Method and device for generating character image data

By extracting and utilizing the target image features to generate multiple second character image data, the problem of fixed virtual character image in the prior art is solved, and the style uniformity and personalization configuration of game character image are realized.

CN114377405BActive Publication Date: 2025-03-25BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202111640515.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-29
Publication Date
2025-03-25
Estimated Expiration
2041-12-29

AI Technical Summary

Technical Problem

In the prior art, the virtual character image in the game is fixed and cannot be changed in the game or configured with a unified style character image for multiple virtual characters.

Method used

By obtaining character image data in the game scene, extracting target image features, and generating multiple second character image data based on these features, different game characters with the same image primary color are rendered in the virtual game.

Benefits of technology

The style unified and personalized configuration of game character images is realized, and the problem of the inability to generate unified style character image data for multiple game characters in the existing technology is solved.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present invention provides a method and device for generating character image data, the method comprising: obtaining first character image data of a character controlled by a first player in a game scene; detecting a feature extraction instruction, extracting target image features from the first character image data; and generating a plurality of second character image data using the target image features. This solution solves the technical problem that the related technology cannot generate character image data of a unified style for multiple game characters in a virtual game, and realizes the personalized and flexible configuration of the game character image.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a method and device for generating character image data. Background Art

[0002] In the related art, the image of the virtual character in the game is fixed. During the game production stage, after the artist has prepared the virtual character image, or after the user has customized the face, the fixed character image data will be used for rendering in the game. After the virtual character image is selected or configured, the character image cannot be changed, and the same style of character image cannot be configured for multiple virtual characters under the same user or game account.

[0003] With respect to the above-mentioned problems existing in the related technologies, no effective solutions have been found so far. Summary of the invention

[0004] The embodiment of the present invention provides a method and device for generating character image data.

[0005] According to one embodiment of the present invention, a method for generating character image data is provided, comprising: obtaining first character image data of a character controlled by a first player in a game scene; detecting a feature extraction instruction to extract target image features from the first character image data; and using the target image features to generate multiple second character image data.

[0006] Optionally, using the target image feature to generate multiple second character image data includes: for each second player-controlled character, using the target image feature to generate an initial face-pinching model, and fixing the image parameters of a first image element on the initial face-pinching model, wherein the first image element corresponds to the target image feature; detecting an image configuration instruction for the second image element, and configuring the image parameters of the second image element on the initial face-pinching model based on the image configuration instruction, wherein the character image of the second player-controlled character includes the first image element and the second image element.

[0007] Optionally, extracting target image features from the first character image data includes: extracting at least one of the following feature data from the first character image data: feature data of a specified part, association feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; and determining the feature data as the target image features.

[0008] Optionally, using the target image feature to generate multiple second character image data includes: using the target image feature to generate multiple second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game; and / or, using the target image feature to generate multiple second character image data for different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game; and / or, using the target image feature to generate multiple second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy; and / or, using the target image feature to generate multiple second character image data with different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character of a professional attribute; and / or, using the target image feature to generate multiple second character image data in different character states, wherein each second character image data corresponds to at least one second player-controlled character in a character state.

[0009] Optionally, using the target image feature to generate multiple second character image data includes: using the target image feature to generate multiple second character image data at different time nodes, and obtaining an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character at a time node.

[0010] Optionally, after obtaining the image data packet of the character controlled by the second player, the method also includes: obtaining the time attribute value of the current time; searching for target image data matching the time attribute value in the image data packet; using the target image data to update the character attributes of the character controlled by the second player, and using the target image data to update the character image screen of the second player controlled character in the game scene.

[0011] Optionally, searching the image data packet for target image data matching the time attribute value includes at least one of the following: searching the image data packet for first target image data matching the system time, wherein the time attribute value includes the system time of the gaming device; searching the image data packet for second target image data matching the online time, wherein the time attribute value includes the online time of the gaming account; searching the image data packet for third target image data matching the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the second player-controlled character in the gaming scene; searching the image data packet for fourth target image data matching the remaining life time, wherein the time attribute value includes the remaining life time of the second player-controlled character in the gaming scene.

[0012] Optionally, the method also includes: obtaining first initial image data of a first non-player-controlled character and second initial image data of a second non-player-controlled character in the game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp; using a first preset image to generate fifth target image data, and using a second preset image to generate sixth target image data; using the fifth target image data to replace the first initial image data of the first non-player-controlled character, and using the sixth target image data to replace the second initial image data of the second non-player-controlled character.

