Method, device, electronic equipment and storage medium for making virtual character in game

By generating and storing character creation images on the game's web platform, the time-consuming nature of existing character creation technologies is solved, enabling rapid display of character creation effects and improving the user experience.

CN116251356BActive Publication Date: 2025-11-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310240189.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-07
Publication Date
2025-11-28
Estimated Expiration
2043-03-07

AI Technical Summary

Technical Problem

Current character creation technology is time-consuming in games, resulting in a poor player experience, especially in large-scale games like Metaverse where it is inefficient.

Method used

By generating a character avatar image corresponding to the user's face image on the game's web interface and storing it in the game's database, the pre-generated avatar effect can be directly displayed when the user logs into the game client, reducing waiting time.

Benefits of technology

It improves the speed of character creation image generation, enhancing the user experience in large-scale games.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application provides a method and device for virtual character production in a game, electronic equipment and a storage medium, and relates to the technical field of games. The method is applied to a web end, and the method comprises the following steps: in response to a selection operation on a user face image, generating a character face pinching image corresponding to the user face image; previewing and displaying the character face pinching image, and storing the character face pinching image in a game database, so that the character face pinching image is displayed through the game database after the user logs in a game client. The application does not require the user to upload the image after logging in the game client, and then wait for the generation of the face pinching effect. Instead, the face pinching effect generated in advance by the web end can be directly displayed after logging in the game client, thereby improving the generation speed of the character face pinching image and improving the user experience of the user in a large scene game such as the metaverse.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of games, in particular to a method and device for making a virtual character in a game, an electronic device and a storage medium. BACKGROUND

[0002] At present, the face pinching technology in the game refers to generating a picture similar to a real face through a user picture or a picture scanned from a user face, so as to be applied to a character in the game. In the related art, the existing face pinching technology requires the user to install a unity client or connect a cloud game desktop to pinch the face, and the face is pinched by the client every time, which takes a long time, so that the face pinching speed is slow and the efficiency is low, resulting in a low game experience of the player. SUMMARY

[0003] The present application aims to provide a method and device for making a virtual character in a game, an electronic device and a storage medium, which improve the generation speed of the character face pinching image and the user experience of the user in a large scene game such as the metaverse.

[0004] In a first aspect, the present application provides a method for making a virtual character in a game, which is applied to a game web end. The method comprises: in response to a selection operation on a user face image, generating a character face pinching image corresponding to the user face image; previewing and displaying the character face pinching image, and storing the character face pinching image in a game database, so that the character face pinching image is displayed through a game client after the user logs in the game client and calls the game database through the game client.

[0005] In a second aspect, the present application provides a device for making a virtual character in a game, which is applied to a game web end. The device comprises: a face pinching image generation module, configured to generate a character face pinching image corresponding to a user face image in response to a selection operation on the user face image; and a preview display and data storage module, configured to preview and display the character face pinching image, and store the character face pinching image in a game database, so that the character face pinching image is displayed through a game client after the user logs in the game client and calls the game database through the game client.

[0006] In a third aspect, the present application provides an electronic device, comprising a processor, a storage medium and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the steps of the method for making a virtual character in a game as described in any one of the preceding embodiments.

[0007] In a fourth aspect, the present application provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is executed by a processor, the steps of the method for making a virtual character in a game are performed.

[0008] The method for making a virtual character in a game provided by the embodiments of the present application is applied to a game web end, and the corresponding method is implemented through a web management end. When the scheme is implemented, firstly, a character face pinching image corresponding to a user face image is generated in response to a selection operation on the user face image, and then the character face pinching image can be previewed and displayed to preview the face pinching effect through the web management end. The character face pinching image can also be stored in a game database. When a user logs in a game client, the character face pinching image can be displayed through the game client after the game database is called. In this way, the user does not need to log in the game client to upload the image and then wait for the generation of the face pinching effect. Instead, the face pinching effect generated in advance by the web end can be directly displayed after the user logs in the game client, so that the generation speed of the character face pinching image is improved, and the user experience of the user in a large scene game such as the metaverse is improved. BRIEF DESCRIPTION OF DRAWINGS

[0009] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the drawings needed in the description of the embodiments or the prior art will be briefly introduced. Obviously, the drawings in the following description are some embodiments of the present application, and other drawings can also be obtained by those skilled in the art without creative labor.

