Appearance editing method, device and electronic equipment for virtual role
Patent Information
- Application Number
- CN202311848712.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-28
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2043-12-28
AI Technical Summary
当更新虚拟角色的外观时,需要重新编辑外观模型,操作繁琐且专业性强,普通用户或游戏玩家难以实现,导致虚拟角色的外观形象单一,难以满足角色形象个性化、多样化的需求
上述虚拟角色的外观编辑方法、装置和电子设备,控制进入虚拟角色的角色编辑场景,在图形用户界面显示角色编辑场景的场景画面;其中,角色编辑场景中包括虚拟角色;虚拟角色具有初始角色外观以及角色骨骼;角色骨骼包括多个骨骼位置;获取组件模型,并从角色骨骼上确定组件模型对应的目标骨骼位置,控制组件模型与目标骨骼位置挂接,并控制组件模型显示在目标骨骼位置;其中,组件模型具有初始模型外观,组件模型预先编辑得到;目标骨骼位置用于:驱动已挂接的组件模型跟随目标骨骼位置进行移动;响应针对组件模型的编辑操作,更新组件模型的挂接外观;其中,挂接外观包括组件模型的模型外观,和/或,组件模型与目标骨骼位置的相对挂接状态。该方式中,虚拟角色具有角色骨骼,玩家可以编辑组件模型,将编辑好的组件模型挂接到角色骨骼上,并对组件模型的挂接外观进行编辑,从而实现玩家对虚拟角色的外观编辑。该方式可以使玩家编辑个性化的角色外观,满足了多样化的角色外观需求。
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Figure CN117899494B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, and electronic device for editing the appearance of virtual characters. Background Technology
[0002] Virtual scenes typically feature movable or action-capable virtual characters, such as virtual figures and monsters. These virtual characters require pre-editing. In related technologies, editing a virtual character involves using 3D modeling software to create its appearance model, then adding a skeleton to that model to drive its movements. Updating the appearance of a virtual character requires re-editing the model, a cumbersome and highly specialized process that is difficult for ordinary users or gamers to perform. This results in a lack of variety in the appearance of virtual characters, failing to meet the demands for personalized and diverse character designs. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for editing the appearance of virtual characters, enabling players to edit personalized character appearances and meet diverse character appearance needs.
[0004] In a first aspect, embodiments of the present invention provide a method for editing the appearance of a virtual character, providing a graphical user interface through a terminal device; the method includes: controlling entry into a character editing scene of the virtual character, and displaying the scene screen of the character editing scene in the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; acquiring a component model, determining the target bone position corresponding to the component model from the character skeleton, controlling the component model to be attached to the target bone position, and controlling the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; responding to the editing operation on the component model, updating the attached appearance of the component model; wherein, the attached appearance includes the model appearance of the component model, and / or, the relative attachment state of the component model and the target bone position.
[0005] Secondly, embodiments of the present invention provide a virtual character appearance editing device, which provides a graphical user interface through a terminal device; the device includes: a screen display module, used to control entry into a virtual character editing scene, and display the scene screen of the character editing scene in the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; a model attachment module, used to acquire a component model, determine the target bone position corresponding to the component model from the character skeleton, control the component model to be attached to the target bone position, and control the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; a model editing module, used to respond to the editing operation on the component model and update the attachment appearance of the component model; wherein, the attachment appearance includes the model appearance of the component model, and / or, the relative attachment state of the component model and the target bone position.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned virtual character appearance editing method.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to perform the appearance editing of the aforementioned virtual character.
[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned method, apparatus, and electronic device for editing the appearance of a virtual character control entry into a character editing scene, displaying the scene screen of the character editing scene on a graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; a component model is acquired, and the target bone position corresponding to the component model is determined from the character skeleton, controlling the component model to be attached to the target bone position, and controlling the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, which is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; respond to the editing operation on the component model, and update the attached appearance of the component model; wherein, the attached appearance includes the model appearance of the component model, and / or, the relative attachment state of the component model and the target bone position. In this method, the virtual character has a character skeleton, and players can edit component models, attach the edited component models to the character skeleton, and edit the attached appearance of the component models, thereby realizing the player's editing of the appearance of the virtual character. This method allows players to edit personalized character appearances, meeting diverse character appearance needs.
[0009] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0010] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0012] Figure 1 A flowchart illustrating a method for editing the appearance of a virtual character according to an embodiment of the present invention; Figure 2 A schematic diagram illustrating the simultaneous selection of virtual characters and component models in a game map, provided as an embodiment of the present invention; Figure 3 This is a schematic diagram of an information confirmation window displayed after simultaneously selecting a virtual character and a component model in a game map, as provided in an embodiment of the present invention. Figure 4 A schematic diagram of the direction lines of a component model provided in an embodiment of the present invention; Figure 5 A schematic diagram of a character skeleton provided for an embodiment of the present invention; Figure 6 This is a schematic diagram illustrating how an editing window is displayed after selecting a virtual character in a map editing scene, as provided in an embodiment of the present invention. Figure 7 This is a schematic diagram illustrating the addition of controls to a component after selecting a target bone position, as provided in an embodiment of the present invention. Figure 8 This is a schematic diagram of a map editing scene selection component model provided in an embodiment of the present invention; Figure 9 A schematic diagram of an editing component model provided in an embodiment of the present invention; Figure 10 A schematic diagram of a second editing component model provided in an embodiment of the present invention; Figure 11 This is a schematic diagram showing the result of a virtual character appearance editing device provided in an embodiment of the present invention; Figure 12 This is a schematic diagram of an electronic device provided in an embodiment of the present invention.
[0013] Among them, 201-Virtual Character, 202-Component Model, 203-Component Model, 204-Deselect Control, 301-Triangle Control, 401-Component Model, 402-Direction Line, 403-Direction Line, 404-Direction Line, 405-Component Outer Frame, 501-Skeleton Position, 501a-Skeleton Line, 601-Virtual Character, 701-Target Skeleton Position, 702-Central Region, 703-Character Skeleton, 7031-Skeleton Node, 704 - Initial Character Appearance, 705 - Bone Node, 706 - Bone Node, 707 - Bone Node, 801 - Component Model, 901 - First Bone Position, 902 - Movement Control, 903 - Scaling Control, 904 - Rotation Control, 905 - Editing Operation Control, 906 - Action Control, 1001 - Parameter Input Control, 1002 - Sub-controls in the X-axis direction, 1003 - Sub-controls in the Y-axis direction, 1004 - Sub-controls in the Z-axis direction. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0015] In related technologies, a virtual character's appearance model can be created using 3D modeling software, and then a skeleton can be added to the appearance model to drive its movements. However, this method requires staff to manually create the appearance model, configure the skeleton, and perform skeletal animation. This demands a high level of experience and skill from the staff; the operation is cumbersome and highly specialized, making it difficult for ordinary users or gamers to implement. This results in a monotonous appearance for virtual characters, failing to meet the demand for personalized and diverse character designs.
[0016] Based on this, the virtual character appearance editing method, apparatus and electronic device provided in this embodiment of the invention can be applied to the editing process of various virtual characters, such as player-controlled characters, non-player-controlled characters, boss characters, etc.
[0017] In one embodiment of this disclosure, the method for editing the appearance of a virtual character can run on a local terminal device or a server. When the method for editing the appearance of a virtual character runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0018] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of virtual character appearance editing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0019] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0020] In one possible implementation, this invention provides a method for editing the appearance of a virtual character, providing a graphical user interface via a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device within the aforementioned cloud interaction system. This graphical user interface can be used to display a character editing scene, which includes the virtual character and component models.
[0021] like Figure 1 As shown, the method for editing the appearance of this virtual character includes the following steps: Step S102: Control the entry into the character editing scene of the virtual character, and display the scene screen of the character editing scene in the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; Users can enter the character editing scene by performing an edit trigger operation targeting the virtual character, or by selecting the virtual character and related component models in the map editing scene and then entering the virtual editing scene. The character editing scene can be an empty scene containing the virtual character. A virtual camera is set up in the character editing scene to capture images of the virtual character, resulting in a scene view including the virtual character.
