Virtual character appearance generation method and device, electronic equipment and storage medium
By acquiring the appearance attribute information of virtual characters and generating appearance models in a second game scene, the problem of users being unable to quickly trade or observe their desired character creation appearance is solved, making stable observation and trading possible.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-02-02
- Publication Date
- 2026-06-09
AI Technical Summary
In the game, users cannot quickly trade virtual character appearances or have a stable observation environment, and other virtual characters they encounter are usually controlled by other users, causing them to miss out on their desired character appearances.
The first terminal device acquires the appearance attribute information of the second virtual character in the current graphical user interface, generates the appearance model of the second virtual character in the second preset game scene, and transfers the first virtual character to the second preset game scene, providing a stable observation environment and direct trading opportunities.
Users can carefully observe the appearance of their favorite virtual characters in the second preset game scene without affecting other virtual characters in the first game scene, thus enabling the possibility of quick transactions.
Smart Images

Figure CN116020117B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for generating the appearance of a virtual character. Background Technology
[0002] This section is intended to provide background or context for the embodiments of this application as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.
[0003] Currently, in various games, such as MOBA (Multiplayer Online Battle Arena) games, virtual characters generally have customizable character creation features or outfit customization options. User-created character appearances and outfit data are widely disseminated and traded. However, in related technologies, when a user encounters a desired character appearance in a game, there are limitations to quick trading or a stable viewing environment. Furthermore, other virtual characters are usually controlled by other users, and if a user cannot keep up with them, they may miss out on that desired appearance. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a method, apparatus, electronic device and storage medium for generating the appearance of a virtual character.
[0005] To achieve the above objectives, this application provides a method for generating the appearance of a virtual character, which provides a graphical user interface through a first terminal device. The graphical user interface displays a game scene, and the game scene includes a first virtual character controlled by the first terminal device. The method includes:
[0006] In response to receiving a first preset instruction from the first terminal device in a first preset game scene, the appearance attribute information of the second virtual character in the current graphical user interface is obtained;
[0007] Based on the appearance attribute information, a second appearance model corresponding to the second virtual character is generated in a second preset game scene, and the first virtual character is transferred to the second preset game scene.
[0008] Based on the same inventive concept, an exemplary embodiment of this application also provides a device for generating the appearance of a virtual character, which provides a graphical user interface through a first terminal device. The graphical user interface displays a game scene, and the game scene includes a first virtual character controlled by the first terminal device. The device includes:
[0009] The acquisition module, in response to receiving a first preset instruction from the first terminal device in a first preset game scene, acquires the appearance attribute information of the second virtual character in the current graphical user interface;
[0010] The generation module generates a second appearance model corresponding to the second virtual character in a second preset game scene based on the appearance attribute information, and transfers the first virtual character to the second preset game scene.
[0011] Based on the same inventive concept, an exemplary embodiment of this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor executes the program to implement the method for generating the appearance of a virtual character as described above.
[0012] Based on the same inventive concept, an exemplary embodiment of this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing a computer to execute the virtual character appearance generation method as described above.
[0013] As can be seen from the above, the virtual character appearance generation method, apparatus, electronic device, and storage medium provided in this application, when receiving a first preset instruction from the first terminal device in a first preset game scene, obtains the appearance attribute information of the second virtual character in the current graphical user interface; then, based on the appearance attribute information, generates a second appearance model corresponding to the second virtual character in the second preset game scene, and transfers the first virtual character to the second preset game scene, so that the user can carefully observe the second appearance model corresponding to the second virtual character in the second preset game scene. Moreover, since only the first virtual character is transferred to the second preset game scene, it will not affect other virtual characters. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in this application or related technologies, the drawings used in the description of the embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are only embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0015] Figure 1 This is a flowchart illustrating a method for generating the appearance of a virtual character according to an embodiment of this application;
[0016] Figure 2 This is a schematic diagram of the structure of a first preset game scene according to an embodiment of this application;
[0017] Figure 3 This is a schematic diagram of the structure of a second preset game scene according to an embodiment of this application;
[0018] Figure 4 This is a schematic diagram of the structure of a virtual character appearance generation device according to an embodiment of this application;
[0019] Figure 5 This is a schematic diagram of the structure of a specific electronic device according to an embodiment of this application. Detailed Implementation
[0020] The principles and spirit of this application will now be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided merely to enable those skilled in the art to better understand and implement this application, and are not intended to limit the scope of this application in any way. Rather, these embodiments are provided to make this application more thorough and complete, and to fully convey the scope of this application to those skilled in the art.
