Posture editing method and device for complex part, equipment and storage medium

By providing the hand candidate pose selection function in a three-dimensional virtual environment, the problem of the complexity of hand pose editing of virtual characters is solved, and the generation and application of user-defined poses is realized, meeting the UGC generation and sharing needs of virtual character poses.

CN119174910APending Publication Date: 2024-12-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202310748720.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-21
Publication Date
2024-12-24

AI Technical Summary

Technical Problem

The hand posture of virtual characters in the existing three-dimensional virtual environment can only be presented by a subset of the pre-set skeleton animation. Users cannot customize the hand posture of virtual characters, especially because the hand involves multiple phalanxes, which leads to High editing complexity.

Method used

A pose editing method and device for complex parts is provided. By displaying the hand candidate pose of the model virtual character, the user is allowed to select a target pose, and the hand pose is switched to display the corresponding pose shape to realize pose editing of complex bones.

Benefits of technology

It realizes convenient editing of user-defined virtual characters' hand postures, generates various custom poses, and can be applied to virtual characters controlled by current users or other users to meet UGC generation, application and sharing needs.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119174910A_ABST
    Figure CN119174910A_ABST
Patent Text Reader

Abstract

The invention discloses a posture editing method and device for a complex part, equipment and a storage medium, and is applied to the field of three-dimensional virtual environments. The method comprises the following steps: displaying a model virtual character in a virtual environment; displaying at least one candidate posture of a specified body part of the model virtual character, wherein the candidate posture is used for presenting the specified body part as a preset posture model; in response to a selection operation for a target posture in the at least one candidate posture, switching and displaying the specified body part on the model virtual character as a posture model corresponding to the target posture; and based on the custom posture presented by the model virtual role, generating a modeling work for applying the custom posture on the virtual role controlled by at least one account. The method provided by the invention provides a simple posture editing scheme for a complex part.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The embodiments of the present application relate to the field of three-dimensional virtual environments, and in particular to a posture editing method, device, equipment and storage medium for complex parts. Background Art

[0002] In games that support three-dimensional virtual environments, users can manipulate virtual characters in the three-dimensional virtual environment to perform various activities, such as walking, running, attacking, releasing skills, etc.

[0003] In the related art, the virtual character is realized by a three-dimensional skeleton model. The posture of the virtual character in various activity states is presented according to a pre-set skeleton animation. For example, the process of the virtual character extending his hand to release a skill can be presented by a pre-set skill animation.

[0004] However, the hand posture of the above virtual character can only be a subset of the pre-set skeletal animation, and because the hand includes multiple finger bones and involves dozens of bones, the user cannot customize the hand posture of the virtual character. Summary of the invention

[0005] The present application provides a complex part posture editing method, device, equipment and storage medium. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for editing the posture of a complex part is provided, the method comprising:

[0007] displaying a model avatar located in a virtual environment;

[0008] Displaying at least one candidate posture of a designated body part of the model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape;

[0009] In response to a selection operation on a target posture among the at least one candidate posture, the designated body part on the model virtual character is switched to be displayed as a posture shape corresponding to the target posture.

[0010] According to one aspect of the present application, a posture editing device for a complex part is provided, the device comprising:

[0011] A display module, used for displaying a model virtual character in a virtual environment;

[0012] A selection module, used for displaying at least one candidate posture of a designated body part of the model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape;

[0013] The editing module is used for switching and displaying the designated body part on the model virtual character into a posture shape corresponding to the target posture in response to a selection operation on the target posture in the at least one candidate posture.

[0014] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the posture editing method of a complex part as described above.

[0015] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the posture editing method of a complex part as described above.

[0016] According to another aspect of the present application, a computer program product is provided, wherein the computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the posture editing method of a complex part as described above.

[0017] According to another aspect of the present application, a chip is provided, the chip including a programmable logic circuit and / or program instructions, and a computer device equipped with the chip is used to implement the posture editing method of a complex part as described above.