[0022] In this embodiment, the virtual character has an initial character appearance, which can be an appearance provided by the game system. This initial character appearance can be a pre-selected and edited appearance model of the virtual character. In one approach, the initial character appearance can be a complete appearance model, such as an egg-shaped appearance or an animal appearance; alternatively, it can be an appearance composed of multiple separate models, such as a humanoid appearance or an animal appearance. These separate models can also be edited, replaced, or subjected to other operations.
[0023] The character skeleton of a virtual character can be associated with the initial character appearance. The character skeleton includes multiple bone positions, such as the head, left arm, left hand, right arm, and right hand. Multiple bone positions are connected by bone lines to form the character skeleton. The character skeleton can be used to drive the initial character appearance to perform actions, and it can also be used to drive component models attached to the bone positions.
[0024] Step S104: Obtain the component model, determine the target bone position corresponding to the component model from the character skeleton, control the component model to be attached to the target bone position, and control the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; The component model can be obtained from the game map or from model storage spaces such as the warehouse and inventory. This component model can be a pre-edited model by the player, and it can have specific shapes, colors, structures, etc. Users can select a target bone location from the bone positions and then select a component model for that target bone location; alternatively, they can select a component model and then select a target bone location for that component model.
[0025] After determining the positions of the component model and the target skeleton, the component model is attached to the target skeleton position, establishing a connection between them. In the character editing scene, the component model is displayed at the target skeleton position; in the graphical user interface, the attached component model and target skeleton position of the virtual character can be displayed through windows, lists, etc.
[0026] Character skeletons can be used to drive the initial character appearance to perform actions, and can also drive component models attached to the bone positions of the character skeleton. Specifically, during the movement of the character skeleton, the bone position may be displaced or rotated, and the component models attached to that bone position will randomly undergo displacement and rotation.
[0027] Step S106: In response to the editing operation on the component model, update the attachment appearance of the component model; wherein, the attachment appearance includes the model appearance of the component model and / or the relative attachment state between the component model and the target bone position.
[0028] In this embodiment, after the component model is attached to the target character's position, the user can edit the component model to further change the virtual character's appearance. In one approach, the user can select the component model and modify its appearance, such as changing its size or shape along a certain dimension. In another approach, the relative position, direction, and rotation angle between the component model and the target skeleton can be modified. When the target skeleton is being moved or selected, the relative attachment state between the component model and the target skeleton remains unchanged, allowing the user to control the component model to perform the same actions by controlling the virtual character's skeleton.
[0029] The aforementioned method for editing the appearance of a virtual character involves controlling entry into a character editing scene and displaying the scene on a graphical user interface. The character editing scene includes a virtual character with an initial appearance and a skeleton. The skeleton includes multiple bone positions. A component model is acquired, and the target bone position corresponding to the component model is determined from the character skeleton. The component model is then attached to the target bone position and displayed at that position. The component model has an initial appearance, pre-edited. The target bone position is used to: drive the attached component model to move following the target bone position; and respond to editing operations on the component model by updating its attached appearance. The attached appearance includes the component model's appearance and / or the relative attachment state between the component model and the target bone position. In this method, the virtual character has a skeleton, allowing players to edit component models, attach the edited models to the character skeleton, and edit the attached appearance, thus enabling players to edit the virtual character's appearance. This method allows players to personalize their character's appearance, satisfying diverse character appearance needs.
[0030] In one implementation, the character editing scene is entered through the map editing scene.
[0031] Specifically, a map editing scene for the game map is displayed in the graphical user interface; the game map includes virtual characters and component models; in response to the selection of virtual characters and component models, a character editing control for the virtual character is displayed; in response to a trigger operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.
[0032] In the map editing scene, the game map being edited is displayed. The game map includes virtual characters and component models. The game map is usually composed of multiple component models. Most of the virtual characters in the game map are NPC (Non-Player Character) characters, which can be triggered to perform specified actions under specified trigger conditions.
[0033] In the above method, the user simultaneously selects both the virtual character and the component model in the game map, such as... Figure 2 In the example, users can use the "multi-select" control to simultaneously select virtual character 201, component model 202, and component model 203 by using a selection box. Component model 202 is a rocket-shaped component model, and component model 203 is a pistol-shaped component model. After selecting the virtual character and component models simultaneously, a character editing control is displayed. By triggering this character editing control, users can leave the map editing scene and enter the character editing scene.
[0034] Furthermore, in response to a trigger operation on the character editing control, an information confirmation window is displayed; the information confirmation window includes: the correspondence between the component model and the target skeleton position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.
[0035] After the user triggers the role editing control, it can display Figure 3 The information confirmation window shown displays each component model and its corresponding target bone position. For example, the target bone position of the rocket-shaped component model is the left arm, and the target bone position of the pistol-shaped component model is the right arm. Users can trigger the triangular control 301 to the right of the bone text to display other bone positions and reselect bone positions for the component model.
[0036] Specifically, in response to a selection operation targeting a bone position, the correspondence between the component model and the target bone position is updated. After the target bone position is selected, clicking the "OK" control confirms the information, allowing the user to exit the window and control the virtual character and the selected component model to enter the character editing scene.
[0037] In the above method, by simultaneously selecting objects and component objects from the scene and quickly editing the attachment position of the component objects through the window, the virtual character can be edited quickly, thus improving the editing efficiency of the virtual character.
[0038] Furthermore, the correspondence between the component models and the target bone positions displayed in the aforementioned information confirmation window can be generated through at least one of the following methods: Method 1: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model. The model name of the component model can be edited by the user or preset by the game system. In actual implementation, for each bone position, a keyword matching that bone position can be set, and the component model corresponding to the model name containing that keyword can be used as the component model matching that bone position.
[0039] Method 2: Obtain the specified direction line of the component model and the bone line of the bone position; find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model. exist Figure 4 In the example, taking component model 401 as an example, the component model typically has an outer frame 405, which can be rectangular in three-dimensional space. The specified direction lines of the component model can be lines perpendicular to any two parallel planes within the component's outer frame, for example... Figure 4 Direction lines 402, 403, and 404 in the diagram have different extension dimensions. The specified direction lines can extend along any dimension.
[0040] exist Figure 5 The example shows the skeleton of a humanoid virtual character, where black dots represent bone positions, which are connected by bone lines. Taking bone position 501 of the left arm as an example, the bone line for bone position 501 is bone line 501a.
[0041] After obtaining the specified direction line of the component model, determine the extension direction of the specified direction line; obtain the bone lines of each bone position of the virtual character's skeleton, and determine the extension direction of the bone lines; calculate the angle between the specified direction line of the component model and the bone line of each bone position, and determine the bone position corresponding to the bone line with the smallest angle with the specified direction line as the target bone position.
[0042] In addition, multiple specified direction lines can be included, as described above. Figure 4 Direction lines 402, 403, and 404 are all designated direction lines. For each designated direction line, the angle between the designated direction line and the bone line of each bone position can be calculated to obtain the angle group corresponding to the designated direction line. A total of three angle groups are obtained. The smallest angle is obtained from the three angle groups, and the bone position of the bone line corresponding to the smallest angle is determined as the target bone position.
[0043] Method 3: Obtain the center point of the specified line segment within the bounding box of the component model, as well as the center point of the bone line of the bone position; find the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
[0044] As an example, the specified line segment within the bounding box can be... Figure 4The center line 402 is a line segment located within the bounding box, or the center line 403 is a line segment located within the bounding box, or the center line 404 is a line segment located within the bounding box, etc. Specifying the center point of the line segment can be used to indicate the position of the component model in the scene; obtain the center points of the bone lines at each bone position, calculate the distance between the center point of the specified line segment and the center points of the bone lines at each bone position, and determine the bone position corresponding to the minimum distance as the target bone position.