[0021] According to embodiments of this application, a method, system, electronic device, and storage medium for generating the appearance of a virtual character are proposed.
[0022] In this article, it is important to understand that any number of elements in the accompanying figures is for illustrative purposes and not for limitation, and any naming is for distinction only and has no limiting meaning.
[0023] The principles and spirit of this application will be explained in detail below with reference to several representative embodiments. Invention Overview
[0025] Currently, user-created character customization data (including facial features and outfits) is widely disseminated and traded. However, in these technologies, when users encounter a desired character appearance in a game, they cannot quickly trade it or find a stable viewing environment. Furthermore, other virtual characters are usually controlled by other users, and if users cannot keep up with them, they may miss out on the desired appearance. In addition, while third-party trading platforms exist for user-created character customization data, not all game users log into these platforms, and these platforms may also experience inconvenience in trading customization data or engage in fraudulent transactions.
[0026] To address the aforementioned problems, this application provides a method for generating the appearance of a virtual character, specifically including:
[0027] When a first preset instruction is received from the first terminal device in the first preset game scene, the appearance attribute information of the second virtual character in the current graphical user interface is obtained; then, based on the appearance attribute information, a second appearance model corresponding to the second virtual character is generated in the second preset game scene, and the first virtual character is transferred to the second preset game scene. This allows the user to carefully observe the second appearance model corresponding to the second virtual character in the second preset game scene, and provides the possibility for the user to directly conduct appearance transactions in the second preset game scene. In addition, since this solution only transfers the first virtual character from the first preset game scene to the second preset game scene, it will not affect other virtual characters located in the first game scene.
[0028] After introducing the basic principles of this application, the various non-limiting embodiments of this application will be described in detail below.
[0029] Application Scenarios Overview
[0030] In some specific application scenarios, the method for generating the appearance of virtual characters in this application can be applied to various game platforms or systems involving virtual characters.
[0031] The following describes a method for generating the appearance of a virtual character according to an exemplary embodiment of this application, using specific application scenarios. It should be noted that the above application scenarios are shown only to facilitate understanding of the spirit and principles of this application, and the embodiments of this application are not limited in any way. Rather, the embodiments of this application can be applied to any applicable scenario.
[0032] Exemplary methods
[0033] refer to Figure 1 This application provides a method for generating the appearance of a virtual character, which provides a graphical user interface through a first terminal device. The graphical user interface displays a game scene, and the game scene includes a first virtual character controlled by the first terminal device. The method includes the following steps:
[0034] S101, in response to receiving a first preset instruction from the first terminal device in the first preset game scene, obtain the appearance attribute information of the second virtual character in the current graphical user interface.
[0035] In specific implementation, when a first preset instruction is received from a first terminal device controlling the first virtual character in a first preset game scene, the appearance attribute information of the second virtual character in the current graphical user interface is first obtained. Optionally, the current graphical user interface mainly refers to the interface currently displayed by the first terminal device, which may include part of the game scene. Optionally, the first preset game scene mainly refers to a game scene that includes multiple virtual characters simultaneously, such as a game lobby, a game quality square, etc. Optionally, in order not to affect the normal competition of virtual characters in the game, the first preset game scene generally does not include game battle scenes. Optionally, the first preset instruction mainly refers to the instruction issued by the user through the first terminal device to generate the appearance model of the second virtual character in the current graphical user interface. The specific instruction can be set as needed and is not limited thereto. Optionally, the first preset instruction can be issued through a peripheral device (such as a mouse or gamepad) connected to the first terminal device.
[0036] S102, based on the appearance attribute information, generate a second appearance model corresponding to the second virtual character in the second preset game scene, and transfer the first virtual character to the second preset game scene.
[0037] In specific implementation, after obtaining the appearance attribute information of the second virtual character in the current graphical user interface, a second appearance model corresponding to the second virtual character is generated in the second preset game scene according to the appearance attribute information, and the first virtual character is transferred to the second preset game scene.