[0018] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0019] By providing the player with at least one candidate posture of a specified body part, in response to a selection operation for a target posture from at least one candidate posture, the specified body part on the model virtual character is switched to be displayed as a posture shape corresponding to the target posture, so that a single editing operation can change the posture editing of a group of complex bones, providing the player with a convenient posture editing solution, and the user can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual character controlled by the current user or other users. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0021] Figure 1 A structural block diagram of a computer system provided by an embodiment of the present application is shown;

[0022] Figure 2 An interface diagram showing a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0023] Figure 3 A flowchart of a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0024] Figure 4 A schematic diagram of a posture editing interface for a complex part provided by an embodiment of the present application is shown;

[0025] Figure 5 A flowchart showing a method for starting a gesture editing function provided by an embodiment of the present application is shown;

[0026] Figure 6 A schematic diagram showing a first entry of a gesture editing function provided by an embodiment of the present application is shown;

[0027] Figure 7 A schematic diagram showing a second entrance of a gesture editing function provided by an embodiment of the present application is shown;

[0028] Figure 8 A schematic diagram showing the working principle of a camera model in a virtual environment provided by an embodiment of the present application is shown;

[0029] Fig. 9 A flowchart of a method for setting an initial posture provided by an embodiment of the present application is shown;

[0030] Fig.10 A schematic diagram of a skeleton model of a virtual character provided by an embodiment of the present application is shown;

[0031] Fig.11 A flowchart of a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0032] Fig.12 A flowchart of a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0033] Fig.13 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;

[0034] Fig.14 A flowchart of a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0035] Fig.15 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;

[0036] Fig.16A flowchart of a method for saving a custom gesture provided by an embodiment of the present application is shown;

[0037] Fig.17 A flowchart showing a method for applying a custom gesture provided by an embodiment of the present application is shown;

[0038] Fig.18 A schematic diagram showing an application interface of a custom gesture provided by an embodiment of the present application is shown;

[0039] Fig.19 A schematic diagram showing a sharing interface for a custom gesture provided by an embodiment of the present application is shown;

[0040] Fig. 20 A schematic diagram showing a sharing interface for a custom gesture provided by an embodiment of the present application is shown;

[0041] Fig.21 A flowchart of a method for editing the posture of a complex part provided by an embodiment of the present application is shown;

[0042] Fig. 22 A schematic diagram showing the structure of a posture editing device for complex parts provided by an embodiment of the present application is shown;

[0043] Fig.23 A structural block diagram of a computer device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0044] In order to make the purpose, technical scheme and advantages of the present application clearer, the implementation mode of the present application will be further described in detail below in conjunction with the accompanying drawings. The exemplary embodiments will be described in detail here, and examples thereof are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementation modes described in the following exemplary embodiments do not represent all implementation modes consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0045] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms of "a", "said" and "the" used in this application and the appended claims are also intended to include plural forms unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.

[0046] It should be understood that although the terms first, second, third, etc. may be used in the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other.

[0047] First, the related technologies involved in the embodiments of this application are briefly introduced:

[0048] Virtual scene: a scene displayed or provided by the client of an application when it is running on a terminal. The application includes but is not limited to game applications, extended reality (XR) applications, social applications, interactive entertainment applications, etc. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictional scene, or a purely fictional scene. The virtual scene can be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, which is not limited in the embodiments of the present application.

[0049] Virtual character: can move in a virtual scene. The virtual character can be in the form of a human, an animal, a cartoon, or other forms, which are not limited in the embodiments of the present application. The virtual character can be displayed in a three-dimensional form or in a two-dimensional form. The embodiments of the present application use a three-dimensional form as an example, but are not limited to this.

[0050] Skeleton chain: The virtual character in this application is implemented using a skeleton model, and a skeleton model includes at least one skeleton chain. Each skeleton chain is constructed by one or more rigid bones, and a joint is connected between two adjacent bones. Joints may or may not have the ability to move. Some bones can rotate and move around joints. By adjusting the joint parameters of the joints, the skeleton posture can be adjusted, and then the skeleton posture can be adjusted, and finally the posture adjustment of the virtual character can be achieved.

[0051] Modeling: Based on the system's preset initial posture, the user adjusts the virtual character through the posture editor to generate a personalized custom posture. The posture data and posture preview of the custom posture can be saved as a modeling work to facilitate the application or sharing of the custom posture on various virtual characters controlled by different accounts. The modeling work can be considered a UGC work.

[0052] Style Directory: Users collect their own generated style works and other users' collected style works in the same network space or program function, which is called a style directory.

