Virtual scene-based co-production processing method, device, equipment and storage medium

By introducing orientation adjustment controls to automatically adjust the NPC orientation in the virtual scene of the game, the problem of low NPC co-shooting efficiency is solved, and the NPC is always facing the lens is realized, which improves the shooting effect.

CN114344896BActive Publication Date: 2025-08-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210015356.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-07
Publication Date
2025-08-22
Estimated Expiration
2042-01-07

AI Technical Summary

Technical Problem

In the virtual scene of the game, the non-user character (NPC) combined shooting efficiency in the prior art is low, and the NPC cannot control its orientation towards the lens, resulting in poor shooting effect.

Method used

A method of co-shooting processing based on virtual scenes is provided. By presenting the orientation adjustment control in the photographing interface, the orientation of the NPC is automatically adjusted to enter the co-shooting state, and the co-shooting processing is performed using a virtual camera.

Benefits of technology

Improves the efficiency and shooting effect of NPC co-shooting, ensures that the NPC always faces the lens, reduces the number of times players look for angles, and improves the quality of the co-shooting images.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, apparatus, device, computer-readable storage medium, and computer program product for a co-photographing process based on a virtual scene; the method comprises: presenting a target virtual object, a non-user character, and an orientation adjustment control in a photo-taking interface of a virtual scene; wherein the orientation adjustment control is used to adjust the orientation of the non-user character; in response to an orientation adjustment instruction triggered based on the orientation adjustment control, controlling the non-user character to enter a co-photographing state; wherein the non-user character in the co-photographing state faces a virtual camera for co-photographing; when a co-photographing instruction is received, the virtual camera is used to perform co-photographing processing on the target virtual object and the non-user character in the co-photographing state to obtain a co-photographing image. Through the present application, it is possible to improve the co-photographing effect while also improving the co-photographing efficiency.
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Description

Technical Field

[0001] The present application relates to human-computer interaction technology, and in particular to a virtual scene-based co-production processing method, device, equipment, computer-readable storage medium, and computer program product. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, display technology for virtual scenes can achieve diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in the virtual scene of games, it can simulate the real battle process between virtual objects.

[0003] In the virtual world of games, non-player characters (NPCs) with various personalities are deeply loved by players, and taking photos with NPCs is a common way for players to express their emotions. In related technologies, after entering the photo function, either all NPCs are hidden and it is impossible to take photos with NPCs, or the NPCs do not look at the camera during the photo shoot, and it is impossible to control the NPC's direction of the camera, resulting in poor photo effects. In order to achieve a good photo effect, players need to constantly search for angles to find NPCs looking at the camera for photos, which is inefficient. Summary of the Invention

[0004] The embodiments of the present application provide a virtual scene-based co-production processing method, apparatus, device, computer-readable storage medium, and computer program product, which can improve the co-production effect while increasing the co-production efficiency.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present application provides a virtual scene-based co-production processing method, including:

[0007] In the photo-taking interface of the virtual scene, the target virtual object, non-user characters, and orientation adjustment controls are presented;

[0008] Wherein, the orientation adjustment control is used to adjust the orientation of the non-user character;

[0009] In response to an orientation adjustment instruction triggered by the orientation adjustment control, controlling the non-user character to enter a co-photographing state; wherein the non-user character in the co-photographing state faces a virtual camera for co-photographing;

[0010] When a co-shooting instruction is received, the virtual camera is used to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state to obtain a co-shooting image.

[0011] The embodiment of the present application provides a virtual scene-based co-production processing device, including:

[0012] An interface presentation module, configured to present a target virtual object, a non-user character, and a direction adjustment control in a photo-taking interface of a virtual scene;

[0013] Wherein, the orientation adjustment control is used to adjust the orientation of the non-user character;

[0014] an orientation control module, configured to control the non-user character to enter a co-filming state in response to an orientation adjustment instruction triggered by the orientation adjustment control; wherein the non-user character in the co-filming state faces a virtual camera for co-filming;

[0015] The co-shooting processing module is used to, when receiving a co-shooting instruction, use the virtual camera to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state to obtain a co-shooting image.

[0016] In the above scheme, before controlling the non-user character to enter the shooting state, the device also includes: an instruction trigger module, which is used to control the orientation adjustment mode of the non-user character to an intelligent adjustment mode in response to a trigger operation on the orientation adjustment control; in the intelligent adjustment mode, the orientation of the non-user character is detected, and when the detection result indicates that the non-user character is not facing the virtual camera, the orientation adjustment instruction is triggered.

[0017] In the above scheme, the device also includes: a role screening module, which is used to present a role screening control; when the number of the non-user characters is at least two, in response to a triggering operation on the role screening control, the non-user characters that do not meet the synchronization conditions among the at least two non-user characters are hidden; the orientation control module is also used to control the non-user characters that are not hidden among the at least two non-user characters to enter a synchronization state.

[0018] In the above scheme, before hiding some of the at least two non-user characters, the role screening module is also used to control the display mode of the non-user characters to be adjusted to an intelligent screening mode; in the intelligent screening mode, each of the non-user characters is tested according to the synchronization condition to determine the non-user characters among the at least two non-user characters that do not meet the synchronization condition.

[0019] In the above scheme, the device also includes: a secondary screening module, which is used to control the target non-user character to be in a selected state in response to a selection operation on the target non-user character among the non-hidden non-user characters when the number of the non-hidden non-user characters is at least two; the orientation control module is also used to control the target non-user character in the selected state among the non-hidden non-user characters to enter a synchronization state.

[0020] In the above scheme, the orientation control module is also used to determine a circular area with the target virtual object as the center and the shooting distance of the virtual camera as the radius, and determine the circular area as the shooting range of the virtual camera; when there is a non-user character in the shooting range, the non-user character in the shooting range is controlled to enter a shooting state.

[0021] In the above scheme, the device also includes: an update module, which is used to control the movement of the target virtual object in response to the movement operation of the target virtual object; control the virtual camera to move synchronously with the movement of the target virtual object; during the movement of the virtual camera, update the shooting range of the virtual camera, and update the non-user characters within the updated shooting range to control the non-user characters within the updated shooting range to enter a shooting state.

[0022] In the above scheme, after controlling the non-user character to enter the shooting state, the device also includes: a horizontal adjustment module, which is used to control the virtual camera to move to a second position in the horizontal direction along the edge of the shooting range in response to a movement operation on the virtual camera when the non-user character is facing the virtual camera in the first position; determine the angle between the line connecting the virtual camera in the second position and the non-user character and the line connecting the virtual camera in the first position and the non-user character; based on the angle, adjust the target part of the non-user character so that the adjusted non-user character faces the virtual camera in the second position.

[0023] In the above scheme, the orientation adjustment module is also used to control the horizontal rotation of the head of the non-user character when the angle is lower than the first angle threshold, and the rotation angle is the angle; when the angle is not lower than the first angle threshold and lower than the second angle threshold, control the horizontal rotation of the waist of the non-user character, and the rotation angle is the difference between the angle and the first angle threshold; when the angle is not lower than the second angle threshold, control the horizontal rotation of the feet of the non-user character, and the rotation angle is the difference between the angle and the second angle threshold.

[0024] In the above scheme, after controlling the non-user character to enter the shooting state, the device also includes: a vertical adjustment module, which is used to control the virtual camera to rotate in the vertical direction to the rotation angle indicated by the rotation operation in response to the rotation operation of the virtual camera; during the rotation of the virtual camera, when the rotation angle is lower than the target rotation angle, the head of the non-user character is controlled to rotate in the vertical direction to the rotation angle.

[0025] In the above scheme, the device also includes: a collaborative adjustment module, which is used to control the target virtual object to enter a shooting state while controlling the non-user character to enter a shooting state when the orientation adjustment control is also used to adjust the orientation of the target virtual object, so that the non-user character and the target virtual object are both facing the virtual camera used for shooting.

[0026] In the above scheme, the device also includes: a collaborative update adjustment module, which is used to control the movement of the virtual camera in response to the movement operation of the virtual camera; during the movement of the virtual camera, the orientation of the non-user character and the target virtual object is automatically adjusted so that the adjusted non-user character and the target virtual object are always facing the virtual camera.

[0027] In the above scheme, the device also includes: a posture adjustment module, which is used to present a posture adjustment control; in response to a trigger operation on the posture adjustment control, the posture of the non-user character is adjusted to a target posture; the synchronization processing module is also used to use the virtual camera to synchronize the target virtual object and the non-user character in the target posture to obtain a synchronized image.