[0045] In the above methods, the correspondence between component models and target bone positions can be obtained in various ways, realizing automatic matching between component models and target bone positions, which can improve model attachment efficiency.
[0046] In another implementation, the correspondence between the aforementioned component model and the target bone position is generated in the following way: Find the bone positions that match the model name of the component model, and determine the found bone positions as the target bone positions corresponding to the component model; If no bone position is found that matches the model name of the component model, obtain the specified direction line of the component model and the bone line of the bone position; find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model. If the bone position with the smallest angle between the skeletal line and the specified direction line cannot be found, obtain the center point of the specified line segment within the bounding box of the component model, as well as the center point of the skeletal line of the bone position; find the bone position with the smallest distance between the center point of the skeletal line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
[0047] This method provides three ways to determine the target bone position: finding the target bone position by model name, finding the target bone position by the angle between the bone line and the specified room phenomenon, and finding the target bone position by the distance between the center point of the bone line and the center point of the specified line segment. These three methods have priority. Among the above methods, the target bone position is found by model name first. If it cannot be found, the target bone position is found by the angle between the bone line and the specified room phenomenon. If it still cannot be found, the target bone position is found by the distance between the center point of the bone line and the center point of the specified line segment. This method can further improve the matching degree between the component model and the target bone position, making the target bone position more accurate and reducing the amount of editing work for users.
[0048] It should also be noted that the priority of the three methods for determining the target bone position mentioned above can be changed. For example, the angle between the skeleton line and the specified room phenomenon can be used first to find the target bone position. If it cannot be found, the distance between the center point of the skeleton line and the center point of the specified line segment can be used to find the target bone position. If it still cannot be found, the model name can be used to find the target bone position.
[0049] For example, the target bone location can be found by first using the distance between the center point of the skeleton line and the center point of the specified line segment. If it cannot be found, the target bone location can be found by using the model name. If it still cannot be found, the target bone location can be found by using the angle between the skeleton line and the specified room phenomenon.
[0050] Furthermore, in response to the selection of a virtual character and a component model, an object display window is displayed; wherein the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier has a pre-set deselection control; in response to the trigger operation of the deselection control, the target object corresponding to the triggered deselection control is determined, and the target object is deselected; wherein the target object is a virtual character or a component model.
[0051] You can refer to this. Figure 2 In map editing scenarios, when a user selects multiple objects using a multi-select operation, an object display window for the selected objects will be provided, such as... Figure 2 In the right-hand area, the window labeled "Selected Objects" is the object display window; each selected object corresponds to an identifier, which can be in the form of a thumbnail or text, such as a virtual character corresponding to a virtual character thumbnail, a component model corresponding to a component model thumbnail, and a deselection control 204 is provided in the upper right corner of the thumbnail.
[0052] If a selection is accidentally made, the user can deselect the control and the corresponding target object, thus allowing them to select the desired component model or virtual object. This method makes object selection more convenient and accurate.
[0053] In the above method, by simultaneously selecting objects and component objects from the scene and quickly editing the attachment position of the component objects through the window, the virtual character can be edited quickly, thus improving the editing efficiency of the virtual character.
[0054] In addition, there is another way to enter the character editing scene. For example... Figure 6In the game, after the user selects the virtual character 601, the editing window for that virtual character will be displayed in the right area of the interface. In this editing window, the virtual character's attributes can be edited. The character attributes can be divided into basic attributes, such as appearance, name, whether it is invincible, whether it has infinite respawn, etc. The character attributes can also include physical attributes and performance attributes, such as the virtual character's behavior after a collision, the actions performed by the virtual character, etc.
[0055] The editing window can provide controls for entering the character editing scene, such as... Figure 6 The custom appearance control allows you to enter the character editing scene and simultaneously display the selected virtual character 601 within it. It's important to note that when entering the character editing scene this way, only the virtual character is selected; the component model is not. Therefore, you need to enter the character editing scene first and then select the component model for the virtual character.
[0056] After entering the character editing scene, it is necessary to obtain the component model and determine the target bone position corresponding to the component model from the character skeleton. In one approach, if a component model enters the character editing scene at the same time as the virtual character, the component model that entered the character editing scene at the same time is obtained; the correspondence between the component model and the target bone position is obtained, and based on the correspondence, the target bone position corresponding to the component model is determined from the character skeleton.
[0057] This method corresponds to the user selecting both a virtual character and a component model on the game map to enter the character editing scene. In this method, the virtual character and the component model enter the character editing scene together, and there is a corresponding relationship between them. This correspondence is the one displayed and confirmed in the aforementioned information confirmation window. In this correspondence, each component model corresponds to a target bone position. Therefore, based on this correspondence, the target bone position of the component model can be determined; in the character editing scene, the corresponding component model can be displayed at the target bone position.
[0058] In another approach, if a virtual character enters the character editing scene but no component models enter simultaneously, or if the user wants to add other component models to the virtual character, then in response to the component addition operation for the virtual character, the system controls entry into the game map; in response to the component model selection operation in the game map, the system controls the selected component model to enter the character editing scene, and determines the target bone position corresponding to the component model from the character skeleton.
[0059] The graphical user interface can provide a component addition control for virtual characters. The component addition operation described above can be performed by triggering the component addition control. Alternatively, the graphical user interface can provide a component addition control for the skeletal position of virtual characters. The component addition operation can be performed by triggering the component addition control, thereby adding a component to the corresponding skeletal position.
[0060] After performing the component addition operation, the map editing interface of the game map mentioned above can be displayed in the graphical user interface; select the component model from the game map, and then return to the character editing scene to attach the selected component model to the corresponding bone position.
[0061] In one specific operation method, in response to the selection operation of the skeleton position of the virtual character, the position of the selected target skeleton is determined, and a component adding control is provided for the target skeleton position; in response to the trigger operation of adding control to the component, the player is controlled to enter the game map.
[0062] exist Figure 7 In the example, the right-hand area of the graphical user interface provides trigger controls for multiple skeletal positions of the virtual character, such as the head, chest, left hand, and left hand 2. When the user selects one of the skeletal positions, the selected skeletal position becomes the target skeletal position. Figure 7 The target bone position 701 is the left hand. Then, the information of the component model attached to this target bone position is displayed in the central area 702 of the graphical user interface. If no component model is attached, only the component-added controls are displayed, such as... Figure 7 The "Add from Scene" control in the context of the game. Triggering the component to add the control allows you to control the graphical user interface to either disable the character editing scene or display the game map editing scene.
[0063] Furthermore, in response to a selection operation on a component model in the game map, the selected component model is determined; in response to a bone position update operation on a component model, the target bone position for the update is determined; and in response to a hook confirmation operation, the selected component model is controlled to enter the character editing scene, and the component model is controlled to hook to the updated target bone position.
[0064] In the game map, users can click on component models to select them; the selected component model will then be highlighted. (As mentioned above...) Figure 7 In the process, the user first selects the target bone location, and then enters the game map; after entering the game map, as... Figure 8 In the graphical user interface, the right side provides trigger controls for multiple skeletal positions of the virtual character. Based on these trigger controls, the position of the target bone can be changed. For example, the position of the target bone can be updated from the left hand to the head. At this time, the graphical user interface displays the prompt message "Click the component model to attach to the head".
[0065] For example, if the user selects component model 801, which is the rocket appearance component model, then by triggering the "attach control", the aforementioned attachment confirmation operation can be performed. At this time, component model 801 is the selected component model, the selected component model will be copied, and then the copied component model will be brought into the character editing scene to control the component model to be attached to the updated target bone position.
[0066] It should be noted that when a component model is selected from the map editing scene and brought into the character editing scene, it is usually necessary to copy the component model and bring the copied component model into the character editing scene. The component model still exists in the map editing scene.