[0010] Figure 1 A flowchart of a method for making a virtual character in a game provided by an embodiment of the present application is shown;

[0011] Figure 2 A schematic diagram of batch selection provided by an embodiment of the present application is shown;

[0012] Figure 3 A schematic diagram of a self-defined dressing library provided by an embodiment of the present application is shown;

[0013] Figure 4 A schematic diagram of clothing selection provided by an embodiment of the present application is shown;

[0014] Figure 5 A schematic diagram of self-defined clothing provided by an embodiment of the present application is shown;

[0015] Figure 6 A structural diagram of an apparatus for making a virtual character in a game provided by an embodiment of the present application is shown;

[0016] Figure 7 A structural diagram of an electronic device is shown. DETAILED DESCRIPTION

[0017] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative work fall within the scope of protection of the present application.

[0018] The method for making a virtual character in a game in an embodiment of the present disclosure can run a web end, which is a web management end, for managing information of all users. For example, for a large-scale game scene such as a meta-universe system (such as a virtual 3D conference), the web end can be used to manage information of all participants joining the game scene, and all participants' avatar pictures needing face pinching are uploaded to the web backend through the web end, and the face pinching intermediate data and face pinching preview pictures are generated by the backend in batches.

[0019] Further, after the character face pinching image and face pinching intermediate data are pre-generated through the web end and stored in the game database, the method for making a virtual character in a game can be further applied to a local terminal device or a server. When the method for making a virtual character in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0020] In an optional embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of a game program and the presentation subject of a game picture are separated, and the storage and running of a method for making a virtual character in a game are completed on a cloud game server. A client device is used for receiving and sending data and presenting a game picture. For example, the client device can be a display device close to a user side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing a game, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses game picture data, returns the data to the client device through a network, and finally, the client device decodes and outputs the game picture.

[0021] In an optional embodiment, taking games as an example, a local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with a player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface is provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game picture and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0022] In a possible embodiment, the embodiment of the present application provides a method for making a virtual character in a game, Figure 1 A flowchart of a method for making a virtual character in a game provided by the embodiment of the present application is shown in FIG. 1. Figure 1 As shown in FIG. 1, in a first aspect, the present application provides a method for making a virtual character in a game, the method is applied to a game web end; the method mainly includes the following steps:

[0023] In step S102, a character face-sculpting image corresponding to the user face image is generated in response to a selection operation on the user face image.

[0024] The user face image is a user image containing a complete face, which is a photo prototype for face-sculpting and contains all features of the face, so that the effect of face-sculpting can be guaranteed.

[0025] The selection operation for the user face image can include a single selection operation for a single user face image, or a batch selection operation for multiple user face images. The selection operation can be performed by checking the corresponding user face image. In an embodiment, a user face image can be selected for pinch face processing to generate a character pinch face image corresponding to the user face image. Multiple user face images can also be selected in batches for pinch face processing to generate a character pinch face image corresponding to each user face image.

[0026] In an embodiment, when performing batch pinch face processing, the avatar pictures that need to be pinched can be placed in a folder, and the picture names are named with user account numbers. Then the folder is uploaded to the web backend, and the backend generates pinch face data and pinch preview pictures in batches.

[0027] In step S104, the character pinch face image is previewed and displayed, and the character pinch face image is stored in the game database, so that when the user logs in to the game client, the character pinch face image is displayed through the game client calling the game database.

[0028] In an embodiment, the generated character pinch face image can be directly previewed and displayed through the web end, so that the pinch effect generated individually or in batches can be previewed on the web end.