[0053] Sharing: Send user-generated styling works to online groups, or share peer-to-peer with friend accounts in a social relationship chain. The social relationship chain can be a relationship chain in the game or a relationship chain outside the game.

[0054] Collection: Save and collect the modeling works generated and shared by others.

[0055] One-click application: Using the one-click application function, the modeling works created by the current user or other users can be quickly applied to the virtual character controlled by the current user.

[0056] Body type: The body types of different virtual characters, such as: adult male, adult female, boy, girl, old man, child, etc. Due to the limited space in the present application, the body types of adult male, adult female and girl are used as examples for illustration.

[0057] Heads-up Display (HUD) control: a screen that displays relevant information or controls within the game, usually displayed on the upper layer of the virtual environment screen. The virtual environment screen is a screen obtained by observing the three-dimensional virtual environment using a camera model. HUD control is the most effective way for the game world to interact with players. Elements that can convey information to players through visual effects can be called HUD. Common HUD controls include operation controls, prop bars, maps, health bars, etc. Heads-up display controls are also called head-up display controls. In this application, all or part of the editing controls are in the form of HUD controls.

[0058] Taking game applications as an example, in virtual scenes of fighting games (FTG), action games (ACT), multiplayer online tactical competitive games (MOBA), real-time strategy games (RTS), massive / massively multiplayer online games (MMOG), shooting games (STG), first-person shooting games (FPS), third-person shooting games (TPS) and arcade games, the postures / actions of the virtual characters controlled by users are preset by the game, such as walking postures, running postures, postures when releasing skills, etc. Users cannot actively set the postures of the virtual characters.

[0059] The embodiment of the present application provides a user generated content (UGC) function for the posture / action of a virtual character. The present application supports users to use a posture editor to customize the positions of various bones of a virtual character based on the basic posture preset by the system in the game, and generate a personalized custom posture. At the same time, the custom posture can be saved as a modeling work, shared with other users, used by others, collected, etc. Through the complete UGC output-sharing-application-collection system, ordinary users can more conveniently obtain the UGC creations of head users in the game, and also meet the creation desire, sharing desire, and social needs of head users, fill in the spare time, and form a good social experience closed loop.

[0060] Figure 1 The computer system 100 includes at least one of a first terminal 110 , a server 120 and a second terminal 130 .

[0061] The first terminal 110 has installed and runs an application that supports a virtual environment, such as a game application, an XR application, a virtual social application, an interactive entertainment application, a metaverse application, etc. The first terminal 110 is a terminal used by a first user. The application is provided with a virtual character posture editor for realizing the generation, sharing and collection of the above-mentioned modeling works.

[0062] In some embodiments, the first terminal 110 may be considered as a first user using the first terminal 110 .

[0063] The first terminal 110 is connected to the server 120 via a wireless network or a wired network.

[0064] The server 120 includes one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Schematically, the server 120 includes a processor 121 and a memory 122, and the memory 122 includes a receiving module 1221, a display module 1222, and a control module 1223. The server 120 is used to provide background services for applications that support generating and / or displaying hit animations. Optionally, the server 120 undertakes the main computing work, and the first terminal 110 and the second terminal 130 undertake the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the main computing work; or, the server 120, the first terminal 110, and the second terminal 130 adopt a distributed computing architecture for collaborative computing.

[0065] The second terminal 130 has an application program supporting a virtual environment installed and running. The second terminal 130 is a terminal used by a second user. The application program is provided with a posture editor of a virtual character.

[0066] In some embodiments, the second terminal 130 may be considered as a second user using the second terminal 130 .

[0067] Optionally, the first user and the second user are in or not in the same field of view; or, the first user and the second user are in or not in the same game; or, the first user and the second user are in or not in the same battlefield. Optionally, the first user and the second user may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.

[0068] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications of different control system platforms. The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to one of a plurality of terminals. This embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include but are not limited to: at least one of a smart phone, a tablet computer, an e-book reader, a laptop computer, a desktop computer, a television, an augmented reality (AR) terminal, a virtual reality (VR) terminal, a mixed reality (MR) terminal, an XR terminal, a baffle reality (BR) terminal, a cinematic reality (CR) terminal, and a deceived reality (DR) terminal. The following embodiments are illustrated by taking the terminal including a smart phone as an example.

