Game system, processing method, and information storage medium

By setting up multiple virtual cameras and light sources in the game system and setting character parts according to player operations, the problem of low efficiency in character production is solved and a more efficient character production experience is achieved.

CN114206456BActive Publication Date: 2025-09-26BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
CN202080047885.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-07-04
Filing Date
2020-06-30
Publication Date
2025-09-26
Estimated Expiration
2040-06-30

AI Technical Summary

Technical Problem

In character creation, players hope to create original characters that are not duplicated with characters created by other players. However, since the parts setting requires meticulous work, the player's work efficiency is reduced.

Method used

By setting up multiple virtual cameras in the game system, character parts are set according to the player's operation input, and character images observed from different angles are generated, allowing players to confirm the effects of part settings, supporting changes in light source lighting and parts, and providing a simplified operation interface to improve work efficiency.

Benefits of technology

Improves the efficiency of character creation, allows players to more intuitively confirm the effects of part settings, reduces the sense of incongruity during operation, and enhances the user experience of character creation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The game system includes: a reception unit for receiving a player's operation input; a virtual space setting unit for performing a setting process for a virtual space in which at least one character is arranged; a virtual camera setting unit for performing a setting process for multiple virtual cameras; a character processing unit for performing a setting process for parts constituting the at least one character based on the player's operation input; and a display processing unit for generating a plurality of character images in the virtual space, which are images of the at least one character viewed from the multiple virtual cameras, and displaying a character creation image in which the plurality of character images are arranged on a display unit. After performing the part setting process, the display processing unit displays a character creation image reflecting the result of the setting process on the display unit.
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Description

Technical Field

[0001] The present invention relates to a game system, a processing method, an information storage medium, and the like. Background Art

[0002] Game systems are known that allow players to create characters and have them appear in games. Patent Document 1 discloses a prior art example of such game systems. Character creation, also known as character making, allows players to create their own characters by attaching desired body parts, clothing parts, equipment parts, and other components to their characters.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2006-230586 Summary of the Invention

[0006] Technical problem to be solved by the invention

[0007] When creating characters, players want to create original characters that don't duplicate characters created by other players. Therefore, they desire more detailed character part settings. However, this requires meticulous work, which reduces player productivity.

[0008] According to some aspects of the present embodiment, it is possible to provide a game system, a processing method, an information storage medium, and the like that can improve the interface environment of a player in character creation.

[0009] Solutions for solving technical problems

[0010] One aspect of the present disclosure relates to a game system, comprising: an accepting unit for accepting player input; a virtual space setting unit for performing processing for setting a virtual space in which at least one character is arranged; a virtual camera setting unit for performing processing for setting multiple virtual cameras; a character processing unit for performing processing for setting parts constituting the at least one character based on the player input; and a display processing unit for generating, in the virtual space, multiple character images representing images of the at least one character as viewed from the multiple virtual cameras, and displaying a character creation image in which the multiple character images are arranged on a display unit. Upon performing the processing for setting the parts, the display processing unit displays the character creation image reflecting the result of the processing on the display unit. Furthermore, one aspect of the present disclosure relates to a program for causing a computer to function as each of the aforementioned units, or a computer-readable information storage medium storing the program.

[0011] In one method disclosed herein, multiple virtual cameras are set up in a virtual space where at least one character is configured, and the parts that constitute the at least one character are set up based on the player's operational input. Furthermore, a character creation image is displayed that displays multiple character images obtained by observing the character from multiple virtual cameras. When the player inputs an operational input for the parts setting process, a character creation image reflecting the setting process is displayed. In this way, the player can confirm whether the character image after the parts setting process suits their preferences or interests by observing the multiple character images in the character creation image. As a result, the player's work efficiency can be improved, and the player's interface environment during character creation can be improved.

[0012] In addition, in one embodiment of the present disclosure, the virtual space setting unit may configure a plurality of characters in the virtual space as at least one of the characters, the virtual camera setting unit may set each of the plurality of virtual cameras for each of the plurality of characters, and the display processing unit may generate an image obtained by observing each of the plurality of characters from each of the plurality of virtual cameras as each character image among the plurality of character images.

[0013] In this way, multiple character images observed from different virtual camera directions can be generated through simple processing, which can improve the efficiency of character production.

[0014] In one embodiment of the present disclosure, the virtual space setting unit may set a light source for illuminating the plurality of characters in the virtual space, and the display processing unit may perform coloring processing on the plurality of characters based on the light source to generate the plurality of character images.

[0015] This allows for the generation of realistic character images with shadows cast by the light source. Furthermore, by using a single light source to color multiple characters, it is possible to prevent the character images from becoming dimmed depending on the directional relationship between the virtual camera and the character's orientation.

[0016] Furthermore, in one aspect of the present disclosure, the character processing unit may set the directions of the plurality of characters relative to the directions of the plurality of virtual cameras based on an operation input by the player.

[0017] In this way, the direction in which the character in the character image faces can be changed according to the player's operation input, so that a character image suitable for character creation can be displayed to the player.

[0018] Furthermore, in one aspect of the present disclosure, the character processing unit may execute the setting process of the parts for the plurality of characters based on an operation input by the player.

[0019] In this way, parts are set for multiple characters based on the player's input, and the results of the parts setting process are reflected on the multiple character images. Thus, the player can create characters while checking the character images after the parts setting process, thereby achieving efficient character creation.

[0020] In addition, in one embodiment of the present disclosure, the display processing unit may generate, as the multiple character images, a first character image observed in a first virtual camera direction and a second character image observed in a second virtual camera direction different from the first virtual camera direction.

[0021] In this way, a plurality of character images including a first character image viewed from the direction of the first virtual camera and a second character image viewed from the direction of the second virtual camera can be displayed to the player as a character production image.

[0022] Furthermore, in one aspect of the present disclosure, the display processing unit may change the arrangement position of a predetermined part in the first character image and the second character image.

[0023] In this manner, even in a situation where a sense of incongruity would arise if the arrangement positions of the predetermined parts in the first character image and the second character image were the same, a character image with a less incongruity can be generated by changing the arrangement positions of the predetermined parts.

[0024] In one aspect of the present disclosure, the display processing unit may change the facial expression of at least one character image among the plurality of character images by changing motion data of parts constituting the face.

[0025] In this way, the character's expression can be variously changed by changing the motion data, which is a light-load process, and the processing of character creation can be reduced and simplified.

[0026] In addition, in one embodiment of the present disclosure, when the setting process of the part is performed according to the operation input of the player, the display processing unit performs a process of displaying the character production image on which the setting process of the part has been performed among the multiple character images on the display unit.

[0027] In this manner, when the parts setting process is performed according to the player's operation input, the result of the setting process is reflected on a plurality of character images, and a character creation image suitable for character creation can be displayed to the player.

[0028] Furthermore, in one aspect of the present disclosure, the display processing unit may uniformly change the plurality of character images to character images viewed from different virtual camera directions in response to an operation input by the player.

[0029] In this way, the player can uniformly change the direction in which the characters in the character images are facing by performing a predetermined operation input, thereby improving the interface environment for the player in character creation.

[0030] Furthermore, in one aspect of the present disclosure, the display processing unit may individually change the plurality of character images to character images viewed from different virtual camera directions in response to an operation input by the player.

[0031] In this way, the direction in which the character faces can be changed independently for only the target character image, thereby responding to various wishes of the player in character creation.

[0032] Furthermore, in one aspect of the present disclosure, the display processing unit may generate the plurality of character images so that predetermined parts are displayed in all of the plurality of character images.

[0033] In this way, the predetermined parts are always displayed in the plurality of character images, so the player can appropriately perform parts settings regarding the predetermined parts.

[0034] In one aspect of the present disclosure, the display processing unit may generate the plurality of character images in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image.

[0035] With this configuration, even in a situation where the first portion displayed in the first character image would look unnatural if displayed in the second character image, the first portion can be omitted from the second character image, thereby enabling appropriate first and second character images to be displayed.

[0036] In addition, in one embodiment of the present disclosure, the first character image is an image of the character observed in the direction of a first virtual camera, the second character image is an image of the character observed in the direction of a second virtual camera, and for a part constituting the character, a first part having the first part and a second part not having the first part are prepared, and the display processing unit uses the first part to generate the first character image and uses the second part to generate the second character image.

[0037] In this way, when generating a first character image as viewed from the first virtual camera direction, a first part having a first portion is used, and when generating a second character image as viewed from the second virtual camera direction, a second part not having the first portion is used. Therefore, by using the first part having the first portion, the first portion is displayed in the first character image, and by using the second part not having the first portion, the first portion is not displayed in the second character image.