[0028] In the above scheme, before adjusting the posture of the non-user character to the target posture, the device also includes: a posture prediction module, which is used to control the posture adjustment mode of the non-user character to be adjusted to an intelligent adjustment mode; in the intelligent adjustment mode, the scene data of the virtual scene is obtained, and the machine learning model is called based on the scene data to predict the adjustment posture of the non-user character to determine the target posture.

[0029] In the above scheme, the device also includes: a posture collaborative adjustment module, which is used to adjust the posture of the target virtual object to a posture that is compatible with the target posture in the process of adjusting the posture of the non-user character to the target posture when the posture adjustment control is also used to adjust the posture of the target virtual object, so that the posture of the target virtual object in the obtained combined image and the target posture of the non-user character form a target pattern.

[0030] In the above scheme, the co-shooting processing module is used to present special effects resources for co-shooting in the photo-taking interface of the virtual scene, and the special effects resources are recommended based on the scene data of the virtual scene; the virtual camera is used to perform co-shooting on the target virtual object and the non-user character, and the obtained co-shooting image is presented through the special effects resources.

[0031] An embodiment of the present application provides a terminal device, including:

[0032] a memory for storing executable instructions;

[0033] The processor is used to implement the virtual scene-based co-ordination processing method provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0034] An embodiment of the present application provides a computer-readable storage medium storing executable instructions for causing a processor to execute instructions to implement a virtual scene-based co-ordination processing method provided in an embodiment of the present application.

[0035] An embodiment of the present application provides a computer program product, including a computer program or instructions. When the computer program or instructions are executed by a processor, the virtual scene-based co-production processing method provided in the embodiment of the present application is implemented.

[0036] The embodiments of the present application have the following beneficial effects:

[0037] By applying the embodiments of the present application, during the process of taking photos with non-user characters, the non-user characters are controlled to enter the photo-taking state through the orientation adjustment instructions. Since the non-user characters in the photo-taking state are always facing the virtual camera, the non-user characters in the taken photo-taking images are always facing the camera, which improves the shooting effect. Moreover, there is no need for players to find angles multiple times to take photo-taking images of the non-user characters facing the virtual camera, which improves the efficiency of photo-taking. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1A A schematic diagram of an application mode of a virtual scene-based co-production processing method provided in an embodiment of the present application;

[0039] Figure 1B A schematic diagram of an application mode of a virtual scene-based co-production processing method provided in an embodiment of the present application;

[0040] Figure 2 A schematic diagram of the structure of a terminal device 400 provided in an embodiment of the present application;

[0041] Figure 3 A flowchart of a virtual scene-based co-production processing method provided in an embodiment of the present application;

[0042] Figure 4 A schematic diagram showing the display of the orientation adjustment control provided in an embodiment of the present application;

[0043] Figure 5 A schematic diagram of screening non-user roles provided in an embodiment of the present application;

[0044] Figure 6 A schematic diagram of horizontal movement of a virtual camera provided in an embodiment of the present application;

[0045] Figure 7 A flowchart of a virtual scene-based co-production processing method provided in an embodiment of the present application;

[0046] Figure 8 A schematic diagram of adjusting the non-user character parts provided in an embodiment of the present application;

[0047] Figure 9 A schematic diagram of the movement of a virtual camera provided in an embodiment of the present application. DETAILED DESCRIPTION

[0048] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0049] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0050] In the following description, the terms "first\second..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0051] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.

[0052] Before further explaining the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0053] 1) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.

[0054] 2) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be real-time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0055] 3) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0056] 4) Virtual objects: These are images of people and objects that can interact in a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual people, virtual animals, animated characters, and the like, such as people or animals displayed within the virtual scene. A virtual object can be a virtual avatar within the virtual scene that represents the user. A virtual scene can include multiple virtual objects, each with its own unique shape and volume, occupying a portion of the space within the virtual scene.

[0057] 5) Scene data, which represents the characteristic data in the virtual scene. For example, it may include the position of the virtual object in the virtual scene, the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and the attribute values ​​of various states of the game virtual objects, such as health and magic points.

[0058] The embodiments of the present application provide a virtual scene-based co-production processing method, apparatus, terminal device, computer-readable storage medium, and computer program product, which can improve the co-production effect while increasing the co-production efficiency. To facilitate easier understanding of the virtual scene-based co-production processing method provided in the embodiments of the present application, an exemplary implementation scenario of the virtual scene-based co-production processing method provided in the embodiments of the present application is first described. The virtual scene in the virtual scene-based co-production processing method provided in the embodiments of the present application can be completely based on the output of the terminal device, or based on the coordinated output of the terminal device and the server.

[0059] In some embodiments, the virtual scene can also be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0060] In one implementation scenario, see Figure 1A , Figure 1A The schematic diagram of the application mode of the virtual scene-based co-processing method provided in the embodiment of the present application is applicable to some application modes that completely rely on the computing power of the graphics processing hardware of the terminal device 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminal devices 400 such as smartphones, tablets, and virtual reality / augmented reality devices. As an example, the types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0061] When forming the visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs the video frames that can form the visual perception of the virtual scene on the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0062] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal device 400. During the operation of the client 410, a virtual scene 100 including role-playing is output. The virtual scene 100 can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight against each other. The virtual scene 100 includes a target virtual object 110 and a non-user character 120. The target virtual object 110 can be a game character controlled by a user (or player), that is, the target virtual object 110 is controlled by a real user and will respond to the real user's control of a controller (including a touch screen, a voice-activated switch, a keyboard, a mouse, etc.). For example, when the real user moves the joystick to the left, the target virtual object 110 will move to the left in the virtual scene. It can also remain still, jump, and use various functions (such as skills and props). The non-user character 120 can be a game character that is not controlled by the user (or player) (that is, the non-user character 120 is not controlled by the real user), or it can be a physical object in the virtual scene that is associated with the target virtual object 110. It can exist in the virtual scene at all times and move along with the movement of the target virtual object 110, or it can appear in the virtual scene only when called by the target virtual object 110.

[0063] As an example, the terminal device presents a target virtual object, a non-user character, and an orientation adjustment control in a photo-taking interface of a virtual scene; wherein the orientation adjustment control is used to adjust the orientation of the non-user character; in response to an orientation adjustment instruction triggered based on the orientation adjustment control, the non-user character is controlled to enter a photo-taking state; wherein the non-user character in the photo-taking state faces a virtual camera used for photo-taking; when a photo-taking instruction is received, the virtual camera is used to perform photo-taking processing on the target virtual object and the non-user character in the photo-taking state to obtain a photo-taking image; since the non-user character in the photo-taking state always faces the virtual camera, the non-user character in the photo-taking image is always facing the lens, which improves the shooting effect, and, moreover, the player does not need to find the angle many times to take a photo-taking image of the non-user character facing the virtual camera, which improves the photo-taking efficiency.

[0064] In another implementation scenario, see Figure 1B , Figure 1BThe schematic diagram of the application mode of the virtual scene-based co-production processing method provided in the embodiment of the present application is applied to the terminal device 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame that realizes a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0065] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal device 400. During the operation of the client 410, a virtual scene 100 including role-playing is output. The virtual scene 100 can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight against each other. The virtual scene 100 includes a target virtual object 110 and a non-user character 120. The target virtual object 110 can be a game character controlled by a user (or player), that is, the target virtual object 110 is controlled by a real user and will respond to the real user's control of a controller (including a touch screen, a voice-activated switch, a keyboard, a mouse, etc.). For example, when the real user moves the joystick to the left, the target virtual object 110 will move to the left in the virtual scene. It can also remain still, jump, and use various functions (such as skills and props). The non-user character 120 can be a game character that is not controlled by the user (or player) (that is, the non-user character 120 is not controlled by the real user), or it can be a physical object in the virtual scene that is associated with the target virtual object 110. It can exist in the virtual scene at all times and move along with the movement of the target virtual object 110, or it can appear in the virtual scene only when called by the target virtual object 110.

[0066] As an example, the terminal device presents a target virtual object, a non-user character, and an orientation adjustment control in a photo-taking interface of a virtual scene; wherein the orientation adjustment control is used to adjust the orientation of the non-user character; in response to an orientation adjustment instruction triggered based on the orientation adjustment control, the non-user character is controlled to enter a photo-taking state; wherein the non-user character in the photo-taking state faces a virtual camera used for photo-taking; when a photo-taking instruction is received, the virtual camera is used to perform photo-taking processing on the target virtual object and the non-user character in the photo-taking state to obtain a photo-taking image; since the non-user character in the photo-taking state always faces the virtual camera, the non-user character in the photo-taking image is always facing the lens, which improves the shooting effect, and, moreover, the player does not need to find the angle many times to take a photo-taking image of the non-user character facing the virtual camera, which improves the photo-taking efficiency.