[0069] Those skilled in the art will appreciate that the number of the above terminals or users may be more or less. For example, the above terminal or user may be only one, or the above terminals or users may be dozens or hundreds, or more. The embodiments of the present application do not limit the number of terminals or users and the device types.

[0070] Figure 2The interface schematic diagram of a posture editing method for complex parts provided by an embodiment of the present application is shown. A game client 111 supporting a virtual environment is running in the first terminal 110. The game client 111 provides a posture editor for different body parts of a virtual character. After the user starts the posture editor, a posture editing interface 20 is displayed. A model virtual character 22 is displayed in the posture editing interface 20. The model virtual character 22 is displayed based on a skeleton model. There are multiple editable candidate skeleton points 24 on the model virtual character 22, which can realize editing of different joints and / or bones on the model virtual character 22.

[0071] The embodiment of the present application provides a convenient editing mode for complex parts. A complex part refers to a body part containing multiple bones. In this embodiment, complex parts include: hand parts and facial parts. The hand part can be referred to as the hand, and the facial part can be referred to as the face.

[0072] In response to the triggering operation of the gesture menu, at least one candidate gesture 261 of the hand part of the model virtual character 22 is displayed; in response to the selection operation of the target gesture posture in at least one candidate gesture posture 261, the hand part of the model virtual character is switched to be displayed as a gesture shape corresponding to the target gesture posture. Optionally, the gesture editing interface 20 also displays a left hand selection control 262, a right hand selection control 263, and a double-hand selection control 264. When the left hand selection control 262 is checked, the left hand part of the model virtual character is switched to be displayed as a gesture shape corresponding to the target gesture posture; when the right hand selection control 263 is checked, the right hand part of the model virtual character 22 is switched to be displayed as a gesture shape corresponding to the target gesture posture; when the double-hand selection control 264 is checked, both hands of the model virtual character 22 are switched to be displayed as gesture shapes corresponding to the target gesture posture.

[0073] In response to a triggering operation on the expression menu, at least one candidate expression posture 265 of the facial part of the model virtual character 22 is displayed; in response to a selection operation on a target expression posture among at least one candidate expression posture 265, the facial part on the model virtual character 22 is switched to be displayed as an expression shape corresponding to the target expression posture.

[0074] The user can perform multiple posture edits on different body parts, thereby adjusting the posture of the model virtual character 22 to a desired custom posture 28. Then, the user can save the custom posture 28 as a modeling work.

[0075] The custom gesture 28 is a UGC work that can be shared and applied between various accounts of the game client. The custom gesture 28 can be applied to the first virtual character controlled by the current user, and can also be shared with other users and applied to the second virtual character, the third virtual character, etc. controlled by other users. The current user can also perform secondary editing after saving to form other custom gestures 28.

[0076] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions. For example, the information involved in this application is obtained with full authorization, and the terminal and server only cache the information during the program operation, and will not solidify the storage and reuse the relevant data of the information.

[0077] Figure 3 A schematic diagram of a flow chart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. Figure 1 The first terminal 110 and / or the second terminal 130 are shown as an example for explanation. The method includes at least some of the following steps:

[0078] Step 220: In response to the pose creation request, displaying a pose editing interface of the model virtual character;

[0079] The terminal runs an application that supports a virtual environment, which can be a game client or a social client (such as a metaverse social program). The application provides one or more virtual characters, and each user account controls different virtual characters to play games, and different user accounts form friend relationships and / or group relationships.

[0080] Exemplarily, the game client includes a virtual character controlled by a user operation and a virtual character not controlled by a user operation. The virtual character controlled by a user operation can be displayed in the display interface of the virtual character for the user to view. When displaying the virtual character, the posture of the virtual character can be a posture preset by the game client. However, in the embodiment of the present application, the user can customize the posture of the virtual character.

[0081] If the user wants to customize the posture of the virtual character, a posture creation operation is performed in the game client to trigger a posture creation request. The terminal responds to the posture creation request and displays a posture editing interface, which is used to edit the posture of the model virtual character. The posture editing interface includes a model virtual character located in a virtual environment, and the user edits the posture on the model virtual character.

[0082] The model virtual character is a virtual character that serves as a model in the posture editing process. The model virtual character may be one of a plurality of candidate model virtual characters. The plurality of candidate model virtual characters may be divided according to factors such as body type, gender, and age. Exemplarily, the plurality of candidate model virtual characters include: a first model virtual character corresponding to an adult male, a second model virtual character corresponding to an adult female, a third model virtual character corresponding to a girl's body type, and a user-controlled virtual character (one of the above three body types + personalized face + personalized clothing).

