Virtual character control method and device

A technology of virtual characters and control methods, applied in the field of virtual control, can solve problems such as high error probability, low degree of reality, complex data processing process, etc., and achieve the effects of good manipulation flexibility, real virtual effect, and good user experience

Inactive Publication Date: 2018-01-09
HANGZHOU ELECTRONICS SOUL NETWORK TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] 1. Only one displacement action or other non-displacement actions can be performed at the same time, which is obviously inconsistent with the actual character's action state. The movements of the upper body of the character are not coordinated with the walking limbs of the lower body, and the action of the character is stiff; while real In the environment, the character can walk or run while performing other non-displacement actions. This single control method has low realism;
[0005] 2. In the existing virtual technology, if the button is used to perform shifting and other non-shifting actions at the same time, there will be animation conflicts, freezes, and motion distortion problems on the display interface. The data processing process of the entire character operation is complicated, and It also requires high hardware and software configuration to realize the virtual world, which is clearly and truly reflected on the display screen. Therefore, the existing technology cannot realize simultaneous operation of walking and other non-walking actions of characters;
[0006] 3. Using this control method, the

Method used

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Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0030] The embodiment discloses a method for controlling a virtual character, including: S1 creating a character unit, dividing a character unit into an upper-end controlled model and a lower-end controlled model, and the upper-end controlled model and the lower-end controlled model are in the same position state Down. That is to say, the upper-end controlled model and the lower-end controlled model are processed separately by data stream 1 and data stream 2, which reduces the problem of single action, system operation complexity, and action screen delay in the traditional whole role unit operation.

[0031] In this implementation, the upper-end controlled model and the lower-end controlled model are respectively controlled by different input devices. Input Devices Commands that can be set for the system automatically trigger actions, input devices such as keyboards, joysticks, or touch screen keys. A preferred control method is to use a rocker to control the lower-end contro...

Embodiment 2

[0040] This embodiment relates to a method for controlling a virtual character, including creating a character A, the upper body and lower body of the character A are respectively controlled by the system to automatically face within a set diameter range centered on the character A, and controlled by the operator. The joystick controls the movement, and the upper body and the lower body are at the same coordinate position.

[0041] One way to set the coordinates is to take character A as the origin, take the right hand of character A as the positive direction of the X-axis, and take the front of character A as the positive direction of the Y-axis. Use person A as the dot to set the angle and distance to the target object.

[0042] The operator manipulates the joystick to control character A to walk in the virtual world of the game, and the walking and direction of character A are controlled by input devices such as the joystick.

[0043] When the operator finds the target whi...

Embodiment 3

[0045]A method for controlling a virtual character, including creating a character A, the upper body and lower body of the character A are respectively controlled by the system to automatically face within a set diameter range centered on the character A, and the action is controlled by the joystick of the operator , the upper body and the lower body are at the same coordinate point.

[0046] S2 sets the upper-end controlled model to automatically orient itself within the first preset distance threshold.

[0047] In the scene picture, when the character A is traveling, the target object B appears, when the distance s1 between the target object B and our character A is greater than the preset first preset distance threshold (for example, the default is 10 meters) , the joystick controls the character A to move forward or the target keeps approaching the character A in a static state. When s1 is less than or equal to 10 meters, that is, the target object B falls in the circular ...

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PUM

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Abstract

The invention discloses a virtual character control method. The virtual character control method includes the steps that a character unit is created and is divided into an upper end controlled model and a lower end controlled model, and the upper end controlled model and the lower end controlled model are in the same position state. Controlled character displacement is separated from other actionsby means of the virtual character control method, and the defect that a traditional virtual character only does single displacement or non-displacement action wholly is overcome; the controlled character is high in freedom degree and high in manipulation flexibility, so that virtual character actions fit actual human body actions, the virtual effect is more realistic, and user experience is better.

Description

technical field [0001] The invention belongs to the technical field of virtual control, and in particular relates to a method and device for controlling a virtual character. Background technique [0002] In the existing virtual world, mainly in various games on the Internet, the control of characters or characters mostly adopts a single action control method, such as using buttons such as joysticks or keyboards to singlely control the walking or actions of characters. The motion state of the device can be animated on the screen according to the user's manipulation actions. When the whole character is in a walking state, the whole body cannot perform other actions except walking; once the character is controlled to perform other non-walking actions, such as when the character is in a fighting attack action, the character stands still and the character The upper limbs are in a dynamic attacking state. In addition, there are mainly two types of aiming designs for existing cha...

Claims

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Application Information

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IPC IPC(8): A63F13/40A63F13/42A63F13/55G06F3/0484G06F3/0487
Inventor 余晓亮林强
Owner HANGZHOU ELECTRONICS SOUL NETWORK TECH
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