[0013] Optionally, after using the first preset image to generate the fifth target image data and using the second preset image to generate the sixth target image data, the method further includes: extracting common image features of the fifth target image data and the sixth target image data; determining a third non-player-controlled character to be configured, and highlighting a configuration item that matches the common image feature in an image configuration interface of the third non-player-controlled character; detecting a selection instruction for the configuration item, extracting the common image feature, and using the common image feature to generate third character image data of the third non-player-controlled character; and using the third character image data to render a character image screen of the third non-player-controlled character locally on the game client.

[0014] According to another embodiment of the present invention, there is provided a generation device based on character image data, comprising: a first acquisition module, used to obtain first character image data of a first player-controlled character in a game scene; a first extraction module, used to detect feature extraction instructions, and extract target image features from the first character image data; and a first generation module, used to generate multiple second character image data using the target image features.

[0015] Optionally, the first generation module includes: a first generation unit, used to generate an initial face-pinching model for each second player-controlled character using the target image features, and fix the image parameters of the first image element on the initial face-pinching model, wherein the first image element corresponds to the target image features; a configuration unit, used to detect an image configuration instruction for the second image element, and configure the image parameters of the second image element on the initial face-pinching model based on the image configuration instruction, wherein the character image of the second player-controlled character includes the first image element and the second image element.

[0016] Optionally, the first extraction module includes: an extraction unit, used to extract at least one of the following feature data from the first character image data: feature data of a specified part, association feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; a determination unit, used to determine the feature data as the target image feature.

[0017] Optionally, the first generation module includes: a second generation unit, which is used to use the target image feature to generate a plurality of second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game; and / or, a third generation unit, which is used to use the target image feature to generate a plurality of second character image data of different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game; and / or, a fourth generation unit, which is used to use the target image feature to generate a plurality of second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy; and / or, a fifth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character of a professional attribute; and / or, a sixth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different character states, wherein each second character image data corresponds to at least one second player-controlled character in a character state.

[0018] Optionally, the first generation module includes: a seventh generation unit, used to generate second character image data of multiple different time nodes using the target image features, to obtain an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character at a time node.

[0019] Optionally, the device also includes: a second acquisition module, used to obtain the time attribute value of the current time after the first generation module obtains the image data packet of the second player-controlled character; a search module, used to search for target image data matching the time attribute value in the image data packet; an update module, used to use the target image data to update the character attributes of the second player-controlled character, and use the target image data to update the character image screen of the second player-controlled character in the game scene.

[0020] Optionally, the search module includes at least one of the following: a first search unit, used to search the image data packet for first target image data matching the system time, wherein the time attribute value includes the system time of the gaming device; a second search unit, used to search the image data packet for second target image data matching the online time, wherein the time attribute value includes the online time of the gaming account; a third search unit, used to search the image data packet for third target image data matching the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the second player-controlled character in the gaming scene; a fourth search unit, used to search the image data packet for fourth target image data matching the remaining life time, wherein the time attribute value includes the remaining life time of the second player-controlled character in the gaming scene.

[0021] Optionally, the device also includes: a third acquisition module, used to acquire a first initial image data of a first non-player-controlled character and a second initial image data of a second non-player-controlled character in the game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp; a second generation module, used to generate a fifth target image data using a first preset image, and to generate a sixth target image data using a second preset image; a replacement module, used to replace the first initial image data of the first non-player-controlled character with the fifth target image data, and to replace the second initial image data of the second non-player-controlled character with the sixth target image data.

[0022] Optionally, the device also includes: a second extraction module, used to extract the common image features of the fifth target image data and the sixth target image data after the second generation module uses the first preset image to generate the fifth target image data and the second preset image to generate the sixth target image data; a display module, used to determine the third non-player-controlled character to be configured, and highlight the configuration items matching the common image features in the image configuration interface of the third non-player-controlled character; a third generation module, used to detect the selection instruction for the configuration item, extract the common image features, and use the common image features to generate the third character image data of the third non-player-controlled character; a rendering module, used to use the third character image data to render the character image screen of the third non-player-controlled character locally on the game client.

[0023] According to yet another embodiment of the present invention, a storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the steps of any one of the above method embodiments when running.

[0024] According to yet another embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0025] Through the present invention, first character image data of a character controlled by a first player in a game scene is obtained; a feature extraction instruction is detected, a target image feature is extracted from the first character image data, and a plurality of second character image data are generated using the target image feature. By extracting the target image feature from the first character image data and generating a plurality of second character image data based on the target image feature, a plurality of different game characters with the same image primary color can be rendered in a virtual game, thereby achieving a unified style of game character images, solving the technical problem that the related technology cannot generate character image data of a unified style for a plurality of game characters in a virtual game, and achieving personalized and flexible configuration of the game character images. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0027] Figure 1 It is a hardware structure block diagram of a computer for generating character image data according to an embodiment of the present invention;

[0028] Figure 2is a flow chart of a method for generating character image data according to an embodiment of the present invention;

[0029] Figure 3 is a schematic diagram of multiple character images with a unified style according to an embodiment of the present invention;

[0030] Figure 4 is a schematic diagram of updating a character image screen according to an evolution cycle according to an embodiment of the present invention;

[0031] Figure 5 is a structural block diagram of a device for generating character image data according to an embodiment of the present invention;

[0032] Figure 6 It is a structural diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0033] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only embodiments of a part of the present application, not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present application. It should be noted that the embodiments in the present application and the features in the embodiments can be combined with each other without conflict.