[0038] In addition, one method of the present disclosure relates to a processing method, which performs the following processing: acceptance processing, accepting the player's operation input; virtual space setting processing, setting a virtual space in which at least one character is configured; virtual camera setting processing, setting multiple virtual cameras; character processing, performing setting processing of parts constituting at least one of the characters according to the player's operation input; and display processing, generating multiple character images in the virtual space as images obtained by observing at least one of the characters from the multiple virtual cameras, and displaying a character production image in which the multiple character images are arranged on a display unit, and in the display processing, when the setting processing of the parts is performed, the character production image reflecting the result of the setting processing is displayed on the display unit. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] Figure 1 (A) to Figure 1 (F) is an explanatory diagram of the hardware device that realizes the game system of this embodiment.

[0040] Figure 2 This is an example of the configuration of the game system according to this embodiment.

[0041] Figure 3 This is a flowchart illustrating the overall processing of this embodiment.

[0042] Figure 4 is an example of a character making image.

[0043] Figure 5 is an example of a character making image.

[0044] Figure 6 This diagram explains how to configure characters and virtual cameras.

[0045] Figure 7 This diagram explains other ways to configure characters and virtual cameras.

[0046] Figure 8 This is an illustration of the parts that make up the face.

[0047] Figure 9 This is an explanatory diagram of bone data.

[0048] Figure 10 This is an illustration of the character's parts information.

[0049] Figure 11 (A) Figure 11 (B) is an explanatory diagram of a method for changing the arrangement position of a predetermined component.

[0050] Figure 12 This is a flowchart illustrating the detailed processing of this embodiment.

[0051] Figure 13 is an example of a character making image.

[0052] Figure 14 is an example of a character making image.

[0053] Figure 15 is an example of a character making image.

[0054] Figure 16 This is an example of a character creation image showing a full-body image of a character.

[0055] Figure 17 This is an example of a character creation image showing a full-body image of a character.

[0056] Figure 18 This is an explanatory diagram of a method for switching between display and non-display of a predetermined part of a character. DETAILED DESCRIPTION

[0057] The present embodiment will be described below. The present embodiment described below does not unduly limit the contents of the claims. Not all of the components described in this embodiment are essential components.

[0058] 1. Game System

[0059] First, use Figure 1 (A) to Figure 1 (E) The hardware device that realizes the game system of this embodiment is described.

[0060] exist Figure 1 In (A), server system 500 (information processing system) is communicatively connected to terminal devices TM1-TMn via network 510. For example, server system 500 is the host, and terminal devices TM1-TMn are clients. Furthermore, the game system and its processing in this embodiment can be implemented by server system 500 or by terminal devices TM1-TMn. Alternatively, it can be implemented through distributed processing between server system 500 and terminal devices TM1-TMn.

[0061] Furthermore, the game system and processes of this embodiment can also be implemented using blockchain technology. For example, the various processes of the game system of this embodiment can be executed using programs called smart contracts that can be executed on Ethereum. In this case, the terminal devices TM1-TMn are connected in a peer-to-peer manner. Furthermore, various information, such as game information, communicated between the terminal devices TM1-TMn is transmitted using blockchain technology. Hereinafter, each terminal device TM1-TMn will be referred to as a terminal device TM, as appropriate.

[0062] The server system 500 can be implemented, for example, by one or more servers (e.g., a management server, a game server, a billing server, a service provider server, a content delivery server, an authentication server, a database server, or a communication server). The server system 500 provides various services for operating community websites or online games, managing data required for running games and transmitting client programs and various data. Thus, for example, a user terminal, such as a terminal device TM, can access the server system 500 to utilize an SNS (Social Networking Service), thereby enabling the user to play online games, social games, or home games provided by the server system 500.

[0063] The network 510 (transmission network, communication line) is a communication path utilizing, for example, the Internet or a wireless LAN. In addition to dedicated lines (dedicated cables) for direct connection or LANs based on Ethernet (registered trademark), it may also include communication networks such as telephone communication networks, cable networks, and wireless LANs. The communication method may be either wired or wireless.

[0064] The terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function). As these terminal devices TM, for example, Figure 1 (B) shows an information processing device such as a personal computer or a tablet computer, Figure 1 A portable communication terminal such as a smartphone or a mobile phone shown in (C), Figure 1 The portable game device shown in (D), Figure 1 (E) shown in the home game device (fixed type), or Figure 1 Alternatively, as the terminal device TM, a wearable device (HMD, watch-type device, etc.) worn on the player's head or arm, etc., may be used.

[0065] Figure 2The following is an example of the configuration of the game system (character creation system) according to the present embodiment. Figure 2 , various variations such as omitting part of its constituent elements (parts) or adding other constituent elements can be implemented. In addition, the game implemented by the game system of this embodiment can be a multiplayer game or a single-player game. In addition, there is no special limitation on the type of game, and it can be applied to various games such as RPG (role-playing game), action game, fighting game, shooting game, competitive game, rhythm game (music game) or puzzle game. In addition, in the case of a battle game, it can be a one-on-one battle or a many-to-many battle. Alternatively, it can be a one-to-many (one person against multiple enemies) battle or a many-to-one (multiple friends against one enemy) battle. In addition, the opponent can be either another player or an NPC (Non Player Character). For example, it can be a game in which a team of multiple players cooperates to fight against an NPC enemy. In addition, the player does not operate the character, but the AI ​​(Artificial Intelligence) operates the player's side character. The AI-operated player-side characters can be all or part of them.

[0066] The game system includes a processing unit 100 , an operation unit 160 , a storage unit 170 , a display unit 190 , a sound output unit 192 , an I / F unit 194 , and a communication unit 196 .

[0067] The processing unit 100 (processor) performs game processing, acceptance processing, virtual space setting processing, virtual camera setting processing, character processing, management processing, display processing or sound processing based on various information, programs or operation information stored in the storage unit 170 (database).

[0068] Each process (function) of the present embodiment performed by each part of the processing unit 100 can be implemented by a processor (including a hardware processor). For example, each process of the present embodiment can be implemented by a processor that operates according to information such as a program, and a memory that stores information such as a program. The processor can implement the functions of each part through separate hardware, or it can implement the functions of each part through integrated hardware. For example, the processor can include hardware that includes at least one of a circuit for processing digital signals and a circuit for processing analog signals. For example, the processor can also be composed of one or more circuit devices (such as ICs, etc.) mounted on a circuit substrate, or one or more circuit elements (such as resistors, capacitors, etc.). The processor can also be, for example, a CPU (Central Processing Unit). However, the processor is not limited to a CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. In addition, the processor can also be a hardware circuit based on an ASIC. In addition, the processor can also include an amplifier circuit or a filter circuit for processing analog signals. The memory (storage unit 170) can be a semiconductor memory such as SRAM or DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD) or an optical storage device such as an optical disk drive. For example, a memory stores computer-readable instructions, and the processor executes these instructions to implement the processing (functions) of each component of the processing unit 100. The instructions here may be an instruction set that constitutes a program or instructions that instruct the hardware circuit of the processor to operate.

[0069] The processing unit 100 includes a game processing unit 102 , a reception unit 104 , a virtual space setting unit 106 , a virtual camera setting unit 108 , a character processing unit 110 , a management unit 112 , a display processing unit 120 , and a sound processing unit 130 .

[0070] The game processing unit 102 performs various game processes to allow players to play games. Examples of these processes include starting a game when game start conditions are met, advancing an already started game, ending a game when game end conditions are met, and calculating game scores. For example, in the case of online games, the game processing unit 102 manages user information for each player, thereby controlling the progress of the game for each player. Player user information is stored in the user information storage unit 178.

[0071] The accepting unit 104 performs an accepting process for operation information inputted using the operation unit 160. That is, it performs an interface process for accepting an operation input.

[0072] The virtual space setting unit 106 performs processing to set up the virtual space (object space) in which objects are placed. For example, it performs processing to set up various objects (objects composed of basic surfaces such as polygons, free-form surfaces, or subdivision surfaces) in the virtual space, representing display objects such as moving bodies (vehicles, people, robots, trains, airplanes, ships, monsters, or animals), maps (terrain), buildings, auditoriums, tracks (roads), props, trees, walls, and water surfaces. Specifically, the position and rotation angle (synonymous with orientation or direction) of the object in the world coordinate system are determined, and the object is placed at that position (X, Y, Z) and at that rotation angle (rotation angle around the X, Y, and Z axes). Specifically, the virtual space information storage unit 172 of the storage unit 170 stores object information, such as the position, rotation angle, movement speed, or movement direction of objects (part objects) in the virtual space, in association with object numbers. In other words, the object information is stored in the virtual space information storage unit 172 as virtual space information. The virtual space setting unit 106 performs an update process of object information serving as virtual space information, for example, for each frame.

[0073] The virtual camera setting unit 108 performs virtual camera setting processing. For example, it performs setting processing for the position or direction of the virtual camera in the virtual space. For example, in a game, the virtual camera setting unit 108 performs control processing for a virtual camera set from the player's first-person viewpoint or third-person viewpoint. For example, the virtual camera is set from the viewpoint of a character (player character) in the virtual space corresponding to the player in the real space, or from the viewpoint of a character following the player, and the viewpoint position or line of sight of the virtual camera is set, thereby controlling the position (position coordinates) or posture (rotation angle around the rotation axis) of the virtual camera.