[0067] In some embodiments, the terminal device 400 can implement the virtual scene-based co-production processing method provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it into a browser environment; it can also be a game small program that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0068] Taking a computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports virtual scenes. The application program can be any of a first-person shooter (FPS), a third-person shooter, a virtual reality application, a three-dimensional map program, a simulation program, or a multiplayer shooter survival game. The user uses the terminal device 400 to operate a target virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the target virtual object can be a virtual character, such as a simulated human character or an anime character.

[0069] In other embodiments, the embodiments of the present application can also be implemented with the help of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or local area network to realize data calculation, storage, processing, and sharing.

[0070] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used flexibly and conveniently on demand. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.

[0071] For example, Figure 1B The server 200 in the example can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0072] Below Figure 1A The structure of the terminal device 400 shown in FIG will be described. Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal device 400 provided in an embodiment of the present application. Figure 2 The terminal device 400 shown includes: at least one processor 420, a memory 460, at least one network interface 430, and a user interface 440. The various components in the terminal device 400 are coupled together via a bus system 450. It is understood that the bus system 450 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 450 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 450 is not shown in FIG. Figure 2 Various buses are labeled as bus system 450 .

[0073] The processor 420 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] The user interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0075] The memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 460 may optionally include one or more storage devices that are physically remote from the processor 420.

[0076] The memory 460 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 460 described in the embodiments of the present application is intended to include any suitable type of memory.

[0077] In some embodiments, the memory 460 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.

[0078] Operating system 461, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, and driver layer, which are used to implement various basic services and process hardware-based tasks;

[0079] A network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430 , exemplary network interfaces 430 including Bluetooth, WiFi, and USB;

[0080] a presentation module 463 for enabling presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 441 (e.g., a display screen, a speaker, etc.) associated with the user interface 440;

[0081] The input processing module 464 is configured to detect one or more user inputs or interactions from one of the one or more input devices 442 and to translate the detected inputs or interactions.

[0082] In some embodiments, the virtual scene-based co-ordination processing device provided in the embodiments of the present application can be implemented in a software manner. Figure 2 A virtual scene-based co-beat processing device 465 stored in the memory 460 is shown, which can be software in the form of programs and plug-ins, including the following software modules: an interface presentation module 4651, an orientation control module 4652 and a co-beat processing module 4653. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.

[0083] In other embodiments, the virtual scene-based co-beating processing device provided in the embodiments of the present application can be implemented in hardware. As an example, the virtual scene-based co-beating processing device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual scene-based co-beating processing method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs) or other electronic components.

[0084] The following will describe in detail the virtual scene-based co-produced processing method provided by the embodiment of the present application with reference to the accompanying drawings. The virtual scene-based co-produced processing method provided by the embodiment of the present application can be Figure 1A The terminal device 400 in the embodiment can also be executed separately. Figure 1B The terminal device 400 and the server 200 cooperate to execute.

[0085] Below, by Figure 1A The terminal device 400 in the embodiment of the present application independently executes the virtual scene based co-production processing method as an example. Figure 3 , Figure 3 The flowchart of the virtual scene co-production processing method provided in the embodiment of the present application will be combined with Figure 3 The steps shown are explained.

[0086] It should be noted that Figure 3The method shown can be executed by various forms of computer programs running on the terminal device 400, and is not limited to the above-mentioned client 410, but can also be the operating system 461, software modules and scripts mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.

[0087] Step 101: The terminal device presents a target virtual object, a non-user character, and a direction adjustment control in a photo-taking interface of a virtual scene.

[0088] Among them, the orientation adjustment control is used to adjust the orientation of the non-user character. In actual applications, a target virtual object and a non-user character are presented in the interface of the virtual scene, wherein the target virtual object can be a virtual object corresponding to the current login account in the virtual scene, or a virtual object corresponding to another login account different from the current login account in the virtual scene; the non-user character can be a virtual character not controlled by a real user, or a physical object (such as a pet or elf) in the virtual scene that is associated with the target virtual object. It can exist in the virtual scene at all times and move with the movement of the target virtual object, or it can appear in the virtual scene only when called by the target virtual object.

[0089] In addition, a photo button for taking photos may be presented in the interface of the virtual scene. When the user triggers (such as clicking, double-clicking, sliding, etc.) the photo button, the terminal device responds to the trigger operation, presents the photo interface of the virtual scene, and presents the target virtual object and non-user character to be photographed in the photo interface. When the target virtual object is the virtual object corresponding to the current login account in the virtual scene, the photo mode is to take a photo of the player himself and the non-user character (also known as the selfie mode). In this case, other virtual objects different from the target virtual object may also be presented in the photo interface, and the number of other virtual objects and non-user characters may be one or more. When the target virtual object is the virtual object corresponding to other login accounts in the virtual scene, the photo mode is to not include the player himself in the photo interface, but to take a photo of the non-user character with other virtual objects (also known as the other-photo mode). In this case, the number of target virtual objects and non-user characters may be one or more.

[0090] Among them, the direction adjustment control can be directly presented in the photo-taking interface, or a setting button for photo-taking settings for non-user characters can be presented first. When the user triggers the setting button, the direction adjustment control is presented. The embodiment of the present application does not limit the presentation timing of the direction adjustment control.

[0091] See also Figure 4 , Figure 4Schematic diagram of the display of the orientation adjustment control provided in an embodiment of the present application. A photo button 401 is presented in the interface of the virtual scene. In response to the trigger operation for the photo button 401, the terminal device presents the photo interface of the virtual scene and presents a setting button 402 for setting the non-user character to shoot in the photo interface. When the user triggers the setting button 402, the terminal device responds to the trigger operation and presents the device setting interface for the non-user character and presents the orientation adjustment control 403 in the setting interface. When the orientation adjustment control 403 is turned on, the non-user character can be controlled to enter the shooting state. When the orientation adjustment control 403 is turned off, the non-user character cannot be controlled to enter the shooting state. In addition, the setting interface can also present a character filtering control 404 for controlling the display, hiding, or filtering of non-user characters and a posture adjustment control 405 for setting the posture (or posing action) of the non-user character. The user can trigger the corresponding control according to the actual situation.

[0092] Step 102: In response to the orientation adjustment instruction triggered by the orientation adjustment control, the non-user character is controlled to enter a co-shooting state; wherein the non-user character in the co-shooting state faces a virtual camera for co-shooting.

[0093] Here, the terminal device controls the non-user character to enter the shooting state in response to the orientation adjustment instruction, which essentially automatically adjusts the orientation of the non-user character so that the adjusted non-user character faces the virtual camera.

[0094] In some embodiments, before the terminal device controls the non-user character to enter the shooting state, it can also control the orientation adjustment mode of the non-user character to the intelligent adjustment mode in response to the trigger operation of the orientation adjustment control; in the intelligent adjustment mode, the orientation of the non-user character is detected, and when the detection result indicates that the non-user character is not facing the virtual camera, the orientation adjustment instruction is triggered.

[0095] like Figure 4 As shown, when the user triggers to open the orientation adjustment control 403, the terminal device responds to the trigger operation and changes the orientation adjustment mode of the non-user character to the intelligent adjustment mode. In the intelligent adjustment mode, whether the non-user character is facing the virtual camera is detected in real time. When the detection result indicates that the non-user character is not facing the virtual camera, the orientation adjustment instruction is triggered, and in response to the orientation adjustment instruction, the non-user character is controlled to enter the shooting state to automatically adjust the orientation of the non-user character so that the adjusted non-user character faces the virtual camera.

[0096] In some embodiments, after the terminal device sets the orientation adjustment mode of the non-user character to the intelligent adjustment mode and determines that the non-user character is not facing the virtual camera, it can also use a machine learning model to further predict the orientation of the non-user character based on the scene data of the virtual scene. When the prediction result indicates that the orientation of the non-user character needs to be adjusted, the orientation adjustment instruction is triggered. When the prediction result indicates that the orientation of the non-user character does not need to be adjusted, such as when the non-user character is not facing the virtual camera and the resulting composite image is more in line with the artistic conception of the virtual scene and achieves a better photographic effect, the orientation adjustment instruction may not be triggered, that is, the orientation of the non-user character will not be adjusted to obtain a composite image that is more in line with the artistic conception of the virtual scene and has a better effect.

[0097] Among them, the machine learning model is trained based on sample scene data of the virtual scene and labels indicating whether the orientation of non-user characters that are not facing the virtual camera needs to be adjusted (such as 1 for necessary and 0 for not necessary). After the orientation adjustment mode of the non-user character is set to the intelligent adjustment mode, when the terminal device determines that the non-user character is not facing the virtual camera, based on the acquired scene data of the virtual scene, a machine learning model based on an artificial intelligence algorithm is used to predict whether the orientation of the non-user character needs to be adjusted. This can make the prediction result more accurate, and thus trigger the orientation adjustment instruction only when the orientation of the non-user character needs to be adjusted, avoiding the problem of poor shooting effect caused by blindly adjusting the orientation of the non-user character.