[0034] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0035] Example 1

[0036] The method embodiment provided in the first embodiment of the present application can be executed in a mobile phone, tablet, server, computer or similar electronic terminal. Taking running on a computer as an example, Figure 1 FIG. 1 is a hardware structure block diagram of a computer based on character image data according to an embodiment of the present invention. Figure 1 As shown, the computer may include one or more ( Figure 1Only one is shown in the figure) a processor 102 (the processor 102 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data. Optionally, the computer may also include a transmission device 106 and an input / output device 108 for communication functions. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above-mentioned computer. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0037] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a method for generating character image data based on an embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the above method is implemented. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the computer via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof. In this embodiment, the processor 104 is used to respond to human-computer interaction instructions and game strategies, and control the target virtual character to perform specified operations to complete the game task. The memory 104 is used to store program scripts, configuration information, attribute information of virtual characters, etc. of electronic games.

[0038] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the computer. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0039] Optionally, the input-output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through a human-computer interaction interface and for presenting images in a virtual scene;

[0040] In this embodiment, a method for generating character image data is provided. Figure 2FIG. 1 is a flow chart of a method for generating character image data according to an embodiment of the present invention. Figure 2 As shown, the process includes the following steps:

[0041] Step S202, obtaining first character image data of a character controlled by a first player in a game scene;

[0042] Optionally, the character pictogram of the player-controlled character (PCC) in the game scene includes image elements such as appearance, clothing, hairstyle, accessories, etc. Further, the appearance may include image elements such as eyes, nose, ears, face shape, etc.

[0043] Step S204, detecting a feature extraction instruction, and extracting target image features from the first character image data;

[0044] Optionally, the target image features may be the image features of the image elements such as eyes, nose, ears, beard, face shape, distance between eyes and nose, shape of chin, whether there are tattoos, hairstyle, decorations, etc. in the character image of the character controlled by the first player.

[0045] Step S206, generating a plurality of second character image data using the target image features;

[0046] Optionally, the second character image data may correspond to multiple second player-controlled characters, or to multiple game stages of the same second player-controlled character. The target image feature is a style feature, which is used to fix the character images of multiple game characters or the same game character in different game stages.

[0047] Through the above steps, the first character image data of the character controlled by the first player in the game scene is obtained; the feature extraction instruction is detected, the target image feature is extracted from the first character image data, and a plurality of second character image data are generated using the target image feature. By extracting the target image feature from the first character image data and generating a plurality of second character image data based on the target image feature, a plurality of different game characters with the same image primary color can be rendered in the virtual game, thereby achieving the unification of the style of the game character images, solving the technical problem that the related technology cannot generate character image data of a unified style for multiple game characters in the virtual game, and achieving the personalized configuration and flexible configuration of the game character images.

[0048] In one implementation of the present embodiment, multiple second character image data correspond to multiple second player-controlled characters, each second character image data corresponds to a second player-controlled character, and using target image features to generate multiple second character image data includes: for each second player-controlled character, using the target image features to generate an initial face-pinching model, and fixing the image parameters of the first image element on the initial face-pinching model, wherein the first image element corresponds to the target image features; detecting image configuration instructions for the second image element, and configuring the image parameters of the second image element on the initial face-pinching model based on the image configuration instructions, wherein the character image of the second player-controlled character includes the first image element and the second image element.

[0049] In this embodiment, the user selects at least one group of identical image elements (first image elements) and fixes them. The image elements other than the first image elements can be flexibly configured. The configured multiple second character image data all include the image data of the first image elements, thereby achieving a unified style of the character image. When the user pinches the face of a new game character, the initial face pinching can be automatically performed based on the image parameters of the extracted identical image elements to generate an initial face pinching model. On this basis, the user can further adjust the character image based on the initial face pinching model, add or configure other differentiated second image elements, thereby achieving automatic generation of multiple sets of second character image data of a unified style that conforms to the user's preference based on the user's face pinching preference.

[0050] In some examples of this embodiment, extracting target image features from the first character image data includes: extracting at least one of the following feature data from the first character image data: feature data of a specified part, association feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; and determining the feature data as the target image features.

