240244A1 (en) * 2016-04-28 2017-11-01 Hamilton Sundstrand Corporation Controller area network synchronization
CN106302679A (en) * 2016-08-08 2017-01-04 腾讯科技(深圳)有限公司 A kind of virtual objects moves synchronous method, client and server
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