[0098] It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiment of the present application does not specifically limit the type of machine learning model. It is understandable that the scene data involving the virtual scene in the embodiment of the present application is essentially the relevant data of the user. When the embodiment of the present application is applied to a specific product or technology, it is necessary to obtain the user's permission or consent, and the collection, use and processing of the relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0099] In some embodiments, the terminal device may further present a role filtering control in the photo-taking interface of the virtual scene; when the number of non-user characters is at least two, in response to a triggering operation on the role filtering control, the non-user characters that do not meet the shooting conditions among the at least two non-user characters are hidden; accordingly, the terminal device may control the non-user characters to enter the shooting state in the following manner: control the non-user characters that are not hidden among the at least two non-user characters to enter the shooting state, so that when a shooting instruction is received, the virtual camera is used to shoot the target virtual object and the non-hidden non-user characters.

[0100] In actual applications, there may be multiple non-user characters in the photo-taking interface of the virtual scene. At this time, non-user characters that meet the shooting conditions can be selected for shooting, that is, the non-user characters that meet the shooting conditions are controlled to enter the shooting state, and the non-user characters that do not meet the shooting conditions are hidden, that is, the non-user characters that do not meet the shooting conditions are canceled from the photo-taking interface. The shooting conditions include at least one of the following: the distance between the non-user character and the target virtual object is lower than the distance threshold, the compatibility of the non-user character and the target virtual object reaches the compatibility threshold, and the difficulty coefficient of the non-user character's appearance is higher than the coefficient threshold.

[0101] In some embodiments, before hiding some of the at least two non-user characters, the terminal device may also control the display mode of the non-user characters to be adjusted to an intelligent filtering mode; in the intelligent filtering mode, each non-user character is tested for the matching conditions to determine the non-user characters among the at least two non-user characters that do not meet the matching conditions.

[0102] like Figure 4 As shown, when the user turns off the role filtering control 404, all non-user characters are hidden in the photo-taking interface of the virtual scene. When the role filtering control 404 is turned on, the non-user characters are displayed in the photo-taking interface of the virtual scene. When the number of non-user characters is multiple (two or more), non-user characters that meet the shooting conditions are filtered out from all non-user characters displayed in the photo-taking interface as shooting objects and the filtered shooting objects are highlighted. For example, the non-user character closest to the target virtual object is selected as the shooting object, or the non-user character that best matches or best matches the target virtual object is selected as the shooting object, or a rare non-user character is selected as the shooting object (for example, the more difficult it is for a non-user character to appear, the more the player wants to shoot with it); in this way, selecting a suitable non-user character from multiple non-user characters for shooting can improve the targeted shooting.

[0103] In some embodiments, when the number of unhidden non-user characters is at least two, the terminal device controls the target non-user character to be in a selected state in response to a selection operation on the target non-user character among the unhidden non-user characters; accordingly, the terminal can control the unhidden non-user characters among the at least two non-user characters to enter a synchronized state in the following manner: control the target non-user character in the selected state among the unhidden non-user characters to enter a synchronized state.

[0104] Here, when in smart filtering mode, if there are still multiple non-user roles that meet the conditions for co-shooting (i.e., not hidden), the user can manually select the most needed target non-role user as the co-shooting object for co-shooting. Figure 5 , Figure 5Schematic diagram of the screening of non-user characters provided in an embodiment of the present application, wherein a target virtual object 501 to be photographed and six non-user characters, such as non-user characters 502 to non-user characters 505, are presented in the photographing interface of the virtual scene. When the intelligent screening mode is turned on, three non-user characters that meet the conditions for shooting are screened from the six non-user characters, such as non-user characters 502, 503, and 504 that meet the conditions for shooting are still presented in the photographing interface, and non-user characters 505, 506, and 507 that do not meet the conditions for shooting are hidden (i.e., the display is canceled). Color 507, when the user selects (such as triggering) the non-user character 502, the terminal device controls the non-user character 502 to be in a selected state, and highlights the selected non-user character 502, such as presenting a positioning selection box in the area associated with the non-user character 502, or highlighting the non-user character 502 to distinguish it from the unselected non-user character 505. When a co-shooting instruction is received, the target virtual object 501 and the non-user character 502 can be co-shot to obtain an image including the target virtual object 501, the non-user character 502 and the co-shot image; in this way, the targetedness of the co-shooting is further improved.

[0105] In some embodiments, the terminal device can control non-user characters to enter a shooting state in the following manner, including: determining a circular area with the target virtual object as the center and the shooting distance of the virtual camera as the radius, and determining the circular area as the shooting range of the virtual camera; when there is a non-user character in the shooting range, controlling the non-user character in the shooting range to enter a shooting state.

[0106] Here, when the shooting mode of the co-shooting is the selfie mode, the target virtual object is the target virtual object in the virtual scene corresponding to the current login account. The selfie mode can be understood as the target virtual object holding a virtual camera and shooting with a non-user character. Figure 5As shown, the photographic range of the virtual camera refers to the maximum field of view of the virtual camera. In the selfie mode, a circular area with the target virtual object as the center and the photographic distance of the virtual camera (determined by the focal length of the virtual camera) as the radius is used as the photographic range of the virtual camera. The photographic range of the virtual camera can also be any other shape, and the embodiment of the present application does not limit the shape of the photographic range. In view of the shooting principle of the virtual camera, the virtual camera can be used to perform a co-photographing process on the target virtual object and the non-user character (such as 502 to 504) within the photographic range. Therefore, when the terminal device receives the direction adjustment instruction, it controls the non-user character within the photographic range to enter the co-photographing state, that is, automatically adjusts the direction of the non-user character within the photographic range so that the adjusted non-user character within the photographic range faces the virtual camera; while for the target virtual object and non-user character (such as 505 to 507) outside the photographic range, the co-photographing process cannot be performed. Therefore, when the terminal device receives the direction adjustment instruction, it does not need to control the non-user character outside the photographic range to enter the co-photographing state.

[0107] In some embodiments, the terminal device can also control the movement of the target virtual object in response to the movement operation of the target virtual object; control the virtual camera to move synchronously with the movement of the target virtual object; during the movement of the virtual camera, update the shooting range of the virtual camera, and update the non-user characters within the updated shooting range to control the non-user characters within the updated shooting range to enter a shooting state.

[0108] Here, in selfie mode, during the co-photographing process, since the virtual camera is held by the target virtual object, it can be understood that the target virtual object is always facing the virtual camera. As the target virtual object moves, the virtual camera will move synchronously, and the virtual camera's capture range will also be updated and changed. Correspondingly, the non-user characters within the capture range used for the co-photographing process will also be updated and changed. Furthermore, in selfie mode, during the movement of the virtual camera, it can be assumed that the player is always facing the virtual camera. Here, the processing logic for automatically adjusting the target virtual object (player)'s orientation is the same as the processing logic for automatically adjusting the orientation of non-user characters.

[0109] It should be noted that in selfie mode, if there are other virtual objects in addition to the target virtual object and non-user characters within the shooting range of the virtual camera, the orientation adjustment instruction can also adjust the orientation of other virtual objects so that other virtual objects are always facing the virtual camera, and when the co-shooting instruction is received, the target virtual object, non-user characters and other virtual objects in the shooting range are co-shot.

[0110] In some embodiments, after the terminal device controls the non-user character to enter a shooting state, when the non-user character faces the virtual camera in the first position, in response to a movement operation on the virtual camera, the virtual camera is controlled to move horizontally to a second position along the edge of the shooting range; the angle between the line connecting the virtual camera in the second position and the non-user character and the line connecting the virtual camera in the first position and the non-user character is determined; based on the angle, the target part of the non-user character is adjusted so that the adjusted non-user character faces the virtual camera in the second position.

[0111] Here, the aforementioned angle represents the angle of movement of the virtual camera. When the terminal device controls the movement of the virtual camera while the non-user character is already facing the virtual camera, the terminal device adaptively adjusts the non-user character's orientation during the virtual camera's movement, ensuring that the non-user character always faces the virtual camera. When the virtual camera moves horizontally, the corresponding part of the non-user character is adjusted based on the angle of movement of the virtual camera.