[0083] Step 240: In response to the posture editing operation on the model virtual character, controlling the posture of the model virtual character to change so that the model virtual character is in a custom posture;

[0084] The user performs a posture editing operation on the model virtual character in the posture editing interface. The terminal controls the posture of the model virtual character to change according to the instructions of the posture editing operation based on the posture editing operation performed by the user. After the change, the model virtual character is in a custom posture after the user's editing. The custom posture refers to the posture obtained after the posture of the model virtual character is changed based on at least one posture editing operation.

[0085] In various embodiments, at least one of the different body parts of the model avatar is edited to change the pose of the model avatar. The different body parts include, but are not limited to, at least one of various skeletal points (joints and / or bones), gestures, expressions, facial orientation, and eye orientation.

[0086] Schematic reference Figure 4 On the left side of the posture editing interface 20, multiple menu items 31 are displayed: joints, orientation, gestures, and expressions. The joint menu is used to open the editing controls related to the skeleton points; the orientation menu is used to open the editing controls related to the facial orientation and the eye orientation; the gesture menu is used to open the editing controls related to the gestures; and the expression menu is used to open the editing controls related to the expressions.

[0087] based on Figure 4 The various editing controls shown can realize the posture editing of different body parts of the model virtual character. The user can perform multiple posture editing on different bone points to adjust the posture of the model virtual character to a desired custom posture.

[0088] Step 260: Based on the custom gesture presented by the model virtual character, generate gesture data for applying the custom gesture to the virtual character controlled by at least one account.

[0089] When the posture of the model virtual character reaches the posture expected by the user, the user stops performing the posture editing operation and performs the posture generation operation on the model virtual character to trigger a posture generation request. The terminal responds to the posture generation request and generates posture data of the custom posture based on the model virtual character in the posture. The posture data is used to indicate the custom posture.

[0090] In summary, the method provided in the embodiment of the present application enables the user to flexibly generate a variety of postures by performing posture editing operations on the model virtual character, and then apply the generated custom postures to the virtual character controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character postures.

[0091] 1. Entrance to the posture editing function

[0092] Figure 5 A flowchart of a method for starting a gesture editing function provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:

[0093] Step 222: Displaying an entry for the gesture editing function in the application of the terminal;

[0094] Assuming that a first account is logged in to the application, the user controls the first virtual character corresponding to the first account to perform various activities in the application. The application provides multiple functions, including but not limited to: battle function, task completion, transaction, etc. In this embodiment, the application provides an entrance to the posture editing function.

[0095] There are one or more entrances to the gesture editing function. Exemplarily, the entrances to the gesture editing function include but are not limited to at least one of the following:

[0096] The first entry point for the posture editing function to create new edits based on system preset postures;

[0097] A second entry to the pose editing function for secondary editing based on the created pose.

[0098] Step 224: In response to the triggering operation on the entrance of the posture editing function, the posture editing interface of the model virtual character is displayed.

[0099] The trigger operation is at least one of a click operation, a double-click operation, a press operation, a slide operation, a voice control operation, and an eye control operation.

[0100] In response to a trigger operation on the entrance of the posture editing function, a posture editing interface of the model virtual character is displayed. The posture editing interface includes: a model virtual character located in a virtual environment, and at least one editing control for posture editing.

[0101] In some embodiments, the virtual environment is an independent virtual environment dedicated to gesture editing. The virtual environment is different from the virtual world of the virtual character's daily activities. In some embodiments, the virtual environment can also be a part of the virtual world of the virtual character's daily activities, such as a yard or a house.

[0102] In some embodiments, when the entrance is the first entrance, the initial posture of the model virtual character is a default posture, such as a standing posture with hands hanging down; when the entrance is the second entrance, the initial posture of the model virtual character is a created posture.

[0103] Exemplary references Figure 6 As shown, a newly created single-person work 41 is displayed in the styling record interface 10 of the application. The newly created single-person work 41 is the first entry of the posture editing function for newly editing based on the system preset posture. In response to the triggering operation of the newly created single-person work 41, the posture editing interface 20 of the model virtual character is displayed. In the posture editing interface 20, the initial posture of the model virtual character is the default posture.