[0038] It should be noted that, in specific application scenarios, the implementing entity of this application embodiment can be a game system. When a user discovers the appearance of a desired virtual character (second virtual character) in a first preset game scene, they can issue a first preset command through a first terminal device. When the game system receives the first preset command, it generates the appearance model of the desired virtual character in a second preset game scene and pulls the user-controlled first virtual character into the second scene. This allows the user to control the first virtual character to move back and forth in the second preset game scene, thereby observing the appearance model of the desired virtual character from different perspectives. (Reference) Figure 2 This is a schematic diagram of a first preset game scene according to an embodiment of this application, wherein 01 and 02 are two different second virtual characters, and 03 represents a first virtual character controlled by a first terminal device. (See reference...) Figure 3 This is a schematic diagram of the structure of a second preset game scene according to an embodiment of this application, wherein, Figure 3 011 in the middle represents the same as Figure 2 The second appearance model corresponding to 01 in the middle. Figure 3 022 in the middle indicates that it is related to Figure 2 The second appearance model corresponding to 02. Figure 3 and Figure 2 In comparison, the game scene has been changed, and in Figure 3 In the text, only 03 represents a virtual character, while 011 and 022 represent two appearance models.
[0039] In some embodiments, the first preset instruction further includes an operation instruction to select a target virtual character, and to designate the target virtual character as the only second virtual character in the current graphical user interface. That is, there may be multiple second virtual characters in the game scene displayed in the current graphical user interface of the user's first terminal device, but only one is the user's desired target virtual character. In this case, the user can first select the target virtual character, and then only generate the appearance model of the target virtual character in the second preset game scene.
[0040] In some embodiments, after transferring the first virtual character to the second preset game scene, the method further includes:
[0041] A first appearance model corresponding to the first virtual character is generated at the position of the first virtual character in the first preset game scene.
[0042] In practice, when the first virtual character is transferred to the second preset game scene, in order to avoid the first virtual character suddenly disappearing from the first game scene and causing discomfort to other users, and to enable other users to see the appearance of the first virtual character as much as possible, after the first virtual character is transferred to the second preset game scene, a first appearance model corresponding to the first virtual character will be generated at the position of the first virtual character in the first preset game scene.
[0043] In some embodiments, after transferring the first virtual character to the second preset game scene, the method further includes:
[0044] In response to receiving an operation instruction from the first terminal device to select the second appearance model in the second preset game scene, the system obtains and displays the sales information corresponding to the second appearance model.
[0045] In specific implementations, after displaying the sales information, some embodiments also provide users with the option to directly purchase the second appearance model, allowing users to complete the transaction of the second appearance model directly through this option.
[0046] In some embodiments, there are multiple second appearance models, and each second appearance model corresponds to one second virtual character; after transferring the first virtual character to the second preset game scene, the method further includes:
[0047] In response to determining that a target second appearance model is selected among a plurality of second appearance models, target sales information corresponding to the target second appearance model is obtained;
[0048] In response to determining that the target sales information is allowed to be sold, the display state of the target second appearance model is adjusted to a first preset state;
[0049] In response to determining that the target sales information is not allowed to be sold, the display state of the target second appearance model is adjusted to a second preset state.
[0050] In practical implementation, to facilitate users' quick differentiation of which appearance models can be purchased directly and which cannot, when a target second appearance model is selected from multiple second appearance models, the target sales information corresponding to the target second appearance model is first obtained. If the target sales information indicates that sales are permitted, the display state of the target second appearance model is adjusted to a first preset state; if the target sales information indicates that sales are not permitted, the display state of the target second appearance model is adjusted to a second preset state. Optionally, the first and second preset states can be set as needed and are not limited here. For example, different colors can be used to distinguish between the first and second preset states. (See reference...) Figure 3 Where 011 can represent the first preset state, and 022 can represent the second preset state. Optionally, the sales information for each second appearance model can be preset by its corresponding creator user.
[0051] In some embodiments, there are multiple second appearance models, and each second appearance model corresponds to one second virtual character; after transferring the first virtual character to the second preset game scene, the method further includes:
[0052] Obtain the sales information of each of the multiple second appearance models;
[0053] The display status of each second appearance model is set based on its sales information.
[0054] In practice, different appearance models can be displayed in different states to distinguish whether each appearance model can be purchased directly.
[0055] In some embodiments, before determining that a target second appearance model among a plurality of second appearance models is selected, the method further includes:
[0056] Set the second appearance model that is closest to the first virtual character to be selected.
[0057] In practical implementation, considering that users will eventually select a second appearance model in the second preset game scene, to reduce the number of selection operations, a second appearance model can be pre-selected. Furthermore, by selecting a second appearance model, users can clearly distinguish between the selected and unselected states from the outset, making the entire operation easier to learn and smoother. Optionally, which second appearance model is selected can be set as needed. Considering that users will actively move closer to appearance models of interest, the second appearance model closest to the first virtual character can be set as the selected state. Alternatively, the second appearance model closest to the user's pointer (e.g., mouse pointer) can also be set as the selected state.