[0112] In some embodiments, the terminal device can adjust the target part of the non-user character based on the angle in the following manner: when the angle is lower than the first angle threshold, the head of the non-user character is controlled to rotate horizontally, and the angle of rotation is the angle; when the angle is not lower than the first angle threshold and lower than the second angle threshold, the waist of the non-user character is controlled to rotate horizontally, and the angle of rotation is the difference between the angle and the first angle threshold; when the angle is not lower than the second angle threshold, the feet of the non-user character are controlled to rotate horizontally, and the angle of rotation is the difference between the angle and the second angle threshold.

[0113] See also Figure 6 , Figure 6A schematic diagram of the horizontal movement of a virtual camera provided in an embodiment of the present application. Before the virtual camera moves, the non-user character faces the virtual camera at a first position (initial position). When the virtual camera moves horizontally along the edge of the photographic range to a second position (the position after movement), the angle Y of the virtual camera movement. At this time, considering the actual human body structure, the rotation angle of each part has certain restrictions, among which the first angle threshold is the maximum rotation angle of the head in the horizontal direction, and the difference between the second angle threshold and the second angle threshold is the maximum rotation angle of the waist in the horizontal direction. The first angle threshold and the second angle threshold can be set according to actual conditions. Next, according to experience, we take the first angle threshold of 45° and the second angle threshold of 75° as an example to illustrate, and adjust the corresponding parts of the non-user character according to the angle Y to move accordingly. For example, when the angle Y is between 0° and 45°, the head of the non-user character is controlled to rotate horizontally, and the rotation angle is Y, and the rotation direction is opposite to the movement direction of the virtual camera; when the angle Y is between 46° and 75° (the second angle threshold is 75°, that is, the waist can rotate up to 30° in the horizontal direction), since the head can rotate up to 45° in the horizontal direction, it is necessary to control the non-user character while keeping the head unchanged. The non-user character's waist is controlled to rotate horizontally within a range of 0° to 30°, and the rotation direction is opposite to the movement direction of the virtual camera. When the included angle Y is between 76° and 360°, since the waist can rotate up to 30° horizontally, the non-user character's feet need to be controlled to rotate horizontally within a range of 0° to 285°, and the rotation direction is opposite to the movement direction of the virtual camera, while keeping the head and waist unchanged. In this way, the adjustment method of the non-user character conforms to the real adjustment scenario, avoiding the non-user character from achieving the purpose of facing the virtual camera through distorted adjustment methods.

[0114] It should be noted that the rotation direction of a part of the non-user character is determined relative to the direction of the non-user character's orientation, while the movement direction of the virtual camera is determined relative to the orientation of the virtual scene. Since the non-user character is facing the virtual camera, it can be understood that the orientation of the non-user character and the orientation of the virtual camera are exactly opposite (the two are mirror images). Therefore, the rotation direction of a part of the non-user character is opposite to the movement direction of the virtual camera. Of course, when rotating a part of the non-user character, if the rotation direction of the part of the non-user character is based on the orientation of the virtual camera, the rotation direction of the part of the non-user character and the movement direction of the virtual camera will be the same.

[0115] In some embodiments, after the terminal device controls the non-user character to enter a shooting state, in response to a rotation operation on the virtual camera, the terminal device controls the virtual camera to rotate in the vertical direction to the rotation angle indicated by the rotation operation; during the rotation of the virtual camera, when the rotation angle is lower than the target rotation angle, the head of the non-user character is controlled to rotate in the vertical direction to the rotation angle.

[0116] See also Figure 7 , Figure 7 This is a schematic diagram of the movement of the virtual camera provided in an embodiment of the present application. Here, in the case where the non-user character is initially facing the virtual camera, in the process of controlling the virtual camera to move in the vertical direction, the vertical movement distance of the virtual camera is positively correlated with the movement angle (rotation angle). For example, the larger the vertical movement angle of the virtual camera, the larger the vertical movement distance of the virtual camera. Therefore, taking the movement angle as an example, considering the actual human body structure, the head rotation angle is limited. For example, the maximum vertical rotation angle of the head is 60°. When the rotation angle of the virtual camera is between 1° and 60°, the head of the non-user character is controlled to rotate vertically, and the direction and angle of rotation are consistent with the direction and angle of movement of the virtual camera; when the rotation angle of the virtual camera is between 61° and 90°, the head is kept rotated to 60° and no operation is performed. In this way, the adjustment method of the non-user character conforms to the real adjustment scenario, avoiding the non-user character from achieving the purpose of facing the virtual camera through a distorted adjustment method.

[0117] It can be understood that the aforementioned adjustment of the parts of the non-user character is essentially adjustment of the corresponding parts of the character model corresponding to the non-user character.

[0118] In some embodiments, when the orientation adjustment control is also used to adjust the orientation of the target virtual object, while controlling the non-user character to enter the snap state, the target virtual object is also controlled to enter the snap state so that both the non-user character and the target virtual object are facing the virtual camera used for snapping.

[0119] Here, when the co-shooting mode is the other-shooting mode, the orientation adjustment control can adjust the orientation of the target virtual object and the orientation of the non-user character at the same time, so that the target virtual object and the non-user character always face the virtual camera.

[0120] In some embodiments, the terminal device controls the movement of the virtual camera in response to a movement operation directed at the virtual camera; during the movement of the virtual camera, the orientation of the non-user character and the target virtual object is automatically adjusted so that the adjusted non-user character and the target virtual object always face the virtual camera. Here, as the virtual camera moves, the orientation of the target virtual object and the non-user character is automatically adjusted so that the target virtual object and the non-user character always face the virtual camera.

[0121] Step 103: When a co-shooting instruction is received, a virtual camera is used to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state to obtain a co-shooting image.

[0122] Here, before receiving the co-shooting instruction, after determining the target virtual object and the non-user character in the co-shooting state, the co-shooting picture can also be adjusted according to the positions of the target virtual object and the non-user character, and when at least one of the target virtual object and the non-user character moves, the co-shooting picture is adjusted in real time so that the target virtual object and the non-user character are located in the middle area of ​​the co-shooting image; of course, the user can also adjust the position of the target virtual object and the non-user character in the co-shooting picture through the co-shooting picture adjustment operation according to needs, and can also zoom the co-shooting picture through the corresponding controls to obtain the desired shooting effect.

[0123] When the user triggers the photo icon in the photo interface, the terminal device receives the co-shooting instruction and uses the virtual camera to perform co-shooting on the target virtual object and the non-user character in the co-shooting state. The resulting co-shooting image includes the target virtual object and the non-user character in the front face. It is understandable that when taking a co-shooting shot, the virtual camera also shoots the virtual scene (background) where the target virtual object and the non-user character are located, so the corresponding virtual scene is also presented in the co-shooting image. The above-mentioned co-shooting process can be understood as taking a screenshot of the current photo interface. The content of the screenshot only includes the target virtual object, the non-user character and the corresponding virtual scene, and does not include the controls or icons displayed on the interface.

[0124] In some embodiments, the terminal device may also present a posture adjustment control in the photo-taking interface; in response to a trigger operation on the posture adjustment control, the posture of the non-user character is adjusted to the target posture; accordingly, the terminal device may use a virtual camera to perform a photo-taking process on the target virtual object and the non-user character in a photo-taking state to obtain a photo-taking image in the following manner: use a virtual camera to perform a photo-taking process on the target virtual object and the non-user character in a photo-taking state and in a target posture to obtain a photo-taking image, so that the posture of the non-user character in the photo-taking image is the target posture.

[0125] For example, in response to a trigger operation on a posture adjustment control, the terminal device receives a posture adjustment instruction and adjusts the posture of the non-user character to the target posture indicated by the posture adjustment instruction, such as controlling the non-user character to stand from sitting down, or to touch the hair with one hand from hanging down naturally, etc.; in this way, the posture of the non-user character in the synthesized image is the adjusted target posture, and the personalized posture makes the synthesized image more vivid and interesting, meeting diverse needs.

[0126] In some embodiments, before the terminal device adjusts the posture of the non-user character to the target posture, it can also control the posture adjustment mode of the non-user character to be adjusted to the intelligent adjustment mode; in the intelligent adjustment mode, the scene data of the virtual scene is obtained, and the machine learning model is called based on the scene data to predict the adjustment posture of the non-user character to determine the target posture.

[0127] like Figure 4 As shown, when the user triggers to open the posture adjustment control 405, the terminal device responds to the trigger operation and adjusts the posture adjustment mode of the non-user character to the intelligent adjustment mode, so that the non-user character's photo posture can be adjusted. When the posture adjustment control 405 is closed, the non-user character's photo posture cannot be adjusted. In the intelligent adjustment mode, based on the scene data of the virtual scene, a machine learning model is used to predict the adjustment posture of the non-user character to predict the target posture. The machine learning model is trained based on sample scene data of the virtual scene and annotated postures. Predicting the adjustment posture of the non-user character through the machine learning model can make the prediction result more accurate, so that the target posture adjusted for the non-user character is more naturally adapted to the virtual scene, and the photo effect is improved.