[0067] In one specific implementation, the above-mentioned character editing scene displays the initial character appearance and character skeleton of the virtual character; the character skeleton includes bone nodes and bone lines; bone lines connect bone nodes; the bone position contains at least one bone node; a target node is determined from the target bone position, the control component model is attached to the target node, and the control component model is displayed in the target bone position at the target node.
[0068] exist Figure 7 In the example, character skeleton 703 is overlaid on the initial character appearance 704; the character skeleton includes multiple bone nodes 7031, which are connected by bone lines, as shown by the dotted lines in the character skeleton. Bone positions are typically named after parts of the virtual character, such as head, chest, left hand, etc.; when bone nodes are sparse, one bone position includes one bone node; when bone nodes are dense, one bone position can include multiple bone nodes. Generally, the relative positions of bone nodes within the same bone position are different.
[0069] like Figure 7 In the example, when the user selects the left hand as the target bone location, that target bone location has three bone nodes, such as... Figure 7 The model displays bone nodes 705, 706, and 707; simultaneously, bone nodes at the target bone location are magnified for display. Typically, bone nodes at the same bone location have different relative positions. For example, bone node 705 is closer to the virtual character's chest, while bone node 707 is furthest from the chest, and bone node 706 is centered. By adjusting the bone nodes of the component model at the target bone location, the relative position of the component model to the virtual character can be adjusted, making the component model more closely match the virtual character.
[0070] Skeletal nodes can be triggered. For example, when a user clicks on skeleton node 707, it turns white, indicating that skeleton node 707 is selected and designated as the target node. Once the component model is retrieved from the game scene, it is then attached to that target node.
[0071] Furthermore, the aforementioned target bone location includes multiple bone nodes; in response to a selection operation on the first node in the target bone location, the control component model is attached to the first node, and the control component model is displayed on the first node in the target bone location; wherein, the relative positions of the first node and the target node in the target bone location are different.
[0072] Once the component model has been attached to the target node at the target bone position, the user can also change the bone node. Specifically, the bone node on the virtual character can be triggered, for example, by clicking. By triggering the bone node, the triggered bone node becomes the first node. Then, the component model at the target bone position changes from the target node to the first node, thus changing the attachment position of the component model.
[0073] In the above method, the skeletal position includes multiple skeletal nodes with different relative positions. Users can control the component model to be attached to a certain skeletal node in the skeletal position, thereby more accurately adjusting the attachment position of the component model relative to the virtual character, making the component model and the virtual character more matched, and improving the visual effect of the virtual character's appearance.
[0074] After a component model is attached to a virtual character, it can be edited to further change its attachment state. Specifically, in response to a bone position selection operation, the selected first bone position is determined, and the model identifier of the component model attached to the first bone position is displayed; in response to a trigger operation on the model identifier, the triggered first component model is determined, and the editing controls for the first component model are displayed.
[0075] exist Figure 9 In the example, the user can select an identifier for a bone position in the right-hand area of the graphical user interface to perform the bone position selection operation described above. For example, the first bone position 901 is the left hand, and then the model identifier of the component model attached to that first bone position is displayed, including the component model's thumbnail and name; by clicking the model identifier, the triggered component model corresponding to the model identifier becomes the first component model, and editing controls for that first component model are displayed. For example... Figure 9 In the middle, the editing controls include a move control 902, a zoom control 903, and a rotate control 904.
[0076] A second editing control is provided in the graphical user interface for the triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; for example, the model parameter corresponding to the move control 902 is the relative position of the first component model and the target bone position, the model parameter corresponding to the zoom control 903 is the model size of the first component model, and the model parameter corresponding to the rotate control 904 is the rotation angle of the first component model relative to the target bone position.
[0077] In response to a trigger operation on the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; in response to a trigger operation on the parameter adjustment joystick, the model parameters of the component model are updated, and the attached appearance of the component model is updated. The joystick trigger control can specifically be a movement control, a scaling control, a rotation control, etc. The parameter adjustment joystick can specifically include movement control controls, rotation control controls, scaling control controls, etc.
[0078] Specifically, when the joystick trigger control is the aforementioned movement control, the corresponding parameter adjustment joystick is a movement control control; in response to the trigger operation for the movement control 902, multiple dimensional movement control controls are displayed on the first component model; in response to the sliding operation for the first movement control in the movement control controls, the first component model is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, based on the end of the sliding operation, the relative position of the first component model and the first bone position is determined, and the updated relative position of the first component model and the target bone position is obtained, that is, the updated model parameters, and then the attachment appearance of the first component model is updated.
[0079] In one example, the aforementioned sliding operation is a sliding operation applied to the X-dimensional axis. The first component model moves along the direction indicated by the X-dimensional axis, and the relative position of the first component model and the first bone position in the X-dimensional changes. When the sliding operation ends, the relative position of the first component model and the first bone position is determined.
[0080] In other implementations, when the movement control is triggered, multiple alternative dimensional directions can be displayed, and the target dimensional direction can be selected from these multiple dimensional directions. Then, a sliding operation is performed starting from the first component model to control the first component model to move along the target dimensional direction. When the sliding operation ends, the relative position of the first component model and the first bone position is determined.
[0081] In another approach, in response to the triggering operation of the rotation control 904, rotation control controls in multiple dimensions are displayed in the first component model; in response to the sliding operation of the first control in the rotation control controls in multiple dimensions, the rotation is controlled to be performed in the dimension direction corresponding to the first control according to the sliding path of the sliding operation; and the rotated first component model is displayed.
[0082] The rotation control controls in the above multiple dimensions can include rotation control controls in the X, Y and Z dimensions; if a sliding operation is performed on the rotation control control in the X dimension, the first component model will rotate in the X dimension and the posture of the first component model after rotation will be displayed.
[0083] In another approach, by triggering the aforementioned rotation control, multiple alternative dimensional directions can be displayed, from which the user can select the dimension they wish to rotate, such as the X dimension; in this case, when the user performs a sliding operation, the rotation will only occur along the X dimension.
[0084] Another approach involves responding to a scaling control trigger operation, determining the scaling method, and displaying scaling control controls in multiple dimensions on the first component model; wherein the scaling method includes specifying a spatial dimension; responding to a sliding control operation, controlling the first component model to scale along the specified spatial dimension; and responding to the end of the sliding control operation, generating scaling parameters for the first component model based on the object size of the first component model at the end of the sliding control operation.
[0085] The aforementioned scaling controls in multiple dimensions can include scaling controls in the X, Y, and Z dimensions; they can also include scaling controls combining multiple dimensions, such as scaling controls in the XY, XZ, and YZ dimensions.
[0086] Users perform clicks, long presses, or other actions on the zoom control. For example, a click on zoom control 903 can display a list or control of various zoom modes. Each zoom mode indicates the specified spatial dimension to be zoomed in, such as X-axis, Y-axis, Z-axis, XY-axis, XZ-axis, YZ-axis, or free-dimensional zoom. A zoom control with multiple dimensions can have three dimension axes: X, Y, and Z.
[0087] If the scaling method is determined to be X-dimensional, then during the user's sliding control operation, the first component model only scales along the X-dimensional direction, and the object size of the first component model changes along the X-dimensional direction, while the object size in other dimensions remains unchanged. If the scaling method is determined to be XY-dimensional, then during the user's sliding control operation, the plane formed by the X and Y dimensions of the first component model scales, and the object size in the plane formed by the X and Y dimensions of the first component model changes, while the object size in the Z-dimensional direction remains unchanged. If the scaling method is free-dimensional scaling, then during the user's sliding control operation, the operation path of the sliding control operation can be decomposed into three dimensions: X, Y, and Z, obtaining the path component corresponding to each dimension. For dimensions where the path component is not zero, the first component model is controlled to scale in that dimension, resulting in a change in object size.
[0088] In the above method, users can set the attachment state of the first component model through editing controls, so that the first component model has a variety of visual effects and meets the user's personalized character editing needs.