[0074] The character processing unit 110 performs various processes related to the character, such as setting the parts for the character.

[0075] The management unit 112, for example, performs player authentication. For example, it authenticates players who log in using a terminal device. This authentication is performed based on, for example, a password or account information entered by the player. Furthermore, the management unit 112 performs various billing processes, such as determining billing and creating and storing billing data. Furthermore, the management unit 112 performs various management processes, such as managing various services and various types of information.

[0076] For example, in order to exploit Figure 1The player acquires an account by performing prescribed procedures to access services provided by the server system 500 (A). By logging in with the password corresponding to the acquired account, the player can use various services, such as playing online games, using services on the game site, purchasing items online, exchanging messages between players, and registering friend players. The management unit 112 also manages player account information.

[0077] The display processing unit 120 performs processing for displaying images on the display unit 190. For example, rendering processing is performed based on the results of various processes performed in the processing unit 100 (game processing, virtual space setting processing, virtual camera setting processing), thereby generating images for display on the display unit 190. Specifically, geometric processing such as coordinate conversion (world coordinate conversion, camera coordinate conversion), clipping processing, perspective conversion, or light source processing is performed, and rendering data (such as the position coordinates of the vertices of the basic surfaces, texture coordinates, color data, normal vectors, or alpha values) is generated based on the processing results. Then, based on this rendering data (basic surface data), the perspective-converted (geometrically processed) object (one or more basic surfaces) is rendered into the rendering buffer 176 (a buffer such as a frame buffer or work buffer that can store image information in pixel units). This generates an image that can be viewed from the virtual camera in virtual space. The rendering processing performed by the display processing unit 120 can also be implemented through vertex shading or pixel shading.

[0078] The sound processing unit 130 performs processing for outputting sound from the sound output unit 192. For example, the sound processing unit 130 generates sound generation data for generating the sound (voice, game sound, sound effect).

[0079] The operation unit 160 allows the player (user) to input various information, including operational information. Its functions can be implemented using operation buttons, directional keys, analog sticks, joysticks, various sensors (such as angular velocity sensors and acceleration sensors), a microphone, or a touch-panel display. When a touch-panel display is used, the touch panel serving as the operation unit 160 and the display unit 190 serving as the display are integrally provided.

[0080] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like. Its functions can be implemented using semiconductor memory, an HDD, an SDD, an optical disk drive, or the like. The storage unit 170 includes a virtual space information storage unit 172, a character information storage unit 174, a rendering buffer 176, and a user information storage unit 178. The virtual space information storage unit 172 stores information about the virtual space, which is a three-dimensional object space. For example, it stores information about objects arranged in the virtual space. The character information storage unit 174 stores character information. For example, it stores character shape data (model information) or motion data. The rendering buffer 176 is a buffer such as a frame buffer or a work buffer that can store image information on a pixel-by-pixel basis. The user information storage unit 178 stores the personal information of the player (name, gender, date of birth, email address, etc.) as user information. For example, the player's account information (user ID) is also stored as user information. For example, billing information, which is the subject of billing processing, is associated with each player's account information (user ID).

[0081] Information storage medium 180 (computer-readable medium) stores programs and data, and its functions can be implemented using an optical disk, HDD, semiconductor memory, or the like. Processing unit 100 performs various processes of this embodiment according to the programs (data) stored in information storage medium 180. Information storage medium 180 may store programs for causing a computer (a device having an operation unit, a processing unit, a storage unit, and an output unit) to function as each unit of this embodiment (programs for causing the computer to execute the processes of each unit).

[0082] The display unit 190 outputs images generated by this embodiment and can be implemented by an LCD, organic EL display, CRT, or HMD, etc. The audio output unit 192 outputs audio generated by this embodiment and can be implemented by a speaker or headphones, etc.

[0083] The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195. This function can be implemented by an ASIC for I / F processing, etc. The portable information storage medium 195 is a storage device that allows the user to store various information and maintains this information even when power is not supplied. The portable information storage medium 195 can be implemented by an IC card (memory card), a USB memory, or a magnetic card.

[0084] The communication unit 196 (communication interface) communicates with external devices, and its function can be realized by hardware such as a communication ASIC or a communication processor, or by communication firmware.

[0085] Furthermore, the program (data) for causing the computer to function as each unit of this embodiment may be transferred from an information storage medium in a server system (host device) to the information storage medium 180 (or storage unit 170) via the network and the communication unit 196. The use of the information storage medium in the server system is also included in the scope of the present invention.

[0086] Moreover, if Figure 2 As shown, the game system of this embodiment includes a reception unit 104 , a virtual space setting unit 106 , a virtual camera setting unit 108 , a character processing unit 110 , and a display processing unit 120 .

[0087] The receiving unit 104 receives the player's operation input. For example, when the player performs various operation inputs using the operation unit 160, the receiving unit 104 performs processing to receive the operation input. In other words, the receiving unit 104 performs processing to receive the operation information input using the operation unit 160.

[0088] The virtual space setting unit 106 performs setting processing for a virtual space serving as an object space. For example, it performs setting processing for a virtual space in which at least one character is placed. A character is, for example, a three-dimensional object composed of multiple primitives (polygons), such as a player character corresponding to a player.

[0089] The virtual camera setting unit 108 performs setting processing for multiple virtual cameras. For example, multiple virtual cameras are set in a virtual space. For example, multiple virtual cameras are configured so that the virtual camera direction is facing at least one character configured in the virtual space. For example, when multiple characters are configured in the virtual space as at least one character, the virtual camera setting unit 108 sets each virtual camera of the multiple virtual cameras corresponding to each of the multiple characters. For example, each virtual camera is configured so that the virtual camera direction is facing each character. Alternatively, when there is one character configured in the virtual space, each virtual camera of the multiple virtual cameras configured in different positions is configured so that the virtual camera direction is facing the character.

[0090] The character processing unit 110 performs a setting process for the character's parts. For example, based on the player's operation input, the setting process for the parts that constitute at least one character is performed. For example, the character processing unit 110 performs a process of selecting and determining the parts to be installed on the character based on the player's operation input and setting them as the parts that constitute the character. Parts are, for example, body parts (face, chest, waist, arms, feet, etc.), clothing parts, weapons, or equipment parts such as armor, etc. The setting process of parts is a process of replacing a part with another part, a process of changing the setting content (type, shape) of a part, or a process of changing the motion data of a part (setting process), etc. In addition, it is also possible to implement a variation in which the operation input is an automatic operation input performed by a computer.

[0091] The display processing unit 120 performs processing to display a character creation image comprising multiple character images on the display unit 190. For example, the display processing unit 120 generates multiple character images, each of which is an image of at least one character viewed from multiple virtual cameras in a virtual space. For example, when multiple characters are positioned in the virtual space, each of the multiple character images is an image of each of the multiple characters viewed from each of the multiple virtual cameras. In this case, for example, the orientations of the multiple characters are set so that each character has a different orientation (relative orientation) relative to each of the virtual cameras. The orientation of a virtual camera is the direction of the virtual camera's line of sight, and the orientation of a character is the direction the character is facing. Furthermore, when a single character is positioned in the virtual space, each of the multiple character images is an image of that single character viewed from each of the multiple virtual cameras. In this case, for example, the multiple virtual cameras are set so that each virtual camera has a different position (relative position) and orientation (relative orientation) relative to the single character. The display processing unit 120 then generates a character creation image comprising the multiple character images thus generated and displays it on the display unit 190. The character creation image is an image that the player observes in order to create a character, and is displayed to the player as a character creation screen.

[0092] Then, when part setting processing has been performed, the display processing unit 120 displays a character creation image reflecting the result of the setting processing on the display unit 190. For example, when part setting processing has been performed for a character based on a player's input, a character creation image reflecting the result of the part setting processing is displayed in at least one character image. More specifically, a character creation image reflecting the result of the part setting processing is displayed in all of the multiple character images. Character images reflecting the result of the part setting processing include, for example, character images in which a character part has been replaced, part settings have been changed, or the motion data set for a part has been changed.

[0093] Furthermore, the virtual space setting unit 106 arranges multiple characters in the virtual space as at least one character. For example, when generating images of the first through Nth characters (N is an integer greater than or equal to 2), the first through Nth characters are arranged at different positions in the virtual space. The virtual camera setting unit 108 then sets each virtual camera of the multiple virtual cameras for each of the multiple characters. For example, the i-th virtual camera of the first through Nth virtual cameras is set for the i-th character (i is an integer where 1 ≤ i ≤ N). For example, each virtual camera of the multiple virtual cameras is arranged so that its direction faces each character (i-th character). In this case, the i-th and j-th characters and the i-th and j-th virtual cameras are arranged so that the angle formed between the direction of the i-th virtual camera and the direction of the i-th character is different from the angle formed between the direction of the j-th virtual camera (j is an integer where 1 ≤ j ≤ N and different from i) and the direction of the j-th character. The display processing unit 120 then generates, as each character image of the multiple character images, an image of each of the multiple characters as viewed from each virtual camera of the multiple virtual cameras. For example, an image of the i-th character image of the plurality of character images is generated as the i-th character image, and an image of the j-th character image is generated as the j-th character image of the plurality of character images. A character creation image including the i-th and j-th character images is then displayed on the display unit 190.