[0051] Optionally, the part of the embodiment can be an organ, tissue, limb, torso, etc. of the character controlled by the first player, such as eyes, nose, legs, buttocks, etc. The target image feature can be the image feature of a single part, such as eyes can be divided into peach blossom eyes, auspicious phoenix eyes, sleeping phoenix eyes, willow leaf eyes, apricot eyes, fox eyes, copper bell eyes, dragon eyes, red phoenix eyes and deer eyes according to the eye shape feature, and one eye shape feature corresponds to one feature data of the eye. The target image feature can also be an associated feature between two or more parts, such as the ratio of eye length to eyebrow length, the relative position of the nose in the whole face, the ratio between leg length and torso length, etc. Because not only a single part will affect the character image, but multiple parts will also affect the overall sense and coordination of the character image.

[0052] Figure 32 is a schematic diagram of multiple character images with a unified style according to an embodiment of the present invention, which are character 1, character 2, character 3, and character 4. The features of the four characters other than facial features are target image features, including body, limbs, clothing, etc. The face is a second image element. By configuring different facial features, four second player-controlled characters with the same image elements except for different facial images are obtained.

[0053] In one implementation of this embodiment, using the target image feature to generate a plurality of second character image data includes:

[0054] Example 1: using the target image feature to generate a plurality of second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game;

[0055] For example, user A downloads three virtual games, Game 1, Game 2, and Game 3. User A unlocks three player-controlled characters, Character 1, Character 2, and Character 3 in Game 1, Game 2, and Game 3 respectively. Then, three second character image data can be generated, and each second character image data is used to configure Character 1, or Character 2, or Character 3.

[0056] Example 2: using the target image feature to generate second character image data of multiple different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game;

[0057] Example 3: Using the target image feature to generate multiple second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy;

[0058] In this example, for different game scenes or game copies in the virtual game, the same player-controlled character can also be configured with a second character image data respectively, so as to adapt the character image according to the game scene or game copy in the virtual game.

[0059] Example 4: using the target image feature to generate a plurality of second character image data with different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character with a professional attribute;

[0060] This example is used to switch the stylized character image according to the current occupation (type of work) of the player-controlled character. For example, miners, farmers, alchemists, etc. each have a corresponding different image.

[0061] Example 5: Using target image features to generate a plurality of second character image data of different character states, wherein each second character image data corresponds to at least one second player-controlled character of a character state.

[0062] Optionally, the character state of this embodiment can be the emotional state, health state, combat state, etc. of the character controlled by the player, and the stylized character image can be switched according to the current state of the character. For example, different character images correspond to full health, excitement and sadness, and different character images correspond to negative attribute gains and positive attribute gains.

[0063] In one implementation of this embodiment, using the target image feature to generate multiple second character image data includes: using the target image feature to generate multiple second character image data at different time nodes, and obtaining an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character at a time node.

[0064] In some other examples of this embodiment, using the target image feature to generate a plurality of second character image data includes: using the target image feature to generate a plurality of second character image data of different logical nodes, and obtaining an image data packet of a second player-controlled character, wherein each second character image data corresponds to a second player-controlled character of a logical node. Using the target image feature to generate a plurality of second character image data includes: using the target image feature to generate a plurality of second character image data of different position nodes, and obtaining an image data packet of a second player-controlled character, wherein each second character image data corresponds to a second player-controlled character of a position node.

[0065] Optionally, the time node can be a key time point of the timeline in the virtual game, or a key time point of the timeline in the real world. In addition to using the target image feature to generate second character image data for multiple different time nodes, this embodiment can also use the target image feature to generate second character image data for multiple different logical nodes and position nodes. Among them, according to the script content of the virtual game, the virtual game can be divided into multiple game links according to the key plot, such as each level corresponds to a game link, the sacrifice time point of the player-controlled character is a logical node, and the position node can be obtained by dividing the map blocks of the virtual game, or dividing the three realms of the game scene to obtain three position nodes of airspace, land, and water, or obtaining the realm of gods, the realm of demons, and the realm of humans.

[0066] Based on the above implementation, after obtaining the image data packet of the character controlled by the second player, the method further includes:

[0067] S11, obtaining the time attribute value of the current time;

[0068] S12, searching the image data packet for target image data matching the time attribute value;

[0069] In this embodiment, searching the image data packet for target image data that matches the time attribute value may be, but is not limited to: searching the image data packet for first target image data that matches the system time, wherein the time attribute value includes the system time of the gaming device; searching the image data packet for second target image data that matches the online time, wherein the time attribute value includes the online time of the gaming account; searching the image data packet for third target image data that matches the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the character controlled by the second player in the gaming scene; searching the image data packet for fourth target image data that matches the remaining life time, wherein the time attribute value includes the remaining life time of the character controlled by the second player in the gaming scene.