[0058] In some embodiments, after determining that the target sales information is not permitted for sale, the method further includes:
[0059] In response to receiving an operation instruction from the first terminal device to purchase the target second appearance model, the target second virtual character corresponding to the target second appearance model is determined, and a purchase request information is sent to the target second terminal device that controls the target second virtual character;
[0060] In response to receiving the consent to sell information sent by the target second terminal device, the target selling information is updated in the second preset game scene based on the consent to sell information.
[0061] In specific implementation, if the creator of a target second appearance model did not intend to trade it beforehand, in this embodiment, communication can be initiated by actively sending a message to the creator. If, after communication, the creator agrees to trade the target second appearance model, a consent to sell information can be sent to the game system. This causes the game system to update the target sale information in the second preset game scene, allowing the user to directly trade the target second appearance model in the second preset game scene. Optionally, the consent to sell information may include the selling price of the target second appearance model.
[0062] In some embodiments, after determining that the target sales information is permitted for sale, the method further includes:
[0063] In response to receiving a price query command from the first terminal device, the system retrieves the price information from the target sales information and displays the price information.
[0064] In some embodiments, after transferring the first virtual character to the second preset game scene, the method further includes:
[0065] In response to receiving a face-to-face communication instruction from the first terminal device in the second preset game scene, a communication request message is sent to the second terminal device that controls the second virtual character;
[0066] In response to receiving the consent communication information sent by the second terminal device, the second virtual character is transferred to the second preset game scene.
[0067] In practice, to further facilitate communication between users and the creators of their preferred second appearance models, the second virtual character can be directly dragged into the second game scene after obtaining the creator's consent.
[0068] In some embodiments, transferring the second virtual character into the second preset game scene specifically includes:
[0069] Determine the target position of the second appearance model corresponding to the second virtual character in the second preset game scene, move the second virtual character to the target position, and delete the second appearance model.
[0070] In practice, to improve the game display effect, when transferring the second virtual character to the second preset game scene, the second virtual character can be directly used to cover the originally fixed second appearance model. Optionally, the size of the second appearance model in the second game scene can be the same as that of the second virtual character in the first game scene, or the size of the second appearance model in the second game scene can be reset as needed; there are no limitations on this.
[0071] The virtual character appearance generation method provided in this application obtains the appearance attribute information of the second virtual character in the current graphical user interface when a first preset instruction is received from the first terminal device in the first preset game scene; then, a second appearance model corresponding to the second virtual character is generated in the second preset game scene according to the appearance attribute information, and the first virtual character is transferred to the second preset game scene. This allows the user to carefully observe the second appearance model corresponding to the second virtual character in the second preset game scene, and provides the possibility for the user to directly conduct appearance transactions in the second preset game scene. In addition, since this solution only transfers the first virtual character from the first preset game scene to the second preset game scene, it will not affect other virtual characters located in the first game scene.
[0072] Exemplary device
[0073] Based on the same inventive concept, corresponding to any of the above embodiments, this application also provides a device for generating the appearance of a virtual character, which provides a graphical user interface through a first terminal device. The graphical user interface displays a game scene, and the game scene includes a first virtual character controlled by the first terminal device.
[0074] refer to Figure 4 The device for generating the appearance of the virtual character includes:
[0075] The acquisition module 201, in response to receiving a first preset instruction from the first terminal device in a first preset game scene, acquires the appearance attribute information of the second virtual character in the current graphical user interface;
[0076] The generation module 202 generates a second appearance model corresponding to the second virtual character in a second preset game scene based on the appearance attribute information, and transfers the first virtual character to the second preset game scene.
[0077] For ease of description, the above system is described by dividing it into various modules based on their functions. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.
[0078] The system described in the above embodiments is used to implement the corresponding virtual character appearance generation method in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0079] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the method for generating the appearance of a virtual character as described in any of the above embodiments.
[0080] Figure 5 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, memory 1020, input / output interface 1030, and communication interface 1040 are interconnected internally via the bus 1050.
[0081] The processor 1010 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0082] The memory 1020 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 1020 and is called and executed by the processor 1010.
[0083] The input / output interface 1030 is used to connect input / output modules to realize information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.
[0084] The communication interface 1040 is used to connect a communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).
[0085] Bus 1050 includes a pathway for transmitting information between various components of the device, such as processor 1010, memory 1020, input / output interface 1030, and communication interface 1040.
[0086] It should be noted that although the above-described device only shows the processor 1010, memory 1020, input / output interface 1030, communication interface 1040, and bus 1050, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.