[0094] In this case, the virtual space setting unit 106 sets a light source for illuminating multiple characters in the virtual space. That is, a light source is set to serve as a lighting model for illuminating multiple characters. As a lighting model, various lighting models such as Lambert, Phong, or Blinn can be used. In addition, the light source is set at a position corresponding to a representative virtual camera among multiple virtual cameras, for example. Then, the display processing unit 120 performs shading processing of multiple characters based on the light source to generate multiple character images. For example, a shading processing such as Gouraud Shading or Phong Shading is performed to depict objects of multiple characters to generate multiple character images. These shading processes can be implemented, for example, by pixel shaders.

[0095] Furthermore, the character processing unit 110 sets the orientations of multiple characters relative to the orientations of multiple virtual cameras based on the player's input. For example, when the player performs a switching operation, the character processing unit 110 uniformly changes the orientations of multiple characters relative to the orientations of multiple virtual cameras, i.e., their relative orientations. This uniformly changes the images of multiple characters to those viewed from different virtual camera directions. Alternatively, the orientation relationship between the virtual cameras and the characters can be individually switched. In this case, the images of multiple characters individually change to those viewed from different virtual camera directions.

[0096] Furthermore, the character processing unit 110 performs part configuration processing for multiple characters based on the player's input. For example, part configuration processing can be performed for multiple characters by reflecting the part configuration processing across multiple character images. For example, part switching processing, part content configuration processing, or motion data configuration processing can be performed uniformly across multiple characters. Thus, the part configuration processing is reflected across all of the character images. Alternatively, part configuration processing can be performed for each character individually. In this case, the part configuration processing is reflected individually across the character images.

[0097] Furthermore, the display processing unit 120 generates, as a plurality of character images, a first character image (i-th character image) viewed from a first virtual camera direction (i-th virtual camera direction) and a second character image (j-th virtual character image) viewed from a second virtual camera direction (j-th virtual camera direction) different from the first virtual camera direction. In this manner, the first character image and the second character image become character images viewed from different virtual camera directions.

[0098] In this case, the display processing unit 120 may also change the configuration position of the specified parts in the first character image and the second character image. That is, the configuration position of the specified parts is different in the first character image obtained by observing the character from the first virtual camera direction and the second character image obtained by observing the character from the second virtual camera direction. For example, the specified parts that are configured at a first position in the first character image are configured at a second position that is displaced from the first position in the second character image. For example, in an animated character, the position of the specified parts is changed in a manner that matches the performance of the animation. The specified parts are, for example, parts that make up the character's face. For example, the specified parts are eye parts, nose parts, mouth parts, or jaw parts.

[0099] Furthermore, the display processing unit 120 changes the facial expression of at least one of the multiple character images by changing the motion data of the components that make up the face. For example, by changing the motion data set as the skeletal data of the components, the shape of the eye, nose, mouth, or jaw components, etc., the facial expression of the character in the character image can be changed. For example, the facial expression can be changed from a normal face to a smile, anger, surprise, cheerfulness, happiness, or confusion.

[0100] Furthermore, when part setting processing is performed in response to a player's input, the display processing unit 120 performs processing to display a character creation image, in which the part setting processing has been performed, on the display unit 190. For example, when a player inputs an operation to instruct part setting processing, a character creation image reflecting the part setting processing is displayed across the multiple character images. For example, multiple character images reflecting a part replacement process, a setting content change process, or a motion data change process are generated and displayed as the character creation image.

[0101] Furthermore, the display processing unit 120 uniformly changes the multiple character images to images viewed from different virtual camera directions based on the player's input. For example, if the player inputs an instruction to switch the display of the character images, the multiple character images are uniformly changed. For example, when multiple characters are arranged in a virtual space and multiple character images are generated, the multiple character images are uniformly changed by uniformly changing the orientation of the multiple characters relative to the multiple virtual cameras. When a single character is arranged in a virtual space and multiple character images are generated, the multiple character images are uniformly changed by uniformly changing the orientation of the multiple virtual cameras relative to the character.

[0102] In addition, the display processing unit 120 individually changes the multiple character images to character images observed from different virtual camera directions based on the player's operational input. For example, when the player performs an operational input instructing to switch the display of the character images, the display processing unit 120 changes one of the multiple character images to a character image obtained by observing the character from a different virtual camera direction. For example, when multiple characters are arranged in a virtual space and multiple character images are generated, by changing the direction of one of the multiple characters, the character image corresponding to the character in the multiple character images is changed. When a single character is arranged in a virtual space and multiple character images are generated, by changing the direction of one of the multiple virtual cameras, the character image that can be seen from the virtual camera in the multiple character images is changed.

[0103] Furthermore, the display processing unit 120 generates multiple character images in such a manner that predetermined parts are displayed in all of the multiple character images. For example, when a character's face is displayed as a character image, the essential parts of the face (predetermined parts) are displayed in all of the multiple character images. For example, essential parts such as the eyes, nose, mouth, and jaw are always displayed. For example, when the player performs an operation input to switch the display of the character images, thereby switching the multiple character images to those facing different virtual camera directions, the essential parts as predetermined parts are also displayed in all of the multiple character images.

[0104] In addition, the display processing unit 120 generates a plurality of character images in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image. For example, a first portion of a character displayed in a first character image that can be viewed from a first virtual camera is not displayed in a second character image that can be viewed from a second virtual camera. For example, depending on the viewpoint of the virtual camera, portions that are to be depicted and portions that are not to be depicted are set in the parts that constitute the character. That is, in a case where a first portion that is desired to be depicted in the viewpoint of the first virtual camera would appear unnatural if depicted in the viewpoint of the second virtual camera, the first portion is not displayed in the second character image that can be viewed from the second virtual camera.

[0105] In this case, for example, the first character image is an image of the character as viewed from the first virtual camera direction, and the second character image is an image of the character as viewed from the second virtual camera direction. That is, the first character image and the second character image are images of the character as viewed from different virtual camera directions. Then, for each part that constitutes the character, a first part having a first portion and a second part not having the first portion are prepared. That is, for each part, multiple parts having different shapes, etc., are prepared, namely, a first part and a second part. Information about the first and second parts is stored as character information in the character information storage unit 174. The display processing unit 120 then generates the first character image using the first part and the second character image using the second part. That is, when generating the first character image as viewed from the first virtual camera direction, the first part having the first portion is used, and when generating the second character image as viewed from the second virtual camera direction, the second part not having the first portion is used. As a result, the first portion is displayed in the first character image, while the first portion is not displayed in the second character image.

[0106] In addition, the above-mentioned Figure 2 The game system and processing of this embodiment can be implemented by Figure 1Various variations of (A) can be implemented by the server system 500, implemented by the terminal device TM, or implemented by distributed processing of the server system 500 and the terminal device TM. Furthermore, the program of this embodiment can be applied to various programs such as game programs for personal computers, applications for smartphones, game programs for home game devices, browser game programs for smartphones or personal computers, and programs for commercial game devices.

[0107] 2. Method of this embodiment

[0108] Next, the method of this embodiment will be described in detail.

[0109] 2.1 Character creation image with multiple character images arranged

[0110] In this embodiment, as a character that appears in the game, a character creation image is displayed to the player, which allows the player to create a character that is original to the player. For example, Figure 3 This is a flowchart showing an example of overall processing in this embodiment.

[0111] First, the title screen is displayed (step S1), followed by user selection and character selection (steps S2 and S3). Then, when the player as the user creates a new character in the character selection, the character creation screen is displayed (steps S4 and S5). On the other hand, when the player does not create a new character, the created character is selected. Then, after the character selection, the game is started (step S6), and the process of advancing the game is performed (step S7). Then, it is determined whether the game is over (step S8). When it is determined that the game is over, the process is terminated. In this way, in the present embodiment, the player makes the newly created character appear in the game by character creation, and the player can enjoy playing the game using the newly created character as, for example, a player character.

[0112] Figure 4 This is an example of a character creation image (character creation screen) in this embodiment. Figure 4 As shown, in this embodiment, a character production image in which a plurality of character images IM1, IM2, and IM3 are arranged is displayed to the player. These character images IM1, IM2, and IM3 are character images obtained by observing the same character from different virtual camera directions. That is, in this embodiment, the character is arranged in a virtual space as an object space, and images obtained by observing the character from a plurality of virtual cameras in the virtual space, i.e., a plurality of character images IM1, IM2, and IM3, are generated. Then, the image in which these character images IM1, IM2, and IM3 are arranged is displayed as an image for character production. In addition, in this embodiment, the case where the number of character images is three is mainly used for explanation, but the number of character images is as described later. Figure 16、 Figure 17 The number shown may be two, or may be four or more.