[0070] S13, using the target image data to update the character attributes of the character controlled by the second player, and using the target image data to update the character image screen of the character controlled by the second player in the game scene.

[0071] After the user configures the character image in the game or selects the initial image of a certain character, he can also configure multiple groups of intermediate images in the image data packet. The switching between the initial image and the intermediate image, and the switching between two adjacent intermediate images are associated with the time attribute value. The time attribute value can be natural time, the online time of the character in the game, the creation time of the character, the life time of the character (such as blood volume, health level, etc.), and the character training level, etc., which can simulate the image changes of animals or humans, including intermediate images such as infancy, youth, middle age, decline, and death. The game server or game client monitors the change of time, obtains the time attribute value of the current time, searches for matching target image data, and adjusts and switches the character image accordingly, so that the character image presented during the user's game process corresponds to the time attribute value experienced by the game character. For example, the user initially configures a character image of a teenager. Based on the face pinching parameters of the character image that have been configured, the target image data corresponding to the character at a certain time after the current time can be automatically calculated, so that when the game runs to that time, the character image is switched to the character image determined by the target image data corresponding to that time.

[0072] Figure 4 It is a schematic diagram of updating the character image screen according to the evolution cycle according to an embodiment of the present invention, including five evolution cycles: infancy, childhood, adolescence, youth, and middle age.

[0073] After being generated, the image data packet of this embodiment can be stored locally on the game client or on the game server. When set locally on the game client, it is only valid for a single user. When synchronized to the game server, for example, when game client A loads the second player-controlled character controlled by game client B, the game server sends the target image data of the second player-controlled character to game client B so that other online characters in the virtual game can also see it.

[0074] In an implementation scenario of this embodiment, in addition to adjusting the character image of the PCC in the virtual game, the character image of the NPC (Non-Player-Controlled Character) or even the character image of the scene object can also be adjusted. Taking the NPC as an example, the process includes:

[0075] S21, obtaining first initial image data of a first non-player-controlled character and second initial image data of a second non-player-controlled character in a game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp;

[0076] S22, using the first preset image to generate fifth target image data, and using the second preset image to generate sixth target image data;

[0077] The first preset image and the second preset image may be a selfie of the user, an image selected from a material library, or an image downloaded from the Internet.

[0078] S23, using the fifth target image data to replace the first initial image data of the first non-player-controlled character, and using the sixth target image data to replace the second initial image data of the second non-player-controlled character.

[0079] In one example, after using the first preset image to generate the fifth target image data and using the second preset image to generate the sixth target image data, it also includes: extracting the common image features of the fifth target image data and the sixth target image data; determining the third non-player-controlled character to be configured, and highlighting the configuration items that match the common image features in the image configuration interface of the third non-player-controlled character; detecting the selection instructions for the configuration items, extracting the common image features, and using the common image features to generate the third character image data of the third non-player-controlled character; and using the third character image data to render the character image screen of the third non-player-controlled character locally on the game client.

[0080] This example can personalize the character image of the NPC in the game, such as configuring different game characters for the NPCs in the good and bad camps in the game scene, such as configuring the NPCs in the good camp to be the image of a favorite idol, and the bad camp to be the image of a person you don't like. At the same time, the image of a specific NPC in the game can also be defined, thereby enhancing the immersion and sense of substitution of the game. On the other hand, the common image features of the personalized image configuration of the NPC by the user in different games can be extracted (for example, the NPC is configured with a short hair style, or the NPC is wearing a certain style of accessories). When the user plays a new game again and personalizes the image of the NPC in the game, the matching configuration items can be highlighted in the configurable items of the NPC (such as hairstyle, accessories, etc.) according to the common image features, thereby prompting the user to directly use the existing configuration parameters (common image features) of these configuration items to personalize the current NPC.

[0081] The fifth target image data and the sixth target image data of this implementation scenario are set locally on the game client, one copy for each game account, and personalized rendering is performed only locally on the game client. Different users may see different character images of the same NPC.

[0082] In this embodiment, when a plurality of second character image data are generated by using target image features, or a fifth target image data is generated by using a first preset image, and a sixth target image data is generated by using a second preset image, the second character image data, the fifth target image data, and the sixth target image data customized by the user can be synchronously stored in the game server, and by establishing a mapping relationship between the character image data and the game character, other users can obtain and select the character image data, and configure the character image data for the game character to be configured to realize a stylized character image display. In addition, the character image data preset by each client or game server can be ranked, priced, and scored, and the modification requirement information of a certain character image data can also be obtained from the user's download request, so as to make adjustments based on the character image data, and by establishing a traceability relationship between the adjusted character image data and the original character image data, the traceability of the virtual goods can be realized.