[0089] In another method of editing component models, a first editing control for the triggered first component model is provided in the graphical user interface; wherein, the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes at least one dimension parameter input sub-control corresponding to the dimension direction; in response to the trigger operation of the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated.
[0090] refer to Figure 10 The parameter input control 1001 includes three types: a world coordinate parameter input control, whose corresponding model parameter is the relative position of the first component model and the target bone; a rotation parameter input control, whose corresponding model parameter is the rotation angle of the first component model relative to the target bone; and a scaling parameter input control, whose corresponding model parameter is the rotation angle of the first component model relative to the target bone.
[0091] Each parameter input control includes multiple sub-controls for inputting dimensional parameters in various directions. For example, the scaling parameter input control includes sub-controls 1002 for the X-axis, 1003 for the Y-axis, and 1004 for the Z-axis. Dimensional parameters corresponding to a specific direction can be input through these sub-controls. When a dimensional parameter is input, the attached appearance of the component model in the character editing scene changes accordingly; for example, inputting the dimensional parameter in the X-axis direction of world coordinates will change the position of the component model along the X-axis.
[0092] The above method allows for more precise editing of the attached appearance of component objects by inputting parameters, thus better meeting the user's editing needs.
[0093] In further editing operations, in response to the model replacement operation for the model identifier of the second component model, the second component model is deleted, and the relative attachment state between the second component model and the first bone position is recorded; the control enters the game map, selects the replacement component model from the game map; according to the recorded relative attachment state, the replacement component model is displayed at the first bone position.
[0094] by Figure 9 For example, after the user selects the left-hand component model, which is the second component model mentioned above, the model identifier of the second component model displays an editing operation control 905. Triggering this editing operation control displays replacement and deletion controls. By triggering the replacement control, the aforementioned model replacement operation can be performed. Additionally, in Figure 9 If the delete control is triggered, the second component model can be deleted from the first bone position.
[0095] After performing the model replacement operation, the map editing scene is displayed on the interface, and the replacement component model is selected as described in the previous embodiment. It should be noted that after selecting the replacement component model, the second component model is deleted, but the attachment state set for that second component model is retained. After selecting the replacement component model, the attachment state of the replacement component object is controlled by the attachment state of the second component model, and is displayed at the first bone position of the second component model.
[0096] By using the above method, component models can be changed while maintaining the attached state, thus improving the efficiency of model editing operations.
[0097] Before a component model is attached to a skeleton, it can be pre-edited. Specifically, in response to a selection action on the component model, an editing control for the component model is displayed; this editing control is used to update specified model parameters of the component model; and in response to a trigger action on the editing control, the specified model parameters of the component model are updated.
[0098] In the map editing scene, selecting a component model displays its editing window. This window provides editing controls, such as name and color editing controls, which can be used to edit specified model parameters such as name and color. By triggering the corresponding editing control, the specified model parameters of the component model can be changed. When the specified model parameters involve the appearance of the component model, such as color, this method can modify the appearance of the component model.
[0099] In addition to editing a single component model, multiple component models can be combined to obtain more complex component models. Specifically, in response to the selection operation of multiple initial components in the map editing scene, a combined control for multiple initial components is displayed; in response to the trigger operation of the combined control, multiple initial components are combined to generate a component model.
[0100] Specifically, multiple initial components can be selected simultaneously from the game map. The graphical user interface provides a combination control for multiple initial components. Triggering this combination control allows multiple initial components to be combined to obtain a component model. This component model can be understood as a complete, independent model that can perform operations similar to those on a single initial component model, such as selecting and moving, zooming in, rotating, etc.
[0101] By combining components, we can obtain component models with more complex structures and more personalized appearances. After the component models are attached to the virtual characters, the appearance of the virtual characters becomes more diverse and varied.
[0102] Furthermore, in the character editing scene, in response to the trigger operation of a specified action, the virtual character is controlled to perform the specified action; during the execution of the specified action, the component model is controlled to maintain a relative attachment state with the target bone position, and the component model is driven to move through the target bone position.
[0103] For example, Figure 9 In the scene, when the action control 906 displaying the 'hand-waving dance' is triggered, a list of alternative character actions can be displayed, from which the user can select a character action. The selected character action is the aforementioned specified action. By clicking on the specified action's list position or control, the aforementioned trigger operation for the specified action can be executed. The virtual object in the character editing scene executes the specified action. Since the virtual object is attached to a component model, based on the already edited relative attachment state, the component model is controlled to move following the specified action; for example, controlling the component model to maintain a relative attachment state with the corresponding target bone position.
[0104] In this way, while editing the relative attachment state of the component model, users can view the display state of the component object during the specified action of the character, which makes it easier for users to adjust the relative attachment state of the component object in real time and improves the efficiency of editing the character.
[0105] The virtual character appearance editing method in this embodiment reduces the difficulty of manipulating the skeleton of the virtual character and improves editing efficiency: users can use existing model components in the game system to assemble the appearance of the virtual character without having to build the appearance of the virtual character from scratch, thus reducing the difficulty of designing the appearance of the virtual character.
[0106] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 11 The diagram shows a result of a virtual character appearance editing device, which provides a graphical user interface via a terminal device; the device includes: The screen display module 110 is used to control the entry into the character editing scene of the virtual character and display the scene screen of the character editing scene in the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; The model attachment module 112 is used to acquire the component model, determine the target bone position corresponding to the component model from the character skeleton, control the attachment of the component model to the target bone position, and control the display of the component model at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to drive the attached component model to move following the target bone position; The model editing module 114 is used to respond to editing operations on the component model and update the attachment appearance of the component model; wherein, the attachment appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position.
[0107] The aforementioned virtual character appearance editing device controls entry into a virtual character editing scene, displaying the scene screen of the character editing scene on a graphical user interface. The character editing scene includes a virtual character with an initial appearance and a skeleton. The skeleton includes multiple bone positions. A component model is acquired, and the target bone position corresponding to the component model is determined from the character skeleton. The component model is then attached to the target bone position and displayed at the target bone position. The component model has an initial appearance, pre-edited. The target bone position is used to: drive the attached component model to move following the target bone position; and respond to editing operations on the component model by updating the attached appearance of the component model. The attached appearance includes the model appearance of the component model and / or the relative attachment state between the component model and the target bone position. In this method, the virtual character has a skeleton, and players can edit component models, attach the edited component models to the character skeleton, and edit the attached appearance of the component models, thereby enabling players to edit the appearance of the virtual character. This method allows players to edit personalized character appearances, satisfying diverse character appearance needs.
[0108] The aforementioned display module is also used for: displaying a map editing scene of the game map in a graphical user interface; wherein the game map includes virtual characters and component models; displaying a character editing control for the virtual character in response to the selection of the virtual character and component models; and controlling the virtual character and the selected component model to enter the character editing scene in response to a trigger operation on the character editing control.
[0109] The aforementioned display module is also used to: respond to a trigger operation on the character editing control and display an information confirmation window; wherein, the information confirmation window includes: the correspondence between the component model and the target bone position; and respond to the information confirmation operation to control the virtual character and the selected component model to enter the character editing scene.
[0110] The aforementioned device also includes a relationship update module, used to update the correspondence between the component model and the target bone position in response to a selection operation for the target bone position.
[0111] The aforementioned apparatus further includes a relationship generation module, configured to: generate a correspondence between a component model and a target bone position through at least one of the following methods: finding a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining a specified direction line of the component model, and the bone line of the bone position; finding the bone position with the smallest angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of a specified line segment within the bounding box of the component model, and the center point of the bone line of the bone position; finding the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model.
[0112] The aforementioned device further includes a relationship generation module, used to generate a correspondence between component models and target bone positions in the following manner: finding a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; if no bone position matching the model name of the component model is found, obtaining the specified direction line of the component model and the bone line of the bone position; finding the bone position with the smallest angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; if no bone position with the smallest angle between the bone line and the specified direction line is found, obtaining the center point of the specified line segment within the bounding box of the component model, and the center point of the bone line of the bone position; finding the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model.