[0128] It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiment of the present application does not specifically limit the type of machine learning model. It is understandable that the scene data involving the virtual scene in the embodiment of the present application is essentially the relevant data of the user. When the embodiment of the present application is applied to a specific product or technology, it is necessary to obtain the user's permission or consent, and the collection, use and processing of the relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0129] In some embodiments, when the posture adjustment control is also used to adjust the posture of the target virtual object, in the process of adjusting the posture of the non-user character to the target posture, the posture of the target virtual object is adjusted to a posture that matches the target posture, so that the posture of the target virtual object and the target posture of the non-user character in the obtained combined image form a target pattern.

[0130] Here, the posture adjustment control can adjust the postures of the target virtual object and the non-user character to be synchronized at the same time, and control the posture of the non-user character and the posture of the target virtual object to form a target pattern, such as adjusting the posture of the non-user character to a first gesture of half a heart shape, and according to the position and shape of the first gesture of the non-user character, controlling the target virtual object to make a second gesture of the other half of a heart shape, so that the first gesture and the second gesture form a heart-shaped pattern. Of course, when adjusting, the terminal device can also independently adjust the postures of the non-user character and the target virtual object, such as adjusting the posture of the target virtual object to squatting, and adjusting the posture of the non-user character to standing, the two are independent of each other and do not affect each other; in this way, the display style of the synchronized posture is enriched to meet diverse needs, thereby making the synchronized image more vivid and lifelike, improving the synchronized effect, and being able to arouse topics for discussion among players, which is conducive to promoting the dissemination of virtual scenes and improving user retention.

[0131] In some embodiments, the terminal device can use a virtual camera to perform a co-photographing process on the target virtual object and a non-user character in a co-photographing state to obtain a co-photographed image in the following manner: in the photo-taking interface of the virtual scene, special effects resources for co-photographing are presented, wherein the special effects resources are recommended based on the scene data of the virtual scene; a virtual camera is used to perform a co-photographing process on the target virtual object and a non-user character in a co-photographing state, and the obtained co-photographed image is presented through the special effects resources.

[0132] Among them, special effect resources are resources used to realize corresponding special effect functions. During the co-production process, after loading the special effect resources, the co-production image can be displayed through the corresponding special effect resources. There are many types of special effect resources, such as head shots, most beautiful facial features detection, funny special effects, etc. The terminal device can recommend the special effect resources that are most suitable for the current virtual scene based on the scene data of the current virtual scene to display the co-production image. In actual applications, the number of recommended special effect resources can also be multiple (two or more). In this case, the user can select the target special effect resources from them to present the co-production image obtained by co-production; in this way, the co-production image obtained displays the special effect resources that are suitable for the current virtual scene, enriching the display style of the co-production image, meeting diverse needs, and making the co-production image more colorful, improving the co-production effect, and being able to arouse topics for discussion among players, which is conducive to promoting the spread of virtual scenes and improving user retention.

[0133] The following describes an exemplary application of the embodiment of the present application in an actual application scenario. Taking a virtual scene as an example, the embodiment of the present application provides a method for processing a photo based on a virtual scene, which aims to control a non-user character to automatically face the virtual camera and strike a specific pose in the photo mode. By adding three switch buttons in the photo interface, players are given options, such as Figure 4As shown, a setting button "NPC" is added to the photo interface for setting up a co-photographing with a non-user character. When the user triggers the setting button, the terminal device responds to the trigger operation and pops up a sidebar (i.e., a setting interface) for the non-user character. The sidebar presents three switch buttons corresponding to the non-user character. The first is a character filter control, which is used to control the display, hiding, or filtering of non-user characters. When the character filter control is turned on, the non-user characters are displayed in the photo interface of the virtual scene. When there are multiple non-user characters, the non-user characters to be co-photographed can be filtered. When it is turned off, all non-user characters are hidden. The second is a direction adjustment control, which is used to control whether the direction of the non-user character is automatically adjusted. When the direction adjustment control is turned on, the angle of the non-user character's body and face can be automatically adjusted according to the position of the virtual camera so that it always faces the virtual camera. When it is turned off, the direction of the non-user character will not be automatically adjusted. The third is a pose adjustment control, which controls whether the non-user character strikes a specific pose for co-photographing. When the pose adjustment control is turned on, the non-user character strikes a configured pose. When it is turned off, it will not. The user can trigger the corresponding control according to the actual situation.

[0134] Next, the virtual scene-based co-shooting method provided by the embodiment of the present application will be described when all three switch buttons are turned on and in the selfie mode. Figure 8 , Figure 8 A flowchart of a virtual scene-based co-production processing method provided in an embodiment of the present application is provided. The method includes:

[0135] Step 201: The terminal device determines whether the virtual camera moves.

[0136] Here, the player's operation behavior can be detected in real time, and based on the detection result, it is determined whether the player has moved the virtual camera. When the virtual camera moves, step 202 is executed; otherwise, step 206 is executed.

[0137] Step 202: Obtain the movement angle of the virtual camera.

[0138] Here, when the virtual camera moves, the terminal device obtains the moving angle of the virtual camera in the horizontal direction or the vertical direction.

[0139] Step 203: Filter out non-user characters within the capture range of the virtual camera.

[0140] Among them, the shooting range of the virtual camera refers to the maximum field of view of the virtual camera. In selfie mode, the circular area with the player as the center and the shooting distance of the virtual camera (determined by the focal length of the virtual camera) as the radius is used as the shooting range of the virtual camera; as the virtual camera moves, the shooting range of the virtual camera will change accordingly, and accordingly, the non-user characters within the shooting range used for shooting will also change accordingly.

[0141] Step 204: When the virtual camera moves in the horizontal direction, the target part of the non-user character is adjusted according to the moving angle of the virtual camera, so that the adjusted non-user character faces the virtual camera.

[0142] See also Figure 9 , Figure 9 The schematic diagram of adjusting the parts of non-user characters provided in the embodiment of the present application is that the character model corresponding to the non-user character needs to support the rotation of the head, waist and feet. Adjusting the parts of the non-user character is actually adjusting the corresponding parts of the character model corresponding to the non-user character. Figure 7 As shown, when the non-user character is facing the virtual camera at the first position (initial position), if the virtual camera moves horizontally from the first position to the second position (the position after movement), the movement angle of the virtual camera is the angle Y. Taking into account the actual human body structure, the rotation angle of each part has certain restrictions. The corresponding part of the non-user character needs to be adjusted according to the angle Y to move accordingly. For example, when the angle Y is between 0 and 45° (the first angle threshold is 45°, that is, the head can rotate at most 45° in the horizontal direction), the head of the non-user character is controlled to rotate horizontally, and the rotation angle is Y, and the rotation direction is opposite to the movement direction of the virtual camera; when the angle Y is between 46° and 75° (the second angle threshold is 75°, That is, when the waist can rotate up to 30° in the horizontal direction), since the head can rotate up to 45° in the horizontal direction, the waist of the non-user character needs to be controlled to rotate horizontally while keeping the head unchanged, and the rotation angle range is 0 to 30°, and the rotation direction is opposite to the movement direction of the virtual camera; when the angle Y is between 76° and 360°, since the waist can rotate up to 30° in the horizontal direction, the feet of the non-user character need to be controlled to rotate horizontally while keeping the head and waist unchanged, and the rotation angle range is 0 to 285°, and the rotation direction is opposite to the movement direction of the virtual camera; in this way, the adjustment method of the non-user character conforms to the real adjustment scenario, avoiding the non-user character from achieving the purpose of facing the virtual camera through a distorted adjustment method.

[0143] Step 205: When the virtual camera moves in the vertical direction, the head of the non-user character is controlled to rotate in the vertical direction so that the rotated non-user character faces the virtual camera.

[0144] like Figure 7As shown in the figure, when the non-user character is initially facing the virtual camera, in the process of controlling the virtual camera to move in the vertical direction, the vertical movement distance of the virtual camera is positively correlated with the movement angle (rotation angle). For example, the larger the vertical movement angle of the virtual camera, the larger the vertical movement distance of the virtual camera. Therefore, taking the movement angle as an example, considering the actual human body structure, the head rotation angle is limited. For example, the maximum vertical rotation angle of the head is 60°. When the rotation angle of the virtual camera is between 1° and 60°, the head of the non-user character is controlled to rotate vertically, and the rotation direction and angle are consistent with the direction and angle of the virtual camera movement; when the rotation angle of the virtual camera is between 61° and 90°, the head is kept rotated to 60° and no operation is performed. In this way, the adjustment method of the non-user character conforms to the real adjustment scenario, avoiding the non-user character from achieving the purpose of facing the virtual camera through a distorted adjustment method.