[0113] Players can Figure 4 In the operation input area shown in A1, the player can select the character's category, body type and gender, face and hairstyle, clothing, and voice. In the category item, the player can set the category that represents the character's abilities and task distribution in a role-playing game (RPG). The category is also called the character's profession. In the body type and gender items, the player can Figure 16 、 Figure 17 As explained in the , you can set the character's body type or gender. In the clothing item, the player can set the clothing parts worn by the character. In the sound item, you can set the sound that the character makes. And, in Figure 4 In A1, the player selects the face and hairstyle items. As shown in A2, the player can set the character's face shape, skin color, hairstyle, outline, eyebrows, eyes, nose, mouth, etc. The player can make these settings in the operation input area shown in A3. Furthermore, by using the switching icons in A4, the player can switch between various displays.

[0114] For example, in Figure 4 In the example, character images IM1, IM2, and IM3 are displayed as character images with adult faces. Then, when the player selects a child type, for example, Figure 5 As shown, character images IM1, IM2, and IM3 are displayed as child-like faces. Then, when the player selects items such as skin color, hairstyle, outline, eyebrows, eyes, nose, or mouth, and sets the various parts that make up the character, a character creation image reflecting the results of the part setting process is displayed.

[0115] As described above, in this embodiment, the player's operation input is accepted, and the setting process of the parts constituting the character is performed according to the player's operation input. Figure 4 The player clicks or touches the operation input area shown in A1, A2, and A3, or clicks or touches the switch icon A4. Then, the player's operation input is accepted, and the character's body parts, clothing parts, or equipment parts are replaced or changed. In addition, in this embodiment, at least one character and multiple virtual cameras are arranged in the virtual space, such as Figure 4As shown, multiple character images IM1, IM2, and IM3, representing images of the character viewed from multiple virtual cameras in a virtual space, are generated. A character creation image displaying these character images IM1, IM2, and IM3 is then displayed to the player. When parts are configured through user input, a character creation image reflecting the results of this configuration is displayed. For example, when a part configuration is performed, such as replacing body parts or clothing parts, the results of this configuration are reflected in the character images IM1, IM2, and IM3 in the character creation image.

[0116] For example, in previous character creation processes, only one character image was displayed as the character creation screen. Therefore, when players replaced parts of a character, for example, they could only see the results reflected in that single character image. Consequently, players were unable to fully confirm or assess whether the resulting character image, after the parts replacement, matched their tastes and preferences.

[0117] In this case, for example, a method can be considered in which a player rotates the character to display a character image that can be seen while the character is rotated. For example, by moving a virtual camera that is focused on the character in a circle centered on the character, a character image that can be seen while the character is rotated can be generated.

[0118] However, this method requires the player to rotate the character while checking the appearance of the character image in various directions, which reduces the player's work efficiency. In other words, the player must rotate the character in circles while checking whether the parts they have installed are as they like, forcing the player to perform a complicated operation.

[0119] Especially when creating characters, players want to create their own original characters that don't duplicate characters created by other players. Therefore, it's desirable to be able to set character parts in a more detailed manner. However, forcing players to perform the complex confirmation process described above during this detailed part setting process complicates the character creation process for players and prevents them from being provided with a suitable interface environment.

[0120] Therefore, in this embodiment, if Figure 4As shown, a character creation image is displayed to the player, for example, with multiple character images IM1, IM2, and IM3 arranged in the directions of each virtual camera. Moreover, when the player inputs an operation such as replacing a part, the character creation image is displayed to the player, and the setting process of the part replacement, etc. is reflected in the character images IM1, IM2, and IM3. In this way, the player can confirm whether the image of the character after the parts are set is in line with his or her preferences or interests simply by observing the multiple character images IM1, IM2, and IM3 of the character creation image once. As a result, the player's work efficiency can be improved, and the complexity of the player's work in character creation can be suppressed. Therefore, even with detailed part settings, the player can perform the work without pressure, easily create an original character that is not repeated by other players, and improve the interface environment for the player in character creation.

[0121] 2.2 Character Image Generation Processing

[0122] Next, a specific example of a method for generating a character image is described. Figure 6 As shown, multiple characters CH1, CH2, and CH3 are configured in a virtual space. These characters CH1, CH2, and CH3 are characters of the same model that are the characters to be created by the player. That is, they are characters of the same shape model. Furthermore, in this embodiment, multiple virtual cameras VC1, VC2, and VC3 are set for these multiple characters CH1, CH2, and CH3. That is, each virtual camera of VC1, VC2, and VC3 is configured corresponding to each character of CH1, CH2, and CH3. For example, VC1 is configured as a virtual camera that looks at the character CH1, VC2 is configured as a virtual camera that looks at the character CH2, and VC3 is configured as a virtual camera that looks at the character CH3. Then, images obtained by observing each of the multiple characters CH1, CH2, and CH3 from each of the multiple virtual cameras VC1, VC2, and VC3 are generated as Figure 4 The character images IM1, IM2, and IM3 are each character images. Specifically, the character image IM1 is an image of the character CH1 as viewed from the virtual camera VC1. Furthermore, the character image IM2 is an image of the character CH2 as viewed from the virtual camera VC2, and the character image IM3 is an image of the character CH3 as viewed from the virtual camera VC3.

[0123] In this way, multiple character images IM1, IM2, and IM3 observed from different virtual camera directions can be generated through simple processing. Figure 6 In the example, the direction DC1 of the character CH1 is parallel to the direction DV1 (viewing direction) of the virtual camera VC1 and is in the opposite direction. Figure 4As shown in FIG, a frontal face image is generated as the character image IM1. In addition, with respect to the direction DV2 of the virtual camera VC2, the direction DC2 of the character CH2 faces the left direction (clockwise direction), and thus, as shown in FIG. Figure 4 As shown in FIG, an image of the left side of the face is generated as the character image IM2. In addition, with respect to the direction DV3 of the virtual camera VC3, the direction DC3 of the character CH3 faces right (counterclockwise), and thus, as shown in FIG. Figure 4 As shown, an image of the right side of the face is generated as the character image IM3.

[0124] Thus, according to Figure 6 By setting the directions DV1 to DV3 of characters CH1 to CH3 relative to virtual cameras VC1 to VC3, it is possible to generate multiple character images IM1 to IM3 as images of the characters viewed from different directions. This allows players to uniformly view the character images from all directions, improving character creation efficiency.

[0125] In addition, Figure 6 In the virtual space, a light source LS is set to illuminate the characters CH1 to CH3. For example, a light source LS based on a lighting model such as Lambert, Phong, or Boolean is set. Figure 6 In the example, a light source LS is set near the virtual camera VC1 for the frontal face image. Characters CH1 to CH3 are then shaded based on this light source LS to generate character images IM1 to IM3. For example, objects (polygons constituting the objects) of characters CH1 to CH3 are depicted using a shading process such as Gouraud shading or Phong shading to generate character images IM1 to IM3. This allows for the generation of character images with shadows cast by the light source LS, enabling realistic character images to be generated. In other words, realistic character images can be generated with shadows cast on them, just as realistically as when the characters appear in the game, allowing for more appropriate and realistic character images to be displayed to the player.

[0126] Furthermore, in this embodiment, as will be described later Figure 13 As described in the etc., multiple characters CH1 to CH3 are set relative to each other according to the player's operation input. Figure 6 The directions DV1 to DV3 of multiple virtual cameras VC1 to VC3 are displayed. For example, the angles formed between the directions DV1 to DV3 of virtual cameras VC1 to VC3 and the directions DC1 to DC3 of characters CH1 to CH3 are changed based on the player's input. This allows the directions of the characters in character images IM1 to IM3 to be changed based on the player's input, allowing the player to display character images IM1 to IM3 that are suitable for character creation.

[0127] For example, in this embodiment, when the player performs an image switching operation, the directions DC1 to DC3 of the characters CH1 to CH3 relative to the virtual cameras VC1 to VC3, DV1 to DV3, are uniformly switched. In other words, the angles formed between the directions DV1 to DV3 and the directions DC1 to DC3 are uniformly switched. This allows the character images IM1 to IM3 to be uniformly switched to images viewed from different directions simply by the player performing the switching operation, improving the player's efficiency in character creation.

[0128] In addition, Figure 6 In the embodiment, a plurality of characters CH1 to CH3 corresponding to a plurality of character images IM1 to IM3 are arranged in the virtual space, but it is also possible to Figure 7 As shown in FIG, a character CH is arranged in the virtual space and a plurality of character images IM1 to IM3 are generated. Figure 7 In the figure, multiple virtual cameras VC1, VC2, and VC3 are arranged to focus on one character CH. The directions DV1, DV2, and DV3 (sight lines) of the virtual cameras VC1, VC2, and VC3 are directed toward one character CH. In this way, an image that can be seen from the virtual camera VC1 arranged in front of the character CH can be generated as a character image IM1. In addition, an image that can be seen from the virtual camera VC2 arranged in front of the left side of the character CH can be generated as a character image IM2, and an image that can be seen from the virtual camera VC3 arranged in front of the right side of the character CH can be generated as a character image IM3. That is, as Figure 4 As shown, images of the front face, the left side face, and the right side face can be generated as character images IM1, IM2, and IM3.