[0113] The aforementioned device further includes an object deselection module, used to: display an object display window in response to the selection of a virtual character and a component model; wherein the object display window includes: an identifier of the virtual character and an identifier of the component model; the identifier has a pre-set deselection control; in response to a trigger operation on the deselection control, determine the target object corresponding to the triggered deselection control, and control the target object to be deselected; wherein the target object is a virtual character or a component model.
[0114] The aforementioned model attachment module is also used for: if a virtual character enters the character editing scene and there are component models that also enter the character editing scene at the same time, obtaining the component models that also enter the character editing scene at the same time; obtaining the correspondence between the component models and the target bone positions, and determining the target bone position corresponding to the component models from the character skeleton based on the correspondence.
[0115] The aforementioned model attachment module is also used to: respond to component addition operations for virtual characters and control entry into the game map; respond to component model selection operations in the game map, control the selected component model to enter the character editing scene, and determine the target bone position corresponding to the component model from the character skeleton.
[0116] The aforementioned model attachment module is also used to: respond to the bone position selection operation for the virtual character, determine the position of the selected target bone, and provide a component to add control for the target bone position; respond to the trigger operation of adding control for the component, and control entry into the game map.
[0117] The aforementioned model attachment module is also used to: respond to a selection operation for a component model in the game map and determine the selected component model; respond to a bone position update operation for a component model and determine the target bone position to be updated; and respond to an attachment confirmation operation, control the selected component model to enter the character editing scene and control the component model to be attached to the updated target bone position.
[0118] The aforementioned character editing scene displays the initial appearance and skeleton of the virtual character; the character skeleton includes bone nodes and bone lines; bone lines connect bone nodes; the bone position contains at least one bone node; the aforementioned model attachment module is also used to: determine the target node from the target bone position, control the component model to be attached to the target node, and control the component model to be displayed in the target node in the target bone position.
[0119] The aforementioned target bone location includes multiple bone nodes; the aforementioned device also includes a node update module, used to: respond to a selection operation for a first node in the target bone location, control the component model to be attached to the first node, and control the component model to be displayed in the first node in the target bone location; wherein, the relative positions of the first node and the target node in the target bone location are different.
[0120] The aforementioned device further includes an editing control display module, used to: in response to a bone position selection operation, determine the selected first bone position and display the model identifier of the component model attached to the first bone position; in response to a trigger operation on the model identifier, determine the triggered first component model and display the editing control of the first component model.
[0121] The aforementioned model editing module is further configured to: provide a first editing control for the triggered first component model in a graphical user interface; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes at least one dimension parameter input sub-control corresponding to a dimension direction; and in response to a trigger operation on the parameter input control, update the model parameters of the component model and update the attachment appearance of the component model.
[0122] The aforementioned model editing module is further configured to: provide a second editing control for the triggered first component model in a graphical user interface; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; in response to a trigger operation for the joystick trigger control, generate a parameter adjustment joystick on the first component model in the character editing scene; in response to a trigger operation for the parameter adjustment joystick, update the model parameters of the component model and update the attachment appearance of the first component model.
[0123] The aforementioned device further includes a component replacement module, configured to: respond to a model replacement operation for a model identifier of a second component model, delete the second component model, and record the relative attachment state between the second component model and the first bone position; control entry into the game map, select a replacement component model from the game map; and display the replacement component model at the first bone position according to the recorded relative attachment state.
[0124] The aforementioned device further includes a component editing module, used to: display an editing control of the component model in response to a selection operation on the component model; wherein the editing control is used to update specified model parameters of the component model; and update specified model parameters of the component model in response to a trigger operation on the editing control.
[0125] The aforementioned device also includes a component combination module, used to: display a combination control for multiple initial components in response to a selection operation for multiple initial components in a map editing scene; and combine multiple initial components to generate a component model in response to a trigger operation for the combination control.
[0126] The aforementioned device also includes an action execution module, used to: control the virtual character to perform a specified action in response to a trigger operation of a specified action; and during the execution of the specified action, control the component model to maintain a relative attachment state with the target bone position, and drive the component model to move through the target bone position.
[0127] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the above-described method for editing the appearance of a virtual character. This electronic device can be a server or a terminal device.
[0128] See Figure 12 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the above-described virtual character appearance editing method.
[0129] Furthermore, Figure 12 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0130] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 12 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0131] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0132] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the aforementioned method for editing the appearance of a virtual character: A method for editing the appearance of a virtual character includes a graphical user interface (GUI) provided by a terminal device; controlling entry into a character editing scene for the virtual character, and displaying the scene screen of the character editing scene on the GUI; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; acquiring a component model, determining the target bone position corresponding to the component model from the character skeleton, controlling the component model to be attached to the target bone position, and controlling the component model to be displayed at the target bone position; wherein the component model has an initial model appearance, which is obtained through pre-editing; the target bone position is used to: drive the attached component model to move following the target bone position; responding to editing operations on the component model, updating the attached appearance of the component model; wherein the attached appearance includes the model appearance of the component model, and / or, the relative attachment state between the component model and the target bone position.
[0133] A map editing scene for displaying the game map in a graphical user interface; wherein the game map includes virtual characters and component models; in response to the selection of virtual characters and component models, a character editing control for the virtual character is displayed; in response to a trigger operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.
[0134] In response to a trigger operation on the character editing control, an information confirmation window is displayed; the information confirmation window includes the correspondence between the component model and the target skeleton position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.
[0135] In response to a selection operation on the target bone position, update the correspondence between the component model and the target bone position.
[0136] The correspondence between the aforementioned component model and the target bone position is generated through at least one of the following methods: finding a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining the specified direction line of the component model and the bone line of the bone position; finding the bone position with the smallest angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of the specified line segment within the bounding box of the component model, and the center point of the bone line of the bone position; finding the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model.
[0137] The correspondence between the component model and the target bone position is generated as follows: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model; if no bone position matching the model name of the component model is found, obtain the specified direction line of the component model and the bone line of the bone position; find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model; if no bone position with the smallest angle between the bone line and the specified direction line is found, obtain the center point of the specified line segment within the bounding box of the component model and the center point of the bone line of the bone position; find the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
[0138] In response to the selection of a virtual character and a component model, an object display window is displayed; the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier has a pre-defined deselection control; in response to the trigger operation of the deselection control, the target object corresponding to the triggered deselection control is determined, and the target object is deselected; wherein the target object is a virtual character or a component model.
[0139] If a virtual character enters the character editing scene at the same time as a component model, obtain the component model that entered the character editing scene at the same time; obtain the correspondence between the component model and the target bone position, and determine the target bone position corresponding to the component model from the character skeleton based on the correspondence.
[0140] In response to the component addition operation for the virtual character, control entry into the game map; in response to the component model selection operation in the game map, control the selected component model to enter the character editing scene, and determine the target bone position corresponding to the component model from the character skeleton.
[0141] In response to the selection operation of the skeleton position of the virtual character, determine the position of the selected target skeleton and provide the component to add control for the target skeleton position; in response to the trigger operation of adding control for the component, control the entry into the game map.
[0142] In response to a selection operation on a component model in the game map, determine the selected component model; in response to a bone position update operation on the component model, determine the target bone position for the update; in response to a hook confirmation operation, control the selected component model to enter the character editing scene, and control the component model to hook to the updated target bone position.
[0143] The character editing scene displays the initial appearance and skeleton of the virtual character; the character skeleton includes bone nodes and bone lines; bone lines connect bone nodes; a bone position contains at least one bone node; a target node is determined from the target bone position, the component model is attached to the target node, and the component model is displayed in the target bone position at the target node.