[0104] Exemplary references Figure 7 As shown, the created styling works are displayed in the styling record interface 10 of the application. In response to the selection operation of the first styling work, the introduction interface 12 of the first styling work is displayed. The first styling work is a styling work created by the first account or other accounts. The introduction interface 12 of the first styling work displays an edit button 42, and the edit button 42 is the second entrance of the posture editing function for secondary editing based on the created posture. In response to the triggering operation of the edit button 42, the posture editing interface 20 of the model virtual character is displayed. In the posture editing interface 20, the posture of the model virtual character is the posture corresponding to the first styling work. In some embodiments, the secondary editing also requires the user to confirm before the editing can start, so as to avoid the user's misoperation.

[0105] Schematic combination reference Figure 4 Several general function buttons are also displayed on the posture editing interface 20. For example:

[0106] Casual clothes button 32;

[0107] The model virtual character 22 in the posture editing interface 20 is displayed based on the skeleton model and the clothes attached to the outside of the skeleton model. By default, the clothes attached to the outside of the skeleton model are long clothes.

[0108] In response to the selection operation of the casual clothes button 32, the long clothing on the model virtual character 22 is replaced with underwear, so as to expose various body parts of the model virtual character 22, making it convenient for the user to view the bone changes on the bone model of the model virtual character 22 during the posture editing process; in response to the deselection operation of the casual clothes button 32, the underwear on the model virtual character 22 is replaced with long clothing, so as to facilitate the user to view the overall shape changes of the model virtual character 22 during the posture editing process.

[0109] Body shape switching button 33;

[0110] The posture editing interface 20 also provides a plurality of candidate model virtual characters, and each candidate model virtual character may correspond to a different body type. In this embodiment, three body types are provided as an example, and the plurality of candidate model virtual characters include: a first model virtual character corresponding to an adult male, a second model virtual character corresponding to an adult female, a third model virtual character corresponding to a girl body type, and a user-controlled virtual character (one of the above three body types + personalized face + personalized clothing).

[0111] In some embodiments, in response to a trigger operation on the body type switching button 33 , the model virtual character 22 in the posture editing interface 20 is switched to a model virtual character of another body type.

[0112] In some embodiments, in response to a trigger operation on the body shape switching button 33, multiple candidate model virtual characters are displayed; in response to a selection operation on a modal virtual character among the multiple candidate model virtual characters, the model virtual character 22 in the posture editing interface 20 is switched to the selected model virtual character.

[0113] Undo button 34 and redo button 35;

[0114] In response to a trigger operation on the undo button 34 , the most recent gesture editing operation is undone; in response to a trigger operation on the restore button 35 , the most recently undone gesture editing operation is restored.

[0115] Hide button 36;

[0116] In response to a trigger operation on the hide button 36 , all or part of the multiple edit controls are hidden to provide more display space for the model virtual character 22 in the posture editing interface 20 .

[0117] Lens control controls 37;

[0118] The images of the model virtual character 22 in the virtual environment are captured by a virtual camera model (referred to as lens). Figure 8 It is a schematic diagram of the working principle of a camera model located in a virtual environment provided by an embodiment of the present application. The schematic diagram shows the process of mapping a feature point P in a virtual environment 201 to a feature point p' in an imaging plane 203. The coordinates of the feature point p in the virtual environment 201 are in three-dimensional form, and the coordinates of the feature point p' in the imaging plane 203 are in two-dimensional form. Virtual environment 201 is a virtual environment corresponding to the virtual environment. Camera plane 202 is determined by the posture of the camera model. Camera plane 202 is a plane perpendicular to the shooting direction of the camera model, and imaging plane 203 and camera plane 202 are parallel to each other. Imaging plane 203 is the plane of the virtual environment located in the field of view when the virtual environment is observed when the camera model is imaged.

[0119] The lens control 37 is used to control the position of the lens in the virtual environment. For example, if the lens control 37 is a joystick, in response to the joystick 37 being dragged in at least one of the up, down, left, and right directions, the lens is controlled to move in the corresponding direction in the virtual environment.