[0083] By adopting the solution of this embodiment, personalized customization of the character image in the game is achieved.

[0084] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present invention.

[0085] Example 2

[0086] In this embodiment, a generation device based on character image data is also provided to implement the above-mentioned embodiments and preferred implementation modes, which have been described and will not be repeated. As used below, the term "module" can implement a combination of software and / or hardware of a predetermined function. Although the device described in the following embodiments is preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and conceivable.

[0087] Figure 5 is a structural block diagram of a device for generating character image data according to an embodiment of the present invention. Figure 5 As shown, the device includes: a first acquisition module 50, a first extraction module 52, and a first generation module 54, wherein:

[0088] A first acquisition module 50 is used to acquire first character image data of a character controlled by a first player in a game scene;

[0089] A first extraction module 52, used for detecting a feature extraction instruction and extracting target image features from the first character image data;

[0090] The first generating module 54 is used to generate a plurality of second character image data using the target image features.

[0091] Optionally, the first generation module includes: a first generation unit, used to generate an initial face-pinching model for each second player-controlled character using the target image features, and fix the image parameters of the first image element on the initial face-pinching model, wherein the first image element corresponds to the target image features; a configuration unit, used to detect an image configuration instruction for the second image element, and configure the image parameters of the second image element on the initial face-pinching model based on the image configuration instruction, wherein the character image of the second player-controlled character includes the first image element and the second image element.

[0092] Optionally, the first extraction module includes: an extraction unit, used to extract at least one of the following feature data from the first character image data: feature data of a specified part, association feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; a determination unit, used to determine the feature data as the target image feature.

[0093] Optionally, the first generation module includes: a second generation unit, which is used to use the target image feature to generate a plurality of second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game; and / or, a third generation unit, which is used to use the target image feature to generate a plurality of second character image data of different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game; and / or, a fourth generation unit, which is used to use the target image feature to generate a plurality of second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy; and / or, a fifth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character of a professional attribute; and / or, a sixth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different character states, wherein each second character image data corresponds to at least one second player-controlled character in a character state.

[0094] Optionally, the first generation module includes: a seventh generation unit, used to generate second character image data of multiple different time nodes using the target image features, to obtain an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character at a time node.

[0095] Optionally, the device also includes: a second acquisition module, used to obtain the time attribute value of the current time after the first generation module obtains the image data packet of the second player-controlled character; a search module, used to search for target image data matching the time attribute value in the image data packet; an update module, used to use the target image data to update the character attributes of the second player-controlled character, and use the target image data to update the character image screen of the second player-controlled character in the game scene.

[0096] Optionally, the search module includes at least one of the following: a first search unit, used to search the image data packet for first target image data matching the system time, wherein the time attribute value includes the system time of the gaming device; a second search unit, used to search the image data packet for second target image data matching the online time, wherein the time attribute value includes the online time of the gaming account; a third search unit, used to search the image data packet for third target image data matching the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the second player-controlled character in the gaming scene; a fourth search unit, used to search the image data packet for fourth target image data matching the remaining life time, wherein the time attribute value includes the remaining life time of the second player-controlled character in the gaming scene.

[0097] Optionally, the device also includes: a third acquisition module, used to acquire a first initial image data of a first non-player-controlled character and a second initial image data of a second non-player-controlled character in the game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp; a second generation module, used to generate a fifth target image data using a first preset image, and to generate a sixth target image data using a second preset image; a replacement module, used to replace the first initial image data of the first non-player-controlled character with the fifth target image data, and to replace the second initial image data of the second non-player-controlled character with the sixth target image data.

[0098] Optionally, the device also includes: a second extraction module, used to extract the common image features of the fifth target image data and the sixth target image data after the second generation module uses the first preset image to generate the fifth target image data and the second preset image to generate the sixth target image data; a display module, used to determine the third non-player-controlled character to be configured, and highlight the configuration items matching the common image features in the image configuration interface of the third non-player-controlled character; a third generation module, used to detect the selection instruction for the configuration item, extract the common image features, and use the common image features to generate the third character image data of the third non-player-controlled character; a rendering module, used to use the third character image data to render the character image screen of the third non-player-controlled character locally on the game client.

[0099] It should be noted that the above modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.