[0129] However, when shadow processing is performed by the light source LS, Figure 7 Methods and Figure 6 That is, according to Figure 6 The method can more appropriately generate shadowed images not only for frontal face images but also for left and right face images. Figure 7 In the method, the front face character image IM1 becomes an image of appropriate brightness, but the left side face character image IM2 or the right side face character image IM3 becomes a dark image. That is, the front side of the character CH is cast with a bright shadow by the light source LS set near the virtual camera VC1, but the left and right sides of the character CH are difficult to illuminate by the light source LS from the front direction, resulting in a dark image. Therefore, in this sense, it is better to use Figure 6 The character images IM1 to IM3 are generated by the method.

[0130] Figure 8This is an illustration of the parts that make up the character's face. Figure 8 In the figure, the face of the character is composed of the eye parts PE, the nose parts PN, the mouth parts PM, and the jaw parts PC as the outline parts. Figure 8 The points in represent the positions of the bones in the motion data, specifically, the joint positions of the bones. By changing the positions of these bones according to the motion data, the shapes of the parts PE, PN, PM, and PC change. In this way, the expression of the character's face can be changed, etc. For example, in the eye part PE, by changing the position (joint position) of the bones set for the eyebrows, the character's eyebrows can be changed into various shapes. In addition, in the eye part PE, by changing the position of the bones set for the shape of the edge of the eyelid (eye socket, eye socket), the shape of the edge of the eyelid of the character can be changed into various shapes. In addition, by changing the position of the bones set for the part PC of the lower jaw, the contour shape of the lower jaw can be changed into various shapes. In addition, in the part PM of the mouth, not only the upper jaw, but also the tongue and teeth are modeled as tongue parts or tooth parts with set bones.

[0131] Figure 9 This is an explanatory diagram about the skeleton data set for the part. The skeleton data corresponds to the character's motion data, and can be represented by the positions J1 and J2 of the bones as joint positions. Alternatively, the skeleton data can be represented by the rotation angle of the child skeleton (BM2) relative to the parent skeleton (BM1) around the X-axis, Y-axis, and Z-axis. In addition, the skeleton data can include scaling parameters in the directions of the X-axis, Y-axis, and Z-axis. The X-axis is the direction along the bone, and the Y-axis and Z-axis are axes orthogonal to the X-axis. For example, by changing the scaling value in the X-axis direction, the Figure 16 、 Figure 17 In addition, by changing the Y-axis and Z-axis scaling values, you can adjust the thickness (fatness) of the character's body parts.

[0132] For example, the vertices of the object components that make up a character are assigned weights relative to the bones of each character component. The vertices of the component objects then follow the bones by an amount corresponding to these weights. Therefore, by controlling the skeleton data as motion data, it's possible to set the character's pose or the shape (expression) of the components, for example.

[0133] Furthermore, in this embodiment, according to the player's operation input, Figure 6 The multiple roles CH1 to CH3 of Execute the parts setting process. Figure 6To generate character images IM1-IM3, multiple characters CH1-CH3 with identical shape models are placed in virtual space. Then, when the player inputs an operation such as switching parts to create a character, part setup processing, such as switching parts, is performed on these multiple characters CH1-CH3. For example, if an operation is input to replace a first part, the replacement process for that first part is performed on all of these characters CH1-CH3. This also allows the replacement of parts in the character images IM1-IM3. This allows the player to create a character while checking the character images IM1-IM3 after part replacement, resulting in highly efficient character creation.

[0134] Furthermore, in the present embodiment, the facial expression of at least one character image among the plurality of character images is changed by changing the motion data of parts constituting the face.

[0135] For example, Figure 10 This figure is a diagram illustrating an example of part information of a character. This part information is stored as character information in Figure 2 The character information storage unit 174 stores the character's face, chest, right arm, left arm, and other body parts. The movements of the character's body parts are controlled by the motion data MAL that sets the character's overall posture. Figure 10 In the game, the face parts consist of the eyes, nose, mouth, and jaw. The shapes of these parts are controlled by the motion data ME, MN, MM, and MC, respectively. In other words, the character's facial expressions can be set by setting these motion data ME, MN, MM, and MC.

[0136] For example, to change a character's facial expression from a normal face to a smile, the motion data ME, MN, MM, and MC for the eyes, nose, mouth, and jaw are set to those corresponding to a smile. In other words, the motion data is set so that the eyes, nose, mouth, and jaw appear as they would when smiling. Similarly, to change a character's facial expression from a normal face to an angry one, the motion data ME, MN, MM, and MC for the eyes, nose, mouth, and jaw are set to those corresponding to an angry face. This allows for a variety of character expressions through the lightweight process of setting motion data, reducing and simplifying the character creation process.

[0137] In addition, in this embodiment, as a plurality of character images, a first character image viewed from a first virtual camera direction and a second character image viewed from a second virtual camera direction different from the first virtual camera direction are generated. Figure 4One of the character images IM1 to IM3 is the first character image, and the other is the second character image. For example, let the character image IM1 be the first character image and the character image IM2 be the second character image. In this case, Figure 6 In the first character image, the character CH1 is viewed from the direction DV1, which is the direction of the first virtual camera, and the second character image is viewed from the direction DV2, which is the direction of the second virtual camera. Figure 7 In the example above, the first character image is the image of the character CH viewed from the direction DV1, which is the first virtual camera direction, and the second character image is the image of the character CH viewed from the direction DV2, which is the second virtual camera direction. This allows multiple character images viewed from different virtual camera directions to be displayed to the player as a character creation image.

[0138] Furthermore, in this case, the arrangement positions of predetermined parts may be changed in the first character image, which is an image viewed from the first virtual camera direction, and the second character image, which is an image viewed from the second virtual camera direction.

[0139] For example, in Figure 11 In (A), the virtual camera is set from below toward the character, creating a so-called upward-looking character image. In this case, if the positions and shapes of the nose, mouth, and jaw components PN, PM, and PC are set to the same as those of a normal face, the resulting facial image may be unnatural. For example, the nose or mouth may be positioned unnaturally, or the jawline may have an unnatural shape.

[0140] Therefore, in this embodiment, when generating such an upward-looking face character image, as shown in FIG. Figure 11 As shown in (B), for example, the configuration positions of the nose part PN and the mouth part PM are moved downward. Figure 11 In (B), Figure 11Compared to (A), the configuration positions of the nose part PN and the mouth part PM are moved toward the lower side of the face. In addition, the shape of the front end of the lower jaw part PC is also changed to a shape with a gentle convex shape. In this way, when, for example, the virtual camera direction changes from the direction of a normal face (first virtual camera direction) to the direction of an upward-looking face (second virtual camera direction), a character image that looks more natural looking up can be generated. Similarly, when, for example, a side-face character image is generated for an animated character, if the mouth part PM is configured in the same position as a normal face, the character image as an animation may sometimes appear unnatural. Therefore, in this case, it is also preferable to perform processing such as moving the configuration position of the mouth part PM toward the cheek side in the side-face character image.

[0141] Figure 12 1 is a flowchart illustrating a detailed processing example of this embodiment. First, multiple characters and multiple virtual cameras are set in the virtual space (step S11). Figure 6 As shown, a plurality of characters CH1 to CH3 of the same shape model are arranged in a virtual space, and virtual cameras VC1 to VC3 are arranged for these characters CH1 to CH3.

[0142] Next, according to the player's operation input, the directions of the multiple characters relative to the directions of the multiple virtual cameras are set (step S12). Figure 6 The directions DC1 to DC3 that characters CH1 to CH3 face relative to the directions DV1 to DV3 of virtual cameras VC1 to VC3 are set in. For example, when the player switches images, the relative direction relationship between directions DV1 to DV3 and directions DC1 to DC3 is switched uniformly.

[0143] Next, according to the player's operation input, the parts setting process is performed on multiple characters (step S13). Figure 6 In the example, when the player performs an operation input for replacing a predetermined part, the predetermined parts of characters CH1 to CH3 representing characters of the same model are collectively replaced.

[0144] Next, multiple characters are colored based on the light source to generate multiple character images (step S14). Figure 6 In the example, character CH1 is colored according to the light source LS to generate character image IM1. Similarly, character CH2 and CH3 are colored according to the light source LS to generate character images IM2 and IM3. Then, the character production image in which the plurality of character images are arranged is displayed on the display unit 190 (step S15). Figure 4 、 Figure 5 As shown, a character creation image in which character images IM1 to IM3 are arranged in a predetermined arrangement is displayed to the player.