[0029] In addition, after pinch face processing, the generated character pinch face image can be stored in the game database. When storing, the user account number, user name, etc. can be used for naming. When the user logs in to the game client, the corresponding character pinch face image stored in the game database can be called through the user account number, user name, etc. and directly displayed on the game client, without the need to wait for the user to upload the photo and then perform a series of operations such as pinch face processing, thereby saving a lot of time.

[0030] The method for making a virtual character in a game provided by the embodiments of the present application can generate a character pinch face image corresponding to a user face image in response to a selection operation for the user face image, and then preview and display the character pinch face image to preview the pinch effect through the web management end. The character pinch face image can also be stored in the game database, and when the user logs in to the game client, the character pinch face image can be displayed through the game client calling the game database. This method does not require the user to log in to the game client and upload the image, and then wait for the pinch effect to be generated. Instead, the pinch effect generated by the web end in advance can be directly displayed after logging in to the game client, thereby improving the generation speed of the character pinch face image and improving the user experience of the user in the metaverse and other large scene games.

[0031] For ease of understanding, the method for making a virtual character in a game provided by the embodiments of the present application is described in detail below.

[0032] First, the scheme for executing the pre-kneading face effect generation applied to the web end is described.

[0033] In an optional embodiment, to improve the processing efficiency of the web end for face images, the user face image corresponding character kneading face image is generated in response to the selection operation of the user face image, and the user face image is batch processed. In specific implementation, in response to the batch selection operation of multiple user face images, the character kneading face image corresponding to each user face image and the kneading intermediate data corresponding to each character kneading face image can be generated.

[0034] The kneading intermediate data is data for recording the face information of the game user, such as, for a virtual 3D conference in a meta universe scene, the kneading intermediate data can be json data recording the face information of the conference participants, and the information for representation can include: gender, avatar, clothing, etc.

[0035] Further, while generating the character kneading face data, the kneading intermediate data during the execution of the kneading operation is also generated. In order to facilitate the convenience and speed of subsequent kneading processing, after generating the kneading intermediate data, the kneading intermediate data can be stored in the game database, so that after the user logs in to the game client, the character kneading face image can be generated by calling the kneading intermediate data through the game client.

[0036] When the kneading intermediate data is stored in the game database, the user only needs to log in to the client, and then the client automatically acquires the kneading data of the user to automatically generate the kneading avatar. Compared with the previous method of needing the user to log in to the client, uploading the avatar to generate the kneading data and then synthesizing the avatar, the human face can be quickly synthesized after the user logs in to the game.

[0037] In an embodiment, for a 3D virtual conference scene, the organizer can also collect the avatars of the conference participants, and name the avatars with user accounts, then click the upload folder button to batch generate kneading data and generate a preview image, as shown in Figure 2 .

[0038] To improve the diversity of the kneading effect in the game, in a feasible embodiment, the corresponding kneading processing area can be determined according to the user's selection demand. In specific implementation, in response to the selection operation of the kneading range, batch kneading operation is performed on multiple user face images based on the target kneading range, and multiple character kneading images corresponding to the user face images including partial kneading effects are generated.

[0039] The face pinching range at least includes one or more of a hairstyle region, a face shape region, or a costume region.

[0040] In an example, when the game scene is a virtual 3D conference application scene, the organizer can limit the face pinching selection range of the participants, such as limiting the audience to select hair, face shape, costume, etc. within a certain range, so that the face pinched image of the character after face pinching processing can be the effect corresponding to the face pinching range. In this way, the area range of face pinching can be more flexible, and different area ranges of face pinching processing can be performed according to players with different identity attributes, thereby improving the flexibility of face pinching application and improving the game experience of users and the immersive experience of the conference.

[0041] Further, after generating the character face pinching image according to the user face image, a face pinching effect generated by a real photo can be generated, that is, a face processing result. In order to more completely obtain the overall image of the virtual character in the scene, a character costume library can also be defined in advance to provide users with rich material selection. In an optional implementation, a custom character costume library can be generated in response to uploading of costume data. The costume data at least includes hairstyle data, face shape data, and costume data.