[0087] The electronic devices described above are used to implement the corresponding virtual character appearance generation method in any of the foregoing embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0088] Exemplary program product
[0089] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium storing computer instructions for causing the computer to execute the virtual character appearance generation method as described in any of the above embodiments.
[0090] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.
[0091] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute a method for generating the appearance of a virtual character as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0092] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.
[0093] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.
[0094] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.
[0095] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.
Claims
1. A method for generating the appearance of a virtual character, characterized in that, The method includes providing a graphical user interface (GUI) via a first terminal device, wherein the GUI displays a game scene, and the game scene includes a first virtual character controlled by the first terminal device; the method includes: In response to receiving a first preset instruction from the first terminal device in a first preset game scene, the appearance attribute information of the second virtual character in the current graphical user interface is obtained; Based on the appearance attribute information, a second appearance model corresponding to the second virtual character is generated in the second preset game scene, and the first virtual character is transferred to the second preset game scene. By controlling the first virtual character to move in the second preset game scene, the second appearance model can be observed from different perspectives.
2. The method according to claim 1, characterized in that, After transferring the first virtual character to the second preset game scene, the method further includes: A first appearance model corresponding to the first virtual character is generated at the position of the first virtual character in the first preset game scene.
3. The method according to claim 1, characterized in that, After transferring the first virtual character to the second preset game scene, the method further includes: In response to receiving an operation instruction from the first terminal device to select the second appearance model in the second preset game scene, the system obtains and displays the sales information corresponding to the second appearance model.
4. The method according to claim 1, characterized in that, There are multiple second appearance models, and each second appearance model corresponds to one second virtual character; After transferring the first virtual character to the second preset game scene, the method further includes: In response to determining that a target second appearance model is selected among a plurality of second appearance models, target sales information corresponding to the target second appearance model is obtained; In response to determining that the target sales information is allowed to be sold, the display state of the target second appearance model is adjusted to a first preset state; In response to determining that the target sales information is not allowed to be sold, the display state of the target second appearance model is adjusted to a second preset state.
5. The method according to claim 4, characterized in that, Before determining that a target second appearance model among a plurality of second appearance models is selected, the method further includes: Set the second appearance model that is closest to the first virtual character to be selected.
6. The method according to claim 1, characterized in that, There are multiple second appearance models, and each second appearance model corresponds to one second virtual character; After transferring the first virtual character to the second preset game scene, the method further includes: Obtain the sales information of each of the multiple second appearance models; The display status of each second appearance model is set based on its sales information.
7. The method according to claim 4, characterized in that, After determining that the target sales information is not permitted for sale, the method further includes: In response to receiving an operation instruction from the first terminal device to purchase the target second appearance model, the target second virtual character corresponding to the target second appearance model is determined, and a purchase request information is sent to the target second terminal device that controls the target second virtual character; In response to receiving the consent to sell information sent by the target second terminal device, the target selling information is updated in the second preset game scene based on the consent to sell information.
8. The method according to claim 4, characterized in that, After determining that the target sales information is permitted for sale, the method further includes: In response to receiving a price query command from the first terminal device, the system retrieves the price information from the target sales information and displays the price information.
9. The method according to claim 1, characterized in that, After transferring the first virtual character to the second preset game scene, the method further includes: In response to receiving a face-to-face communication instruction from the first terminal device in the second preset game scene, a communication request message is sent to the second terminal device that controls the second virtual character; In response to receiving the consent communication information sent by the second terminal device, the second virtual character is transferred to the second preset game scene.
10. The method according to claim 9, characterized in that, Transferring the second virtual character into the second preset game scene specifically includes: Determine the target position of the second appearance model corresponding to the second virtual character in the second preset game scene, move the second virtual character to the target position, and delete the second appearance model.
11. A device for generating the appearance of a virtual character, characterized in that, A graphical user interface is provided via a first terminal device, the graphical user interface displaying a game scene, the game scene including a first virtual character controlled by the first terminal device; the device includes: The acquisition module, in response to receiving a first preset instruction from the first terminal device in a first preset game scene, acquires the appearance attribute information of the second virtual character in the current graphical user interface; The generation module generates a second appearance model corresponding to the second virtual character in a second preset game scene based on the appearance attribute information, and transfers the first virtual character to the second preset game scene. By controlling the first virtual character to move in the second preset game scene, the second appearance model can be observed from different perspectives.
12. An electronic device, characterized in that, The method includes a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor, when executing the program, implements the method as described in any one of claims 1 to 10.
13. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions for causing a computer to perform the method according to any one of claims 1 to 10.