[0145] Step 206: Present the non-user character and the target virtual object facing the virtual camera on the photo-taking interface.

[0146] Here, in selfie mode, during the movement of the virtual camera, it can be considered that the player is always facing the virtual camera. The processing logic for automatically adjusting the orientation of the target virtual object (player) is the same as the processing logic for automatically adjusting the orientation of the non-user character, and will not be repeated here.

[0147] Step 207: When a posture adjustment instruction is received, the posture of the non-user character is adjusted to the target posture indicated by the posture adjustment instruction.

[0148] Here, in actual application, in intelligent adjustment mode, when the terminal device receives a posture adjustment instruction triggered by a posture adjustment control, the posture of the non-user character can be adjusted to the target posture indicated by the posture adjustment instruction, such as controlling the non-user character from sitting to standing, or from naturally hanging both hands to stroking the hair with one hand, etc.

[0149] Step 208: When a co-shooting instruction is received, a virtual camera is used to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state and target posture to obtain a co-shooting image.

[0150] After adjusting the orientation and posture of the non-user character, the terminal device can perform a combined shooting operation to obtain a combined shooting image when receiving a combined shooting instruction. In the combined shooting image, the target virtual object and the non-user character are both front faces, and the posture of the non-user character is the target posture.

[0151] Through the above method, during the process of taking photos with the non-user character, the non-user character is controlled to always face the virtual camera, so that the non-user character in the photo taken is always facing the camera, which improves the shooting effect. Moreover, there is no need for the player to find the angle many times to take a photo of the non-user character facing the virtual camera, which improves the shooting efficiency. Moreover, by adjusting the posture of the non-user character, the non-user character in the photo taken is presented in a specific posture, which makes the photo taken image more vivid and lifelike, improves the shooting effect, and can arouse topics for discussion among players, which is conducive to promoting game dissemination and improving user retention.

[0152] The following continues to describe the exemplary structure of the virtual scene co-processing device 465 provided in the embodiment of the present application as a software module. In some embodiments, the Figure 2 The software modules in the virtual scene co-shooting processing device 465 of the memory 460 may include: an interface presentation module 4651, used to present the target virtual object, non-user character and orientation adjustment control in the photo-taking interface of the virtual scene; wherein the orientation adjustment control is used to adjust the orientation of the non-user character; an orientation control module 4652, used to control the non-user character to enter a co-shooting state in response to an orientation adjustment instruction triggered based on the orientation adjustment control; wherein the non-user character in the co-shooting state is oriented towards the virtual camera used for co-shooting; a co-shooting processing module 4653, used to use the virtual camera to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state when a co-shooting instruction is received to obtain a co-shooting image.

[0153] In some embodiments, before controlling the non-user character to enter the shooting state, the device also includes: an instruction triggering module, which is used to control the orientation adjustment mode of the non-user character to an intelligent adjustment mode in response to a trigger operation on the orientation adjustment control; in the intelligent adjustment mode, the orientation of the non-user character is detected, and when the detection result indicates that the non-user character is not facing the virtual camera, the orientation adjustment instruction is triggered.

[0154] In some embodiments, the device also includes: a role screening module, used to present a role screening control; when the number of the non-user characters is at least two, in response to a trigger operation on the role screening control, the non-user characters that do not meet the synchronization conditions among the at least two non-user characters are hidden; the orientation control module is also used to control the non-user characters that are not hidden among the at least two non-user characters to enter a synchronization state.

[0155] In some embodiments, before hiding some of the at least two non-user characters, the role screening module is also used to control the display mode of the non-user characters to be adjusted to an intelligent screening mode; in the intelligent screening mode, each of the non-user characters is tested for the synchronization condition to determine the non-user characters among the at least two non-user characters that do not meet the synchronization condition.

[0156] In some embodiments, the device further includes: a secondary screening module for controlling the target non-user character to be in a selected state in response to a selection operation on a target non-user character among the non-hidden non-user characters when the number of the non-hidden non-user characters is at least two; the orientation control module is further used to control the target non-user character in the selected state among the non-hidden non-user characters to enter a synchronization state.

[0157] In some embodiments, the orientation control module is also used to determine a circular area with the target virtual object as the center and the shooting distance of the virtual camera as the radius, and determine the circular area as the shooting range of the virtual camera; when there is a non-user character in the shooting range, the non-user character in the shooting range is controlled to enter a shooting state.

[0158] In some embodiments, the device also includes: an update module for controlling the target virtual object to move in response to a movement operation on the target virtual object; controlling the virtual camera to move synchronously with the movement of the target virtual object; and updating the photographic range of the virtual camera during the movement of the virtual camera, and updating the non-user characters within the updated photographic range to control the non-user characters within the updated photographic range to enter a shooting state.

[0159] In some embodiments, after controlling the non-user character to enter the shooting state, the device also includes: a horizontal adjustment module, which is used to control the virtual camera to move to a second position in the horizontal direction along the edge of the photographic range in response to a movement operation on the virtual camera when the non-user character is facing the virtual camera in the first position; determine the angle between the line connecting the virtual camera in the second position and the non-user character and the line connecting the virtual camera in the first position and the non-user character; based on the angle, adjust the target part of the non-user character so that the adjusted non-user character faces the virtual camera in the second position.

[0160] In some embodiments, the orientation adjustment module is also used to control the horizontal rotation of the head of the non-user character when the angle is lower than a first angle threshold, and the rotation angle is the angle; when the angle is not lower than the first angle threshold and lower than a second angle threshold, control the horizontal rotation of the waist of the non-user character, and the rotation angle is the difference between the angle and the first angle threshold; when the angle is not lower than the second angle threshold, control the horizontal rotation of the feet of the non-user character, and the rotation angle is the difference between the angle and the second angle threshold.

[0161] In some embodiments, after controlling the non-user character to enter the shooting state, the device also includes: a vertical adjustment module for controlling the virtual camera to rotate in the vertical direction to the rotation angle indicated by the rotation operation in response to the rotation operation of the virtual camera; during the rotation of the virtual camera, when the rotation angle is lower than the target rotation angle, controlling the head of the non-user character to rotate in the vertical direction to the rotation angle.

[0162] In some embodiments, the device also includes: a collaborative adjustment module, which is used to control the target virtual object to enter a shooting state while controlling the non-user character to enter a shooting state when the orientation adjustment control is also used to adjust the orientation of the target virtual object, so that the non-user character and the target virtual object are both facing the virtual camera used for shooting.

[0163] In some embodiments, the device also includes: a collaborative update adjustment module, which is used to control the movement of the virtual camera in response to a movement operation on the virtual camera; during the movement of the virtual camera, automatically adjust the orientation of the non-user character and the target virtual object so that the adjusted non-user character and the target virtual object are always facing the virtual camera.

[0164] In some embodiments, the device also includes: a posture adjustment module for presenting a posture adjustment control; in response to a trigger operation on the posture adjustment control, adjusting the posture of the non-user character to a target posture; the synchronization processing module is also used to use the virtual camera to perform synchronization processing on the target virtual object and the non-user character in the target posture to obtain a synchronization image.

[0165] In some embodiments, before adjusting the posture of the non-user character to the target posture, the device also includes: a posture prediction module, used to control the posture adjustment mode of the non-user character to be adjusted to an intelligent adjustment mode; in the intelligent adjustment mode, the scene data of the virtual scene is obtained, and the machine learning model is called based on the scene data to predict the adjustment posture of the non-user character to determine the target posture.

[0166] In some embodiments, the device also includes: a posture collaborative adjustment module, which is used to adjust the posture of the target virtual object to a posture that matches the target posture in the process of adjusting the posture of the non-user character to the target posture when the posture adjustment control is also used to adjust the posture of the target virtual object, so that the posture of the target virtual object in the obtained combined image and the target posture of the non-user character form a target pattern.

[0167] In some embodiments, the co-shooting processing module is used to present special effects resources for co-shooting in the photo-taking interface of the virtual scene, where the special effects resources are recommended based on the scene data of the virtual scene; the virtual camera is used to perform co-shooting on the target virtual object and the non-user character, and the obtained co-shooting image is presented through the special effects resources.

[0168] The present invention provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual scene-based co-ordination processing method described in the present invention.

[0169] The embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored. When the executable instructions are executed by a processor, the processor will execute the virtual scene-based co-ordination processing method provided by the embodiment of the present application, for example, Figure 3 The method shown.

[0170] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.