[0145] 2.3 Examples of Character Creation Images

[0146] Next, various examples of character creation images are described. Figure 13 This is an example of a character creation image when the player operates a switching icon or the like to switch images. Figure 4 When the player switches the image while the character is creating an image, it will be displayed Figure 13 Create an image of the character shown. Figure 13 In, with Figure 4 In contrast, the characters in the character images IM1 to IM3 are facing different directions. Figure 13 In the Figure 4 Character images IM1 to IM3 observed from different virtual camera directions. Figure 6 In the case of , such switching of character images IM1 to IM3 can be realized by uniformly changing the directions DC1 to DC3 of the directions DV1 to DV3 of the characters CH1 to CH3 relative to the virtual cameras VC1 to VC3. Figure 7 In this case, this can be achieved by uniformly changing the directions DV1 to DV3 of the virtual cameras VC1 to VC3 relative to the character CH.

[0147] Thus, in this embodiment, Figure 4 、 Figure 13 As shown, based on the player's input, multiple character images IM1-IM3 are uniformly changed to images viewed from different virtual camera directions. This allows the player to uniformly change the orientation of the characters in character images IM1-IM3 by performing simple operations, such as switching images. This allows the player to easily confirm whether the parts settings made during character creation are in accordance with their preferences and interests, thereby improving the user interface experience during character creation.

[0148] In addition, Figure 14 In the embodiment, multiple character images IM1 to IM3 are uniformly changed to character images observed from different virtual camera directions, but the method of this embodiment is not limited to this. For example, multiple character images IM1 to IM3 can be individually changed to character images observed from different virtual camera directions according to the player's operation input. For example, only one character image of the character images IM1 to IM3 is changed to a character image observed from a different virtual camera direction. For example, in Figure 6In the case of changing only the character image IM3, it is sufficient to change only the direction DC3 of the direction DV3 of the character CH3 relative to the virtual camera VC3 according to the player's operation input, without changing the directions DC1 and DC2 of the other characters CH1 and CH2. Figure 7 In the case of a character CH, only the direction DV3 of virtual camera VC3 relative to the character CH needs to be changed, while the directions DV1 and DV2 of the other virtual cameras VC1 and VC2 remain unchanged. This allows the direction of the character to be changed only for the character image that the player wants to see in detail, thus meeting the various wishes of the player during character creation and improving the efficiency of the player's work.

[0149] exist Figure 14 , the facial expression of the character in the character image IM3 is changed. Figure 4 In the character image IM3, the character's expression is a normal expression, but Figure 14 In the character image IM3, the character's expression is changed to an angry face. Specifically, Figures 8 to 10 As described in , the expression of a character's face is changed by changing the motion data of the parts that make up the face. For example, by changing the motion data corresponding to the data of the bones in the parts of the eyes, nose, mouth, or jaw, the shapes of these parts are changed, thereby changing the expression of the character's face. In this way, in this embodiment, the expression of the face is changed by changing the motion data of the parts that make up the face of at least one character image among multiple character images. In this way, the expression of the character's face can be changed by the simple process of controlling the motion data. For example, as a method of changing the expression of the face, a method of replacing the various parts of the character's face is also considered, but in this method, it is necessary to prepare parts corresponding to each expression for each character, and the amount of data related to the parts becomes huge. In this regard, according to the method of this embodiment of changing the motion data of the parts that make up the face, it is possible to change the expression of the character's face with a small amount of data, thereby saving the storage capacity used for data.

[0150] In addition, Figure 13 In, also relative to Figure 4 Changed the expression of the character's face. That is, from Figure 4 The expression of the normal face changes to Figure 14 For example, the facial expressions of the characters are uniformly changed based on the player's input. The character image for which the facial expressions are changed in this manner is not limited to a single character image; the facial expressions of multiple character images may also be uniformly changed based on the player's input.

[0151] In addition, Figure 15In the game, the character's parts are replaced. For example, the character's eye parts or nose parts are replaced with Figure 4 Different parts. For example, Figure 15 In, from Figure 4 The normal eye parts are replaced with the eye parts that represent the hanging eyes. Figure 15 In, with Figure 4 Compared to the nose, replace the nose parts with a higher nose height.

[0152] In this manner, in the present embodiment, when a setting process such as a parts replacement process is performed according to the player's operation input, a character creation image after the parts setting process is performed is displayed in the plurality of character images IM1 to IM3. Figure 6 For example, when the player instructs to replace a specific part, the replacement process is performed on all characters CH1-CH3. For example, if an instruction is given to replace a normal eye part with a drooping eye part, the replacement process is performed on all characters CH1-CH3. For example, if an instruction is given to replace a normal nose part with a high nose part, the replacement process is performed on all characters CH1-CH3. This allows for unified part setting processing, such as part replacement, to be performed across multiple character images IM1-IM3 based on the instructions input by the player.

[0153] For example, in a comparative example method that displays only one character image as the character creation screen, after setting the character's parts, the player must repeatedly change the character's orientation and confirm the appearance of the character image, making character creation more complex. In contrast, according to this embodiment, the player can centrally confirm how the parts settings are reflected in multiple character images IM1 to IM3. Therefore, compared to the comparative example method, the player's work efficiency is improved, and a more suitable interface environment for character creation can be provided.

[0154] In addition, in this embodiment, multiple character images are generated in such a way that a predetermined part is displayed in all of the multiple character images. For example, when an image switch such as switching the direction of the virtual camera is performed according to the player's operation input, the predetermined part is also displayed in all of the multiple character images. Figure 4 、 Figure 5 、 Figures 13 to 15In the character images IM1-IM3 of the face, parts such as the eyes, mouth, nose, or jaw are displayed as the main face parts, or prescribed parts, in all character images IM1-IM3, even when an image switching operation is performed. This allows the player to appropriately configure parts settings such as replacement of prescribed parts, since the prescribed parts, such as the main parts, are always displayed in the character images IM1-IM3.

[0155] Furthermore, designated parts are not limited to these main parts; they can also be parts that are considered to be the player's focus. For example, a part that the player has just installed will always be displayed as the focus part. Specifically, when the player installs a part of clothing or equipment such as a weapon or armor, that part will always be displayed as the focus part for a specified period of time. For example, if a designated part such as the focus part is no longer visible due to a change in the virtual camera's direction, the virtual camera's or character's direction will automatically switch to the opposite direction, ensuring that the designated part is always displayed.

[0156] In the above description, the case where the character image is a character face image and the number of character images displayed in the character creation image is two is described, but this embodiment is not limited to this. Figure 16 In , full-body images of characters are displayed as character images IM1 and IM2, and the number of character images is also two. Figure 16 In the game, character image IM1 is a full-body image facing forward, and character image IM2 is a full-body image facing backward. Furthermore, character creation images display character images IM1 and IM2, which rotate according to the player's input, as indicated by B1 and B2. Specifically, when a full-body image of the character's right side is displayed as character image IM1, a full-body image of the character's left side is displayed as character image IM2. Furthermore, when a full-body image of the character's left side is displayed as character image IM1, a full-body image of the character's right side is displayed as character image IM2. Furthermore, as indicated by B1 and B2, the character can rotate both clockwise and counterclockwise.

[0157] In addition, the player can select a character to be created from two different male body types and two different female body types. For example, Figure 16 This is an example of a character creation image when a thin male character is selected. Figure 17 This is an example of a character creation image when a male character with a muscular build is selected.

[0158] Furthermore, in Figure 16 、 Figure 17 In the game, you can adjust the character's height or fatness. For example, when the player adjusts the character's height, the above adjustment Figure 9The value of the scaling in the X-axis direction of the skeleton data. Thus, the length of each bone is adjusted to adjust the character's height to be taller or shorter. In addition, when the player adjusts the character's fatness, the adjustment Figure 9 The scaling values ​​in the Y and Z axes of the skeleton data are adjusted. This allows you to adjust the thickness of each bone, thickening or thinning the character's body parts, and adjusting the character's weight (the thickness of the body parts). This allows you to finely adjust the character's body shape and physique, enabling more detailed character creation.

[0159] In this embodiment, multiple character images are generated in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image. For example, the first portion of the character may be displayed or not displayed depending on the direction of the virtual camera.

[0160] For example, in Figure 18 In the character image IM1 of the side face, the upper portion of the nose outline, i.e., the bridge of the nose, is depicted as shown in C1. On the other hand, in the character image IM2 of the front face, the bridge of the nose is not depicted as shown in C2. Thus, the character's bridge of the nose (first portion) is displayed in character image IM1 (first character image) but not in character image IM2 (second character image). In other words, the bridge of the nose is depicted in character image IM1 as viewed from virtual camera VC1 but not in character image IM2 as viewed from virtual camera VC2.

[0161] For example, in a frontal face character image, if the bridge of the nose is clearly depicted, the character, such as in an animation, may become an unnatural image. Figure 18 As shown in C2, in a character image with a frontal face, by not displaying the bridge of the nose, it is possible to prevent the character image from becoming an unnatural image, and to display a more appropriate image of the character as an animation, etc.