[0144] The target bone location includes multiple bone nodes; in response to the selection operation of the first node in the target bone location, the control component model is attached to the first node, and the control component model is displayed in the first node in the target bone location; wherein, the relative positions of the first node and the target node in the target bone location are different.
[0145] In response to a bone position selection operation, determine the position of the first selected bone and display the model identifier of the component model attached to the first bone position; in response to a trigger operation on the model identifier, determine the first component model that was triggered and display the editing controls of the first component model.
[0146] A first editing control is provided in the graphical user interface for the triggered first component model; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes at least one dimension parameter input sub-control corresponding to the dimension direction; in response to the trigger operation for the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated.
[0147] A second editing control is provided in the graphical user interface for the triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; in response to the trigger operation for the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; in response to the trigger operation for the parameter adjustment joystick, the model parameters of the component model are updated, and the attachment appearance of the first component model is updated.
[0148] In response to a model replacement operation targeting the model identifier of the second component model, delete the second component model and record the relative attachment state between the second component model and the first bone position; control enter the game map, select the replacement component model from the game map; according to the recorded relative attachment state, display the replacement component model at the first bone position.
[0149] In response to a selection operation on the component model, display the component model's edit control; the edit control is used to update the specified model parameters of the component model; in response to a trigger operation on the edit control, update the specified model parameters of the component model.
[0150] In response to the selection of multiple initial components in a map editing scenario, display a combined control for the multiple initial components; in response to the triggering of the combined control, combine the multiple initial components to generate a component model.
[0151] In response to the triggering operation of a specified action, control the virtual character to perform the specified action; during the execution of the specified action, control the component model to maintain a relative attachment state with the target bone position, and drive the component model to move through the target bone position.
[0152] In the above method, the virtual character has a skeleton, and players can edit component models, attach the edited component models to the character skeleton, and edit the appearance of the attached component models, thereby enabling players to edit the appearance of the virtual character. This method allows players to edit personalized character appearances, satisfying diverse character appearance needs.
[0153] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described virtual character appearance editing method.
[0154] The computer-executable instructions stored in the aforementioned computer-readable storage medium, by executing the aforementioned computer-executable instructions, can perform the following operations in the aforementioned virtual character appearance editing method: A method for editing the appearance of a virtual character includes a graphical user interface (GUI) provided by a terminal device; controlling entry into a character editing scene for the virtual character, and displaying the scene screen of the character editing scene on the GUI; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; acquiring a component model, determining the target bone position corresponding to the component model from the character skeleton, controlling the component model to be attached to the target bone position, and controlling the component model to be displayed at the target bone position; wherein the component model has an initial model appearance, which is obtained through pre-editing; the target bone position is used to: drive the attached component model to move following the target bone position; responding to editing operations on the component model, updating the attached appearance of the component model; wherein the attached appearance includes the model appearance of the component model, and / or, the relative attachment state between the component model and the target bone position.
[0155] A map editing scene for displaying the game map in a graphical user interface; wherein the game map includes virtual characters and component models; in response to the selection of virtual characters and component models, a character editing control for the virtual character is displayed; in response to a trigger operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.
[0156] In response to a trigger operation on the character editing control, an information confirmation window is displayed; the information confirmation window includes the correspondence between the component model and the target skeleton position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.
[0157] In response to a selection operation on the target bone position, update the correspondence between the component model and the target bone position.
[0158] The correspondence between the aforementioned component model and the target bone position is generated through at least one of the following methods: finding a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining the specified direction line of the component model and the bone line of the bone position; finding the bone position with the smallest angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of the specified line segment within the bounding box of the component model, and the center point of the bone line of the bone position; finding the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model.
[0159] The correspondence between the component model and the target bone position is generated as follows: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model; if no bone position matching the model name of the component model is found, obtain the specified direction line of the component model and the bone line of the bone position; find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model; if no bone position with the smallest angle between the bone line and the specified direction line is found, obtain the center point of the specified line segment within the bounding box of the component model and the center point of the bone line of the bone position; find the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
[0160] In response to the selection of a virtual character and a component model, an object display window is displayed; the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier has a pre-defined deselection control; in response to the trigger operation of the deselection control, the target object corresponding to the triggered deselection control is determined, and the target object is deselected; wherein the target object is a virtual character or a component model.
[0161] If a virtual character enters the character editing scene at the same time as a component model, obtain the component model that entered the character editing scene at the same time; obtain the correspondence between the component model and the target bone position, and determine the target bone position corresponding to the component model from the character skeleton based on the correspondence.
[0162] In response to the component addition operation for the virtual character, control entry into the game map; in response to the component model selection operation in the game map, control the selected component model to enter the character editing scene, and determine the target bone position corresponding to the component model from the character skeleton.
[0163] In response to the selection operation of the skeleton position of the virtual character, determine the position of the selected target skeleton and provide the component to add control for the target skeleton position; in response to the trigger operation of adding control for the component, control the entry into the game map.
[0164] In response to a selection operation on a component model in the game map, determine the selected component model; in response to a bone position update operation on the component model, determine the target bone position for the update; in response to a hook confirmation operation, control the selected component model to enter the character editing scene, and control the component model to hook to the updated target bone position.
[0165] The character editing scene displays the initial appearance and skeleton of the virtual character; the character skeleton includes bone nodes and bone lines; bone lines connect bone nodes; a bone position contains at least one bone node; a target node is determined from the target bone position, the component model is attached to the target node, and the component model is displayed in the target bone position at the target node.
[0166] The target bone location includes multiple bone nodes; in response to the selection operation of the first node in the target bone location, the control component model is attached to the first node, and the control component model is displayed in the first node in the target bone location; wherein, the relative positions of the first node and the target node in the target bone location are different.
[0167] In response to a bone position selection operation, determine the position of the first selected bone and display the model identifier of the component model attached to the first bone position; in response to a trigger operation on the model identifier, determine the first component model that was triggered and display the editing controls of the first component model.
[0168] A first editing control is provided in the graphical user interface for the triggered first component model; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes at least one dimension parameter input sub-control corresponding to the dimension direction; in response to the trigger operation for the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated.
[0169] A second editing control is provided in the graphical user interface for the triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; in response to the trigger operation for the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; in response to the trigger operation for the parameter adjustment joystick, the model parameters of the component model are updated, and the attachment appearance of the first component model is updated.
[0170] In response to a model replacement operation targeting the model identifier of the second component model, delete the second component model and record the relative attachment state between the second component model and the first bone position; control enter the game map, select the replacement component model from the game map; according to the recorded relative attachment state, display the replacement component model at the first bone position.
[0171] In response to a selection operation on the component model, display the component model's edit control; the edit control is used to update the specified model parameters of the component model; in response to a trigger operation on the edit control, update the specified model parameters of the component model.
[0172] In response to the selection of multiple initial components in a map editing scenario, display a combined control for the multiple initial components; in response to the triggering of the combined control, combine the multiple initial components to generate a component model.
[0173] In response to the triggering operation of a specified action, control the virtual character to perform the specified action; during the execution of the specified action, control the component model to maintain a relative attachment state with the target bone position, and drive the component model to move through the target bone position.
[0174] In the above method, the virtual character has a skeleton, and players can edit component models, attach the edited component models to the character skeleton, and edit the appearance of the attached component models, thereby enabling players to edit the appearance of the virtual character. This method allows players to edit personalized character appearances, satisfying diverse character appearance needs.