[0171] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0172] As an example, executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinating files (e.g., files storing one or more modules, subroutines, or code portions).

[0173] By way of example, executable instructions may be deployed to be executed on one computing device, or on multiple computing devices at one site, or on multiple computing devices distributed across multiple sites and interconnected by a communication network.

[0174] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.

Claims

1. A method for co-production based on a virtual scene, characterized in that: The method comprises: In a photo-taking interface of a virtual scene, a target virtual object, a non-user character, and a direction adjustment control are presented; wherein the direction adjustment control is used to adjust the direction of the non-user character; In response to an orientation adjustment instruction triggered by the orientation adjustment control, controlling the non-user character to enter a co-photographing state; wherein the non-user character in the co-photographing state faces a virtual camera for co-photographing; When the non-user character faces the virtual camera at a first position, in response to a movement operation on the virtual camera, controlling the virtual camera to move horizontally along an edge of a photographic range, and adjusting the direction of the non-user character during the movement of the virtual camera so that the non-user character always faces the virtual camera; In response to the virtual camera moving to a second position, determining an angle between a line connecting the virtual camera at the second position and the non-user character and a line connecting the virtual camera at the first position and the non-user character, and when the angle is lower than a first angle threshold, controlling the head of the non-user character to rotate horizontally by an angle equal to the angle; When the angle is not less than the first angle threshold and less than the second angle threshold, controlling the waist of the non-user character to rotate horizontally, and the rotation angle is the difference between the angle and the first angle threshold; When the angle is not less than the second angle threshold, controlling the foot of the non-user character to rotate horizontally, and the rotation angle is the difference between the angle and the second angle threshold, so that the non-user character is adjusted to face the virtual camera at the second position; When a co-shooting instruction is received, the virtual camera is used to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state to obtain a co-shooting image.

2. The method according to claim 1, wherein Before controlling the non-user character to enter the beat state, the method further includes: In response to a triggering operation on the orientation adjustment control, controlling the orientation adjustment mode of the non-user character to be an intelligent adjustment mode; In the intelligent adjustment mode, the orientation of the non-user character is detected, and when the detection result indicates that the non-user character is not facing the virtual camera, the orientation adjustment instruction is triggered.

3. The method according to claim 1, wherein The method further comprises: Renders the role filter control; When the number of the non-user characters is at least two, in response to a triggering operation on the character screening control, hiding the non-user characters that do not meet the matching condition among the at least two non-user characters; The controlling the non-user character to enter the synchronized state includes: The non-user characters that are not hidden among the at least two non-user characters are controlled to enter a synchronized state.

4. The method according to claim 3, wherein Before hiding some of the at least two non-user roles, the method further includes: Controlling the display mode of the non-user role to be adjusted to an intelligent screening mode; In the intelligent screening mode, each of the non-user characters is tested with respect to the matching condition to determine a non-user character that does not meet the matching condition among the at least two non-user characters.

5. The method according to claim 3, wherein The method further comprises: When the number of the non-hidden non-user characters is at least two, in response to a selection operation on a target non-user character among the non-hidden non-user characters, controlling the target non-user character to be in a selected state; The controlling the non-hidden non-user characters among the at least two non-user characters to enter a synchronized state includes: The target non-user character in the selected state among the non-hidden non-user characters is controlled to enter a synchronization state.

6. The method according to claim 1, wherein The controlling the non-user character to enter the synchronized state includes: Determine a circular area with the target virtual object as the center and the photographic range of the virtual camera as the radius, and determine the circular area as the photographic range of the virtual camera; When a non-user character exists in the photographic range, the non-user character in the photographic range is controlled to enter a co-shooting state.

7. The method according to claim 6, wherein The method further comprises: In response to a movement operation on the target virtual object, controlling the target virtual object to move; As the target virtual object moves, controlling the virtual camera to move synchronously; During the movement of the virtual camera, the photographic range of the virtual camera is updated, and the non-user characters within the updated photographic range are updated, so as to control the non-user characters within the updated photographic range to enter a co-photographing state.

8. The method according to claim 1, wherein After controlling the non-user character to enter the synchronized state, the method further includes: In response to a rotation operation on the virtual camera, controlling the virtual camera to rotate in a vertical direction to a rotation angle indicated by the rotation operation; During the rotation of the virtual camera, when the rotation angle is lower than a target rotation angle, the head of the non-user character is controlled to rotate in a vertical direction to the rotation angle.

9. The method according to claim 1, wherein The method further comprises: When the orientation adjustment control is also used to adjust the orientation of the target virtual object, while controlling the non-user character to enter the co-shooting state, the target virtual object is also controlled to enter the co-shooting state, so that both the non-user character and the target virtual object face the virtual camera used for co-shooting.

10. The method according to claim 9, wherein The method further comprises: In response to a movement operation on the virtual camera, controlling the virtual camera to move; During the movement of the virtual camera, the orientations of the non-user character and the target virtual object are automatically adjusted so that the adjusted non-user character and the target virtual object always face the virtual camera.

11. The method according to claim 1, wherein The method further comprises: Presents posture adjustment controls; In response to a trigger operation on the posture adjustment control, adjusting the posture of the non-user character to a target posture; The using the virtual camera to perform a co-photographing process on the target virtual object and the non-user character in the co-photographing state includes: The virtual camera is used to perform a combined shooting process on the target virtual object and the non-user character in the combined shooting state and in the target posture to obtain a combined shooting image.

12. The method according to claim 11, wherein Before adjusting the posture of the non-user character to the target posture, the method further includes: Controlling the posture adjustment mode of the non-user character to be adjusted to an intelligent adjustment mode; In the intelligent adjustment mode, scene data of the virtual scene is obtained, and a machine learning model is called based on the scene data to predict the adjustment posture of the non-user character to determine the target posture.

13. The method according to claim 11, wherein The method further comprises: When the posture adjustment control is also used to adjust the posture of the target virtual object, in the process of adjusting the posture of the non-user character to the target posture, the posture of the target virtual object is adjusted to a posture that is compatible with the target posture, so that the posture of the target virtual object and the target posture of the non-user character in the obtained combined image form a target pattern.

14. The method according to claim 1, wherein The using the virtual camera to perform a co-photographing process on the target virtual object and the non-user character in the co-photographing state includes: In a photo-taking interface of a virtual scene, special effect resources for co-photographing are presented, wherein the special effect resources are recommended based on scene data of the virtual scene; The virtual camera is used to perform a co-photographing process on the target virtual object and the non-user character in the co-photographing state, and the obtained co-photographing image is presented through the special effect resource.

15. A virtual scene-based co-production processing device, characterized in that: The device comprises: An interface presentation module, configured to present a target virtual object, a non-user character, and a direction adjustment control in a photo-taking interface of a virtual scene; Wherein, the orientation adjustment control is used to adjust the orientation of the non-user character; a direction control module for controlling the non-user character to enter a co-shooting state in response to a direction adjustment instruction triggered by the direction adjustment control; wherein the non-user character in the co-shooting state faces a virtual camera for co-shooting; when the non-user character faces the virtual camera in a first position, in response to a movement operation on the virtual camera, controlling the virtual camera to move horizontally along the edge of a photographic range, and adjusting the direction of the non-user character during the movement of the virtual camera so that the non-user character always faces the virtual camera; in response to the virtual camera moving to a second position, determining an angle between a line connecting the virtual camera in the second position and the non-user character and a line connecting the virtual camera in the first position and the non-user character; and when the angle is lower than a first angle threshold, controlling the head of the non-user character to rotate horizontally, and the angle of rotation is the angle; When the angle is not less than the first angle threshold and less than the second angle threshold, controlling the waist of the non-user character to rotate horizontally, and the rotation angle is the difference between the angle and the first angle threshold; When the angle is not less than the second angle threshold, controlling the foot of the non-user character to rotate horizontally, and the rotation angle is the difference between the angle and the second angle threshold, so that the non-user character is adjusted to face the virtual camera at the second position; The co-shooting processing module is used to, when receiving a co-shooting instruction, use the virtual camera to perform co-shooting processing on the target virtual object and the non-user character in the co-shooting state to obtain a co-shooting image.

16. A terminal device, characterized in that: include: a memory for storing executable instructions; The processor is configured to implement the virtual scene-based co-ordination processing method according to any one of claims 1 to 14 when executing the executable instructions stored in the memory.

17. A computer-readable storage medium, characterized in that Executable instructions are stored for implementing the virtual scene-based co-ordination processing method according to any one of claims 1 to 14 when executed by a processor.

18. A computer program product comprising a computer program or instructions, characterized in that When the computer program or instruction is executed by a processor, the virtual scene-based co-production processing method according to any one of claims 1 to 14 is implemented.

Citation Information

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