[0162] In addition, in this embodiment, the character image IM1 as the first character image is an image of the character observed from the virtual camera VC1 as the first virtual camera direction, and the character image IM2 as the second character image is an image of the character observed from the virtual camera VC2 as the second virtual camera direction. In other words, the character images IM1 and IM2 are character images observed from different virtual camera directions. In addition, in this embodiment, for one part constituting the character, a first part having a first portion and a second part not having the first portion are prepared. Figure 18For example, one of the parts constituting a character is a nose part, and as the parts of the nose, a plurality of parts such as a first part (first nose part) and a second part (second nose part) are prepared. Furthermore, the first part is a part having a nose bridge (first part), and the second part is a part not having a nose bridge. For example, in the first part, as depiction data, there is a part having a nose bridge (depicted as an outline), but in the second part, as depiction data, there is a part not having a nose bridge (not depicted as an outline). Furthermore, in this embodiment, the first part is used to generate a first character image, and the second part is used to generate a second character image. For example, in Figure 18 In the example, a character image IM1 is generated as a first character image using a first part having a nose bridge, and a character image IM2 is generated as a second character image using a second part not having a nose bridge. In this case, in the character image IM1 viewed from the direction of the first virtual camera, which is the direction of the virtual camera VC1, as shown in FIG. Figure 18 As shown in C1, the part of the nose bridge (first part) is depicted and displayed. On the other hand, in the character image IM2 observed from the second virtual camera direction as the direction of the virtual camera VC2, as shown in FIG. Figure 18 As shown in C2 of FIG. 1 , the nose bridge portion is not depicted and is not displayed. Thus, the nose bridge portion as the first portion can be displayed or not displayed according to the direction of the virtual camera.

[0163] Furthermore, the outline of parts such as the nose can be drawn using, for example, a well-known cartoon rendering (cartoon shader). For example, the outline can be drawn by drawing both a normal model and a model for outline drawing, or the outline of a character can be drawn using post-processing using the normal vector of the object.

[0164] Furthermore, small parts may be depicted in a front-facing character image, while such small parts may not be depicted in a side-facing character image. For example, parts of the tongue or teeth in the mouth are depicted and displayed in a front-facing character image, but not depicted and displayed in a side-facing character image. For example, the depiction data for the tongue or teeth is not used in a side-facing character image. Furthermore, small parts inside the nostrils are depicted in a front-facing character image, but not in a side-facing character image. In this way, it is possible to achieve appropriate depiction processing of the character image corresponding to the relative directional relationship between the direction of the virtual camera and the direction of the character. In addition, when the distance between the character and the virtual camera is far, it is sometimes difficult to see the outline of parts such as the nose. In this case, the following control can be performed: the thickness of the outline is changed according to the distance between the character and the virtual camera, so that the outline is appropriately displayed even when the distance between the character and the virtual camera is far.

[0165] In addition, the present embodiment has been described in detail above, but those skilled in the art can easily understand that a variety of modifications can be implemented that do not substantially deviate from the new matters and effects of the present disclosure. Therefore, all such modifications are included in the scope of the present disclosure. For example, in the specification or the drawings, a term that is recorded at least once together with a different term in a broader sense or with the same meaning can be replaced with the different term at any position in the specification or the drawings. In addition, acceptance processing, virtual space setting processing, virtual camera setting processing, part setting processing, character image generation processing, character production image generation processing, etc. are not limited to the contents described in the present embodiment, and methods equivalent to these are also included in the scope of the present disclosure.

[0166] Description of Reference Numerals

[0167] IM1, IM2, IM3... character images,

[0168] VC1, VC2, VC3... virtual cameras,

[0169] DV1, DV2, DV3...direction, CH1, CN2, CH3, CH...role,

[0170] DC1, DC2, DC3...direction, LS...light source,

[0171] PE, PN, PM, PC...parts,

[0172] BM1, BM2... skeleton, MAL, ME, MN, MM, MC... motion data,

[0173] TM1~TMn、TM…Terminal devices,

[0174] 100 ...processing unit, 102 ...game processing unit, 104 ...receiving unit,

[0175] 106 ...virtual space setting unit, 108 ...virtual camera setting unit,

[0176] 110…Character Processing Department,

[0177] 112 ... Management unit, 120 ... Display processing unit, 130 ... Sound processing unit,

[0178] 160 ...operation unit, 170 ...storage unit, 172 ...virtual space information storage unit,

[0179] 174 ...character information storage unit, 176 ...drawing buffer,

[0180] 178 ... user information storage unit, 180 ... information storage medium, 190 ... display unit,

[0181] 192 ... audio output unit, 194 ... I / F unit, 195 ... portable information storage medium,

[0182] 196…Communications Department, 500…Server System, 510…Network.

Claims

1. A game system, characterized in that: include: The reception department accepts the player's operation input; a virtual space setting unit for performing a setting process of a virtual space in which at least one character newly created by the player is arranged; A virtual camera setting unit performs setting processing for multiple virtual cameras; a character processing unit that performs setting processing of parts constituting at least one of the characters newly created by the player according to the operation input of the player; as well as A display processing unit generates a plurality of character images in the virtual space, which are images obtained by observing at least one of the characters newly created by the player from the plurality of virtual cameras, and displays a character creation image in which the plurality of character images are arranged on the display unit. When the setting process of the parts is performed, the display processing unit performs a process of displaying the character creation image reflecting the result of the setting process on the display unit.

2. The gaming system according to claim 1, wherein: The virtual space setting unit arranges a plurality of characters in the virtual space as at least one of the characters, The virtual camera setting unit sets each of the plurality of virtual cameras for each of the plurality of characters, The display processing unit generates an image obtained by observing each of the plurality of characters from each of the plurality of virtual cameras as each of the plurality of character images.

3. The game system according to claim 2, wherein: The virtual space setting unit sets a light source for illuminating the plurality of characters in the virtual space. The display processing unit performs a rendering process on the plurality of characters based on the light source to generate the plurality of character images.

4. The gaming system according to claim 2, wherein: The character processing unit sets the directions of the plurality of characters relative to the directions of the plurality of virtual cameras according to the operation input of the player.

5. The game system according to any one of claims 2 to 4, characterized in that: The character processing unit executes the setting process of the parts for the plurality of characters according to an operation input by the player.

6. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit generates, as the plurality of character images, a first character image viewed in a first virtual camera direction and a second character image viewed in a second virtual camera direction different from the first virtual camera direction.

7. The gaming system according to claim 6, wherein: The display processing unit changes the arrangement position of predetermined parts in the first character image and the second character image.

8. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit changes the facial expression of at least one character image among the plurality of character images by changing motion data of parts constituting the face.

9. The gaming system according to any one of claims 1 to 4, characterized in that: When the setting process of the parts is performed according to the operation input of the player, the display processing unit performs a process of displaying the character creation image on which the setting process of the parts has been performed among the plurality of character images on the display unit.

10. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit uniformly changes the plurality of character images to character images viewed from different virtual camera directions according to the player's operation input.

11. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit changes the plurality of character images individually to character images viewed from different virtual camera directions in accordance with an operation input by the player.

12. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit generates the plurality of character images so that predetermined parts are displayed in all of the plurality of character images.

13. The gaming system according to any one of claims 1 to 4, characterized in that: The display processing unit generates the plurality of character images in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image.

14. The gaming system according to claim 13, wherein: The first character image is an image of the character observed from a first virtual camera direction, and the second character image is an image of the character observed from a second virtual camera direction. For one part constituting a character, a first part having the first portion and a second part not having the first portion are prepared. The display processing unit generates the first character image using the first part and generates the second character image using the second part.

15. A processing method, characterized in that: Perform the following processing: Acceptance processing, accepting player's operation input; A virtual space setting process, setting a virtual space in which at least one character newly created by the player is configured; Virtual camera setting processing, setting multiple virtual cameras; Character processing, performing setting processing of parts constituting at least one of the characters newly created by the player according to the operation input of the player; as well as Display processing, generating a plurality of character images as images obtained by observing at least one of the characters newly created by the player from the plurality of virtual cameras in the virtual space, and displaying a character creation image in which the plurality of character images are arranged on a display unit, In the display process, when the setting process of the parts is performed, a process of displaying the character creation image reflecting the result of the setting process on the display unit is performed.

16. A computer-readable information storage medium, characterized in that: The computer stores a program for causing the computer to function as a receiving unit, a virtual space setting unit, a virtual camera setting unit, a character processing unit, and a display processing unit. The receiving unit receives the player's operation input, The virtual space setting unit performs a setting process of a virtual space in which at least one character newly created by the player is arranged. The virtual camera setting unit performs setting processing for multiple virtual cameras. The character processing unit performs setting processing of parts constituting at least one of the characters newly created by the player according to the operation input of the player, The display processing unit generates a plurality of character images in the virtual space as images of at least one character newly created by the player viewed from the plurality of virtual cameras, and displays a character creation image in which the plurality of character images are arranged on the display unit. When the setting process of the parts is performed, the display processing unit performs a process of displaying the character creation image reflecting the result of the setting process on the display unit.

Citation Information

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