[0042] In an implementation, the costume library can be customized to allow the activity organizer to more freely increase the selectable range of hairstyles, face shapes, and costumes, while limiting the selectable range of hairstyles, face shapes, and costumes of the character, facilitating the organizer to manage the activity characters. For example, the costume library includes a plurality of hairstyles, a plurality of face shapes, and a plurality of costumes, and the user can select according to the needs, or can make corresponding selection for players with different identities.

[0043] After generating the above-mentioned custom character costume library, the user can select costume materials in the custom character costume library to generate a corresponding character model according to user needs and user preferences. In an optional implementation, in response to selection of costume data in the custom character costume library, a character model corresponding to the user face image is generated based on the costume data and the user face image.

[0044] For ease of understanding, referring to Figure 3 As shown in the figure, the activity organizer can add participants individually, select costumes, hairstyles, and upload user avatars, and click the preview button to generate a preview picture.

[0045] Further, in order to improve the game experience of users in the game, corresponding display can be performed for different virtual character identity types. In an implementation, in response to a selection operation for a character identity type, a character face pinching image corresponding to at least one selected character identity type can be displayed in batches; wherein the character identity type is used to represent the identity attribute of the virtual character in the game.

[0046] In addition, different dressing materials can be displayed for players with different role identities. In an optional embodiment, the role identity type can be determined first in response to the material selection operation for the custom role dressing library, and then the target material selection range corresponding to the role identity type can be determined based on the role identity type, so as to select the dressing material in the target material selection range.

[0047] Referring to Figure 4 As shown, the organizer can limit the clothing selection range of participants with different identities, such as lecturer, host, audience, organizer, exhibitor, etc. The identity information can also be divided into male or female, so that the corresponding player identity can be selected to select the dressing material.

[0048] In addition, the organizer can also add custom clothes. Referring to Figure 5 As shown, the player custom clothes operation is performed in response to the selection operation of gender, model ID, clothes ID and image (i.e. user face image), and the corresponding role model is generated.

[0049] Further, in addition to clothes, hairstyle and face shape data can also be uploaded. In actual application, selection can be made according to actual needs, which is only an example and is not limited.

[0050] The above description is the implementation method of the web end. In another embodiment, when the virtual role making method is applied to the game client, the following method can be used to implement it:

[0051] Method 1: The user logs in the game client, and the pre-generated role face shaping image is displayed.

[0052] Method 2: The user logs in the game client and performs face shaping control by clicking the face shaping control. When the face shaping operation is performed in the game client, the face shaping processing is performed according to the pre-generated face shaping intermediate data in the web end and the face shaping intermediate data in the game database.

[0053] ​In summary, through the method of making a virtual character in the game, the scheme of batch face pinching and character dressing can be realized, the face pinching preview picture can be viewed on the web side, and the intermediate data of non-face pinching is stored in the database, that is, the face pinching preprocessing operation is performed, the user can view the face pinching effect on the web side, and because the database stores the intermediate data, the user can quickly combine the human face when logging into the active scene, successfully pinches the face on the web side and views the preview picture, reduces the load of the game server, the web side quickly batches the face pinching, and generates the face pinching intermediate data, which is convenient for the user to log in to the game end to combine the human face. The organizer or administrator of the activity can limit the use of the clothes of the participating characters, and can also upload custom clothes to increase the selection range of the clothes library, so that the activity organizer can more freely increase the selection range of the clothes, and can also limit the selection range of the clothes of the characters, which is convenient for the organizer to manage the activity characters.

[0054] Figure 6 The structure of the device for making a virtual character in the game provided by the embodiment of the application is shown, which is applied to the web side of the game, and mainly includes the following parts:

[0055] The face pinching image generation module 62 is configured to generate a character face pinching image corresponding to the user face image in response to the selection operation on the user face image;

[0056] The preview display and data storage module 64 is configured to preview display the character face pinching image and store the character face pinching image in the game database, so that the character face pinching image is displayed through the game client after the user logs in to the game client and calls the game database through the game client.