[0100] Example 3

[0101] The present application also provides an electronic device, Figure 6 is a structural diagram of an electronic device according to an embodiment of the present invention, such as Figure 6 As shown, it includes a processor 61, a communication interface 62, a memory 63 and a communication bus 64, wherein the processor 61, the communication interface 62, and the memory 63 communicate with each other through the communication bus 64, and the memory 63 is used to store computer programs;

[0102] The processor 61 is used to execute the program stored in the memory 63 to implement the following steps: a first acquisition module is used to obtain the first character image data of the first player-controlled character in the game scene; a first extraction module is used to detect the feature extraction instruction and extract the target image feature from the first character image data; a first generation module is used to generate multiple second character image data using the target image feature.

[0103] Optionally, the first generation module includes: a first generation unit, used to generate an initial face-pinching model for each second player-controlled character using the target image features, and fix the image parameters of the first image element on the initial face-pinching model, wherein the first image element corresponds to the target image features; a configuration unit, used to detect an image configuration instruction for the second image element, and configure the image parameters of the second image element on the initial face-pinching model based on the image configuration instruction, wherein the character image of the second player-controlled character includes the first image element and the second image element.

[0104] Optionally, the first extraction module includes: an extraction unit, used to extract at least one of the following feature data from the first character image data: feature data of a specified part, association feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; a determination unit, used to determine the feature data as the target image feature.

[0105] Optionally, the first generation module includes: a second generation unit, which is used to use the target image feature to generate a plurality of second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game; and / or, a third generation unit, which is used to use the target image feature to generate a plurality of second character image data of different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game; and / or, a fourth generation unit, which is used to use the target image feature to generate a plurality of second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy; and / or, a fifth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character of a professional attribute; and / or, a sixth generation unit, which is used to use the target image feature to generate a plurality of second character image data of different character states, wherein each second character image data corresponds to at least one second player-controlled character in a character state.

[0106] Optionally, the first generation module includes: a seventh generation unit, used to generate second character image data of multiple different time nodes using the target image features, to obtain an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character at a time node.

[0107] Optionally, the device also includes: a second acquisition module, used to obtain the time attribute value of the current time after the first generation module obtains the image data packet of the second player-controlled character; a search module, used to search for target image data matching the time attribute value in the image data packet; an update module, used to use the target image data to update the character attributes of the second player-controlled character, and use the target image data to update the character image screen of the second player-controlled character in the game scene.

[0108] Optionally, the search module includes at least one of the following: a first search unit, used to search the image data packet for first target image data matching the system time, wherein the time attribute value includes the system time of the gaming device; a second search unit, used to search the image data packet for second target image data matching the online time, wherein the time attribute value includes the online time of the gaming account; a third search unit, used to search the image data packet for third target image data matching the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the second player-controlled character in the gaming scene; a fourth search unit, used to search the image data packet for fourth target image data matching the remaining life time, wherein the time attribute value includes the remaining life time of the second player-controlled character in the gaming scene.

[0109] Optionally, the device also includes: a third acquisition module, used to acquire a first initial image data of a first non-player-controlled character and a second initial image data of a second non-player-controlled character in the game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp; a second generation module, used to generate a fifth target image data using a first preset image, and to generate a sixth target image data using a second preset image; a replacement module, used to replace the first initial image data of the first non-player-controlled character with the fifth target image data, and to replace the second initial image data of the second non-player-controlled character with the sixth target image data.

[0110] Optionally, the device also includes: a second extraction module, used to extract the common image features of the fifth target image data and the sixth target image data after the second generation module uses the first preset image to generate the fifth target image data and the second preset image to generate the sixth target image data; a display module, used to determine the third non-player-controlled character to be configured, and highlight the configuration items matching the common image features in the image configuration interface of the third non-player-controlled character; a third generation module, used to detect the selection instruction for the configuration item, extract the common image features, and use the common image features to generate the third character image data of the third non-player-controlled character; a rendering module, used to use the third character image data to render the character image screen of the third non-player-controlled character locally on the game client.

[0111] The communication bus mentioned in the above terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0112] The communication interface is used for communication between the above terminal and other devices.

[0113] The memory may include a random access memory (RAM) or a non-volatile memory, such as at least one disk memory. Optionally, the memory may also be at least one storage device located away from the aforementioned processor.

[0114] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.

[0115] In another embodiment provided in the present application, a computer-readable storage medium is provided, in which instructions are stored. When the computer-readable storage medium is run on a computer, the computer executes any of the methods for generating character image data based on the above embodiments.

[0116] In another embodiment provided by the present application, a computer program product including instructions is also provided, which, when executed on a computer, enables the computer to execute any of the methods for generating character image data based on the above embodiments.

[0117] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from a website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium may be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated. The available medium may be a magnetic medium, (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive Solid State Disk (SSD)), etc.

[0118] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0119] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0120] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0121] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0122] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0123] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly or all or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk, etc., which can store program code.