[0175] The computer program products of the virtual character appearance editing method, apparatus and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0176] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0177] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0178] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0179] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0180] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for editing the appearance of a virtual character, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: The system controls entry into a virtual character editing scene, displaying the scene of the character editing scene in the graphical user interface; wherein, the character editing scene includes the virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; the character editing scene displays the initial character appearance of the virtual character and the character skeleton; the character skeleton includes bone nodes and bone lines; the bone lines connect the bone nodes; the bone positions contain at least one bone node; Obtain a component model, determine the target bone position corresponding to the component model from the character skeleton, control the component model to be attached to the target bone position, and control the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; The step of controlling the component model to be attached to the target bone position and controlling the component model to be displayed at the target bone position includes: determining a target node from the target bone position, controlling the component model to be attached to the target node, and controlling the component model to be displayed at the target node in the target bone position; The target bone location includes multiple bone nodes; in response to a selection operation on a first node in the target bone location, the component model is controlled to be attached to the first node, and the component model is controlled to be displayed on the first node in the target bone location; wherein, the relative positions of the first node and the target node in the target bone location are different; In response to an edit operation on the component model, update the attachment appearance of the component model; wherein the attachment appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position.
2. The method according to claim 1, characterized in that, The steps to control entry into the character editing scene for a virtual character include: The graphical user interface displays a map editing scene of the game map; wherein the game map includes virtual characters and component models; In response to the selection of the virtual character and the component model, a character editing control for the virtual character is displayed; In response to a trigger operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.
3. The method according to claim 2, characterized in that, The steps of responding to a trigger operation on the character editing control and controlling the virtual character and the selected component model to enter the character editing scene include: In response to a trigger operation on the character editing control, an information confirmation window is displayed; wherein, the information confirmation window includes: the correspondence between the component model and the target bone position; In response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.
4. The method according to claim 3, characterized in that, Before the step of controlling the virtual character and the selected component model to enter the character editing scene, the method further includes: In response to the selection operation for the target bone position, update the correspondence between the component model and the target bone position.
5. The method according to claim 3, characterized in that, The correspondence between the component model and the target bone position is generated through at least one of the following methods: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model; Obtain the specified direction line of the component model, and the bone line of the bone position; Find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model; Obtain the center point of a specified line segment within the bounding box of the component model, and the center point of the bone line at the bone position; Find the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
6. The method according to claim 3, characterized in that, The correspondence between the component model and the target bone position is generated in the following manner: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model; If no bone position is found that matches the model name of the component model, obtain the specified direction line of the component model and the bone line of the bone position. Find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model; If the bone position with the smallest angle between the skeletal line and the specified direction line cannot be found, obtain the center point of the specified line segment within the bounding box of the component model, and the center point of the skeletal line of the bone position; find the bone position with the smallest distance between the center point of the skeletal line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.
7. The method according to claim 2, characterized in that, The method further includes: In response to the selection of the virtual character and the component model, an object display window is displayed; wherein the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier has a preset deselection control; In response to a trigger operation on the deselected control, the system determines the target object corresponding to the triggered deselected control and controls the target object to be deselected; wherein, the target object is the virtual character or the component model.
8. The method according to claim 1, characterized in that, The steps of obtaining the component model and determining the target bone position corresponding to the component model from the character skeleton include: If, when the virtual character enters the character editing scene, there are component models that also enter the character editing scene at the same time, obtain the component models that also enter the character editing scene at the same time; Obtain the correspondence between the component model and the target bone position, and determine the target bone position corresponding to the component model from the character skeleton based on the correspondence.
9. The method according to claim 1, characterized in that, The steps of obtaining the component model and determining the target bone position corresponding to the component model from the character skeleton include: In response to the component addition operation for the virtual character, control entry into the game map; In response to a selection operation on a component model in the game map, the selected component model is controlled to enter the character editing scene, and the target bone position corresponding to the component model is determined from the character skeleton.
10. The method according to claim 9, characterized in that, The steps for controlling entry into the game map in response to a component addition operation for the virtual character include: In response to a skeletal position selection operation for the virtual character, the selected target bone position is determined, and a component addition control is provided for the target bone position; In response to a triggering operation that adds a control to the component, control entry into the game map.
11. The method according to claim 9, characterized in that, The step of responding to a selection operation on a component model in the game map and controlling the selected component model to enter the character editing scene includes: In response to a selection operation on a component model in the game map, determine the selected component model; in response to a bone position update operation on the component model, determine the target bone position to be updated. In response to the attachment confirmation operation, the selected component model is controlled to enter the character editing scene, and the component model is controlled to be attached to the updated target bone position.
12. The method according to claim 1, characterized in that, Before the step of updating the attachment appearance of the component model in response to an edit operation on the component model, the method further includes: In response to the bone position selection operation, determine the first bone position selected and display the model identifier of the component model attached to the first bone position; In response to a trigger operation targeting the model identifier, the first component model that was triggered is identified, and the editing control of the first component model is displayed.
13. The method according to claim 1, characterized in that, The step of updating the attachment appearance of the component model in response to an edit operation on the component model includes: The graphical user interface provides a first editing control for the triggered first component model; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes at least one dimension parameter input sub-control corresponding to a dimensional direction; In response to a trigger operation on the parameter input control, update the model parameters of the component model and update the attachment appearance of the component model.
14. The method according to claim 1, characterized in that, The step of updating the attachment appearance of the component model in response to an edit operation on the component model includes: The graphical user interface provides a second editing control for the triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameter includes: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; In response to a trigger operation on the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; In response to a trigger operation that adjusts the joystick for the parameters, the model parameters of the component model are updated, and the attachment appearance of the first component model is updated.
15. The method according to claim 12, characterized in that, After the steps of determining the selected first bone position and displaying the model identifier of the component model attached to the first bone position in response to the bone position selection operation, the method further includes: In response to a model replacement operation targeting the model identifier of the second component model, delete the second component model and record the relative attachment state between the second component model and the first bone position; Control the entry into the game map, and select a replacement component model from the game map; According to the recorded relative attachment state, the replacement component model is displayed at the first bone position.
16. The method according to claim 2, characterized in that, Prior to the step of displaying a character editing control for the virtual character in response to the selection of the virtual character and the component model, the method further includes: In response to a selection operation on the component model, an editing control for the component model is displayed; wherein the editing control is used to update specified model parameters of the component model; In response to a trigger operation on the edit control, update the specified model parameters of the component model.
17. The method according to claim 2, characterized in that, Prior to the step of displaying a character editing control for the virtual character in response to the selection of the virtual character and the component model, the method further includes: In response to a selection operation on multiple initial components in the map editing scene, a combined control for the multiple initial components is displayed; In response to a trigger operation on the combined control, the multiple initial components are combined to generate the component model.
18. The method according to claim 1, characterized in that, After the steps of controlling the component model to be attached to the target bone position and controlling the component model to be displayed at the target bone position, the method further includes: In response to a triggering operation of a specified action, the virtual character is controlled to perform the specified action; During the execution of the specified action, the component model is controlled to maintain the relative attachment state with the target bone position, and the component model is driven to move through the target bone position.
19. A device for editing the appearance of a virtual character, characterized in that, The device provides a graphical user interface via a terminal device; the device includes: A screen display module is used to control entry into a virtual character editing scene and display the scene screen of the character editing scene in the graphical user interface; wherein, the character editing scene includes the virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; the character editing scene displays the initial character appearance of the virtual character and the character skeleton; the character skeleton includes bone nodes and bone lines; the bone lines connect the bone nodes; the bone positions contain at least one bone node; A model attachment module is used to acquire a component model, determine the target bone position corresponding to the component model from the character skeleton, control the attachment of the component model to the target bone position, and control the display of the component model at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used to drive the attached component model to move following the target bone position; The model attachment module is specifically used for: determining a target node from the target bone position, controlling the component model to be attached to the target node, and controlling the component model to be displayed at the target node in the target bone position; the target bone position includes multiple bone nodes; responding to a selection operation for a first node in the target bone position, controlling the component model to be attached to the first node, and controlling the component model to be displayed at the first node in the target bone position; wherein the relative positions of the first node and the target node in the target bone position are different; The model editing module is used to respond to editing operations on the component model and update the attachment appearance of the component model; wherein, the attachment appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position.
20. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the virtual character appearance editing method according to any one of claims 1-18.
21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the virtual character appearance editing method according to any one of claims 1-18.
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