[0057] The device for making a virtual character in the game provided by the embodiment of the application generates a character face pinching image corresponding to the user face image in response to the selection operation on the user face image through the face pinching image generation module, and then previews the character face pinching image through the preview display and data storage module to preview the face pinching effect through the web management end, and can also store the character face pinching image in the game database, so that the character face pinching image is displayed through the game client after the user logs in to the game client and calls the game database through the game client. This way, the user does not need to log in to the game client to upload the image and then wait for the face pinching effect to be generated, but can directly display the face pinching effect generated by the web end in advance after logging in to the game client, thereby improving the generation speed of the character face pinching image and improving the user experience of the user in the metaverse and other large scene games.

[0058] In a possible implementation, the face pinching image generation module 62 is further configured to:

[0059] In response to the batch selection operation on the plurality of user face images, a role face morphing image corresponding to each user face image and a face morphing intermediate data corresponding to each role face morphing image are generated.

[0060] In an implementation, the apparatus further includes an intermediate data storage module configured to:

[0061] The face morphing intermediate data is stored in a game database, so that after the user logs in the game client, the role face morphing image is generated by calling the face morphing intermediate data through the game client.

[0062] In an implementation, the apparatus further includes a face morphing range selection module configured to:

[0063] In response to the selection operation on the face morphing range, a plurality of role face morphing images corresponding to the plurality of user face images and including partial face morphing effects are generated by performing batch face morphing operations on the plurality of user face images based on the target face morphing range; wherein the face morphing range includes at least one or more of a hairstyle region, a face shape region, or a costume region.

[0064] In an implementation, the apparatus further includes a custom outfit library generation module configured to: in response to uploading of outfit data, generate a custom role outfit library; wherein the outfit data includes at least hairstyle data, face shape data, and costume data.

[0065] In an implementation, the apparatus further includes a role model generation module configured to:

[0066] In response to selection of the outfit data in the custom role outfit library, a role model corresponding to the user face image is generated based on the outfit data and the user face image.

[0067] In an implementation, the apparatus further includes a batch display module configured to:

[0068] In response to the selection operation on the role identity type, the role face morphing images corresponding to the selected at least one role identity type are batch displayed; wherein the role identity type is used to represent the identity attribute of the virtual role in the game.

[0069] In an implementation, the apparatus further includes a material restrictive selection module configured to:

[0070] In response to the material selection operation on the custom role outfit library, the role identity type is determined.

[0071] Based on the role identity type of the role identity type, a target material selection range corresponding to the role identity type is determined, so as to select the outfit material in the target material selection range.

[0072] Figure 7 A structural schematic diagram of an electronic device provided by an embodiment of the application is shown, which can be the aforementioned text terminal, the electronic device comprising: a processor 701, a storage medium 702, and a bus 703, the storage medium 702 storing machine readable instructions executable by the processor 701, when the electronic device runs a method for making a virtual character in a game as in an embodiment, the processor 701 and the storage medium 702 communicate through the bus 703, the processor 701 executes the machine readable instructions, the processor 701 method item performs the following steps:

[0073] In response to a selection operation for a user face image, a character face pinching image corresponding to the user face image is generated;

[0074] The character face pinching image is previewed and displayed, and the character face pinching image is stored in a game database, so that after a user logs in a game client, the character face pinching image is displayed after the game client calls the game database.

[0075] In a feasible implementation, when the processor 701 executes the step of generating a character face pinching image corresponding to the user face image in response to the selection operation for the user face image, it is specifically used for:

[0076] In response to a batch selection operation for multiple user face images, a character face pinching image corresponding to each user face image is generated, and a face pinching intermediate data corresponding to each character face pinching image is generated.

[0077] In a feasible implementation, the processor is further configured to store the face pinching intermediate data in a game database, so that after a user logs in a game client, a character face pinching image is generated after the game client calls the face pinching intermediate data.