[0124] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for generating character image data, characterized in that: include: Obtaining first character image data of a character controlled by a first player in a game scene; Detect feature extraction instructions to extract target image features from the first character image data; generating a plurality of second character image data using the target image feature; Among them, using the target image features to generate multiple second character image data includes: using the target image features to generate second character image data of multiple different nodes, and obtaining an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character of a node, and the node includes a time node, a logic node and a position node.

2. The method according to claim 1, characterized in that Using the target image feature to generate a plurality of second character image data includes: For each second player-controlled character, an initial face-pinching model is generated using the target image feature, and image parameters of a first image element are fixed on the initial face-pinching model, wherein the first image element corresponds to the target image feature; Detect an image configuration instruction for a second image element, and configure image parameters of the second image element on the initial face-pinching model based on the image configuration instruction, wherein the character image of the second player-controlled character includes the first image element and the second image element.

3. The method according to claim 1, characterized in that: Extracting target image features from the first character image data includes: Extracting at least one of the following feature data from the first character image data: feature data of a designated part, associated feature data between at least two parts, hairstyle feature data, clothing feature data, prop feature data, and decoration feature data; The feature data is determined as the target image feature.

4. The method according to claim 1, characterized in that Using the target image feature to generate a plurality of second character image data includes: Using the target image feature to generate a plurality of second character image data in different virtual games for the target user account, wherein each second character image data corresponds to at least one second player-controlled character in a virtual game; and / or, Using the target image feature to generate second character image data of multiple different player-controlled characters for the target game account, wherein each second character image data corresponds to at least one second player-controlled character in the same virtual game; and / or, Using the target image feature to generate a plurality of second character image data in different game scenes or game copies, wherein each second character image data corresponds to a second player-controlled character in a virtual scene or game copy; and / or, Using the target image feature to generate a plurality of second character image data with different professional attributes, wherein each second character image data corresponds to at least one second player-controlled character with a professional attribute; and / or, The target image feature is used to generate a plurality of second character image data of different character states, wherein each second character image data corresponds to at least one second player-controlled character of a character state.

5. The method according to claim 1, characterized in that After obtaining the image data packet of the character controlled by the second player, the method further includes: Get the time attribute value of the current time; searching the image data packet for target image data matching the time attribute value; The target image data is used to update the character attributes of the second player-controlled character, and the target image data is used to update the character image screen of the second player-controlled character in the game scene.

6. The method according to claim 5, characterized in that Searching the image data packet for target image data matching the time attribute value comprises at least one of the following: searching the image data packet for first target image data matching the system time, wherein the time attribute value includes the system time of the gaming device; Searching the image data packet for second target image data matching the online duration, wherein the time attribute value includes the online duration of the game account; Searching the image data packet for third target image data that matches the evolution time or evolution cycle, wherein the time attribute value includes the evolution time or evolution cycle of the character controlled by the second player in the game scene; The fourth target image data matching the remaining life time is searched in the image data packet, wherein the time attribute value includes the remaining life time of the character controlled by the second player in the game scene.

7. The method according to claim 1, characterized in that The method further comprises: Acquire first initial image data of a first non-player-controlled character and second initial image data of a second non-player-controlled character in the game scene, wherein the first non-player-controlled character is a game character of a first game camp, and the second non-player-controlled character is a game character of a second game camp; The first preset image is used to generate fifth target image data, and the second preset image is used to generate sixth target image data; The fifth target image data is used to replace the first initial image data of the first non-player-controlled character, and the sixth target image data is used to replace the second initial image data of the second non-player-controlled character.

8. The method according to claim 7, characterized in that After the fifth target image data is generated by using the first preset image and the sixth target image data is generated by using the second preset image, the method further includes: extracting the common image features of the fifth object image data and the sixth object image data; Determining a third non-player-controlled character to be configured, and highlighting a configuration item matching the common image feature on an image configuration interface of the third non-player-controlled character; detecting a selection instruction for the configuration item, extracting the common image feature, and using the common image feature to generate third character image data of the third non-player-controlled character; The third character image data is used to render a character image screen of the third non-player-controlled character locally on the game client.

9. A device for configuring a character image, characterized in that: include: A first acquisition module, used to acquire first character image data of a character controlled by a first player in a game scene; A first extraction module, used for detecting a feature extraction instruction and extracting target image features from the first character image data; A first generating module, used for generating a plurality of second character image data by using the target image feature; Among them, the first generating module is also used to: use the target image features to generate second character image data of multiple different nodes, and obtain an image data packet of the second player-controlled character, wherein each second character image data corresponds to a second player-controlled character of a node, and the node includes a time node, a logic node and a position node.

10. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 8 when executed.

11. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 8.

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