[0078] In a feasible implementation, the processor is further configured to, in response to a selection operation for a face pinching range, perform a batch face pinching operation on multiple user face images based on a target face pinching range, to generate multiple character face pinching images corresponding to the user face images, which include partial face pinching effects; wherein the face pinching range includes at least one or more of a hairstyle region, a face shape region, or a costume region.

[0079] In a feasible implementation, the processor is further configured to, in response to uploading of dressing data, generate a custom character dressing library; wherein the dressing data includes at least hairstyle data, face shape data, and costume data.

[0080] In a feasible implementation, the processor is further configured to, in response to selection of dressing data in the custom character dressing library, generate a character model corresponding to the user face image based on the dressing data and the user face image.

[0081] In an implementable embodiment, the processor is further configured to: in response to a selection operation on the role identity type, display in batches role face sculpting images corresponding to the selected at least one role identity type; wherein the role identity type is used to represent an identity attribute of the virtual role in the game.

[0082] In an implementable embodiment, the processor is further configured to: in response to a material selection operation on the custom role dressing library, determine a role identity type; and determine a target material selection range corresponding to the role identity type based on the role identity type, so as to select dressing materials in the target material selection range.

[0083] In this way, the user does not need to log in to the game client to upload images and then wait for the generation of face sculpting effects, but can directly display the face sculpting effects generated by the web end in advance after logging in to the game client, thereby improving the generation speed of role face sculpting images and improving the user experience of the user in a large scene game such as the metaverse.

[0084] The embodiment of the present application also provides a computer readable storage medium, and the computer readable storage medium stores a computer program. The computer program is executed by a processor when the computer program is run by the processor. The processor executes the following steps:

[0085] In response to a selection operation on the user face image, the role face sculpting image corresponding to the user face image is generated;

[0086] The role face sculpting image is previewed and displayed, and the role face sculpting image is stored in a game database, so that the role face sculpting image is displayed through the game client after the user logs in to the game client and calls the game database.

[0087] In an implementable embodiment, when the processor 701 executes the role face sculpting image corresponding to the user face image in response to the selection operation on the user face image, the processor 701 is specifically configured to:

[0088] In response to a batch selection operation on multiple user face images, the role face sculpting image corresponding to each user face image and the face sculpting intermediate data corresponding to each role face sculpting image are generated.

[0089] In an implementable embodiment, the processor is further configured to: store the face sculpting intermediate data in a game database, so that the role face sculpting image is generated through the game client after the user logs in to the game client and calls the face sculpting intermediate data.

[0090] In an implementable embodiment, the processor is further configured to: in response to a selection operation on the face shaping range, perform batch face shaping operations on the plurality of user face images based on the target face shaping range, to generate a plurality of character face shaping images corresponding to the user face images and including partial face shaping effects; wherein the face shaping range includes at least one or more of a hairstyle region, a face shape region, or a costume region.

[0091] In an implementable embodiment, the processor is further configured to: in response to uploading of the costume data, generate a custom character costume library; wherein the costume data includes at least hairstyle data, face shape data, and costume data.

[0092] In an implementable embodiment, the processor is further configured to: in response to selection of the costume data in the custom character costume library, generate a character model corresponding to the user face image based on the costume data and the user face image.

[0093] In an implementable embodiment, the processor is further configured to: in response to a selection operation on the character identity type, display character face shaping images corresponding to at least one selected character identity type in batches; wherein the character identity type is used to represent the identity attribute of the virtual character in the game.

[0094] In an implementable embodiment, the processor is further configured to: in response to a material selection operation on the custom character costume library, determine a character identity type; determine a target material selection range corresponding to the character identity type based on the character identity type, to select costume materials in the target material selection range.

[0095] In the above manner, without the user logging into the game client to upload images and then waiting for the generation of face shaping effects, the face shaping effects generated in advance by the web end can be directly displayed after logging into the game client, thereby improving the generation speed of character face shaping images and improving the user experience of the user in the metaverse and other large scene games.

[0096] In the embodiments of the present application, the computer program can also execute other machine readable instructions when run by the processor to perform the methods described in the embodiments, and the specific method steps and principles are described in the embodiments, which will not be described in detail here.

[0097] In the embodiments of the present application, it should be understood that the disclosed apparatus and method can be implemented in other manners. The embodiments described above are merely exemplary, for example, the division of the units is only a logical function division, and there can be another division manner in actual implementation; for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, and electrical, mechanical or other forms.

[0098] The units described as separate components can or can not be physically separate, and the components displayed as units can or can not be physical units, i.e., can be located in one place, or can be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purposes of the embodiments.

[0099] In addition, each functional unit in the embodiments of the present application can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit.

[0100] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present application essentially or the parts that make contributions to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.

[0101] It should be noted that: similar reference numerals and letters indicate similar items in the following drawings, and therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third" and the like are only used to distinguish descriptions, and cannot be understood as indicating or implying relative importance.

[0102] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present application, and are used to illustrate the technical solutions of the present application, but not to limit the same. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any person skilled in the art can make modifications or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to some of the technical features within the technical scope disclosed by the present application. The modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. All should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method of creating a virtual character in a game, characterized by, The method is applied to a game web end; the method comprises: In response to a batch selection operation on multiple user face images, generating a character face morphing image corresponding to each user face image and face morphing intermediate data corresponding to each character face morphing image, and storing the face morphing intermediate data to a game database, so that after a user logs in a game client, the character face morphing image is generated by calling the face morphing intermediate data through the game client; Previewing and displaying the character face morphing image, and storing the character face morphing image to the game database, so that after the user logs in the game client, the character face morphing image is displayed by calling the game database through the game client.

2. The method of claim 1, wherein, The method further comprises: In response to a selection operation on a face morphing range, performing batch face morphing operations on multiple user face images based on a target face morphing range, and generating multiple character face morphing images corresponding to the user face images and including partial face morphing effects; The face morphing range includes at least one or more of a hairstyle region, a face shape region, or a costume region.

3. The method of claim 1, wherein, The method further comprises: In response to uploading of dressing data, generating a custom character dressing library; The dressing data includes at least hairstyle data, face shape data, and costume data.

4. The method of claim 3, wherein, The method further comprises: In response to selection of dressing data in the custom character dressing library, generating a character model corresponding to the user face image based on the dressing data and the user face image.

5. The method of claim 3, wherein, The method further comprises: In response to a selection operation on a character identity type, displaying character face morphing images corresponding to at least one selected character identity type in batches; the character identity type is used to represent the identity attribute of a virtual character in a game.

6. The method of claim 5, wherein, The method further comprises: In response to a material selection operation on the custom character dressing library, determining a character identity type; Based on the character identity type, determining a target material selection range corresponding to the character identity type, so as to select dressing materials in the target material selection range.

7. A device for creating virtual characters in a game, characterized in that, The device is applied to a game web end; the device comprises: A face morphing image generation module, configured to generate a character face morphing image corresponding to each user face image and face morphing intermediate data corresponding to each character face morphing image in response to a batch selection operation on multiple user face images, and store the face morphing intermediate data to a game database, so that after a user logs in a game client, the character face morphing image is generated by calling the face morphing intermediate data through the game client; A previewing and displaying module, configured to preview and display the character face morphing image, and store the character face morphing image to the game database, so that after the user logs in the game client, the character face morphing image is displayed by calling the game database through the game client.

8. An electronic device, comprising: The method further comprises: A processor, a storage medium storing machine readable instructions executable by the processor, and a bus for communication between the processor and the storage medium when the electronic device is running, the processor executing the machine readable instructions to perform the steps of the method for making a virtual character in a game according to any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, A computer readable storage medium storing a computer program, the computer program being executed by a processor to perform the steps of the method for making a virtual character in a game according to any one of claims 1 to 6.

Citation Information

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