[0120] In some embodiments, in response to an upward sliding operation on a blank space of the posture editing interface 20, the lens is controlled to rotate upward in the virtual environment; in response to a downward sliding operation on a blank space of the posture editing interface 20, the lens is controlled to rotate downward in the virtual environment; in response to a left sliding operation on a blank space of the posture editing interface 20, the lens is controlled to rotate left in the virtual environment; in response to a right sliding operation on a blank space of the posture editing interface 20, the lens is controlled to rotate right in the virtual environment.

[0121] In some embodiments, in response to a pinch-zoom operation or a mouse scroll-zoom operation on a blank area of ​​the gesture editing interface 20 , the camera is controlled to move forward or backward in the virtual environment to enlarge the size of the model virtual character in the model virtual environment.

[0122] In some embodiments, the lens control control 37 is displayed in the form of a floating rocker. In the posture editing interface, there are also some editing controls that are displayed in a floating window. When the floating window is dragged to the position where the lens control control 37 is located, the lens control control will adaptively offset to other free positions in the posture editing interface 20.

[0123] Reset lens button 38;

[0124] Since the user may change the lens position multiple times, in response to the trigger operation on the reset lens button, the lens position is quickly returned to the default initial position. Exemplarily, the default initial position of the lens is the center position directly in front of the model virtual character.

[0125] In some embodiments, the single-player mode and the multiplayer mode each require a lens default configuration, and the configuration parameters in the two lens default configurations are different.

[0126] 2. How to determine the initial posture

[0127] Fig. 9 A flowchart of a method for setting an initial posture provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:

[0128] Step 232: Display at least one preset posture option and / or at least one generated posture option;

[0129] The preset gesture options are gesture options provided natively by the application, and the generated gesture options are gesture options corresponding to the custom gestures edited by the first account and / or other accounts.

[0130] In some embodiments, at least one generated pose option is a pose option corresponding to a modeling work recorded in the first account.

[0131] Indicatively Figure 7 As shown, an initial posture selection control 43 is displayed in the posture editing interface 20. The initial posture selection control 43 has two menu bars: the first menu bar "system" is used to trigger the display of at least one preset posture option in the initial posture selection control 43, and the second menu bar "my" is used to trigger the display of at least one generated posture option in the initial posture selection control 43.

[0132] In some embodiments, the initial posture selection control 43 is in a displayed state by default when entering the posture editing interface. The display is canceled after the user selects an initial posture option. In the subsequent editing process, in response to the display operation of the initial posture selection control 43, the initial posture selection control 43 is switched from a hidden state to a displayed state; in response to the hiding operation of the initial posture selection control 43, the initial posture selection control is switched from a displayed state to a hidden state.

[0133] For example, Figure 7 As shown, at least one preset posture option includes: blowing posture, wishing posture, fist-raising posture, akimbo posture, chest-hugging posture, etc.

[0134] Step 234: In response to a selection operation of a first posture option among at least one preset posture option, an initial posture of the model virtual character in the virtual environment is set to a first posture corresponding to the first posture option.

[0135] Optionally, the first posture option stores posture data corresponding to the first posture. The posture data corresponding to the first posture is imported into the skeleton model of the model virtual character, so that the initial posture of the model virtual character in the virtual environment is set to the first posture corresponding to the first posture option.

[0136] Step 236: In response to a selection operation of a second posture option among at least one of the generated posture options, the initial posture of the model virtual character in the virtual environment is set to a second posture corresponding to the second posture option.

[0137] Optionally, the second posture option stores posture data corresponding to the second posture. The posture data corresponding to the second posture is imported into the skeleton model of the model virtual character, so that the initial posture of the model virtual character in the virtual environment is set to the second posture corresponding to the second posture option.

[0138] In some embodiments, during the posture editing process, the user can still change the initial posture of the model virtual character. During the process of switching to the next initial posture, if the initial posture before switching has been edited, a second confirmation is required before switching to the next initial posture.

[0139] In summary, the method provided in this embodiment provides at least one preset posture option preset by the system, so that the user can use several relatively basic preset postures as the starting point for creating a custom posture, thereby reducing a large number of operations in the posture editing process. For electronic devices with limited operation modes such as mobile phones and tablets, it can reduce the user's human-machine operation cost, making it easier to create more personalized custom postures with less human-machine operation.

[0140] The method provided in this embodiment also provides at least one generated posture option created by the current user and / or other users. The current user can use the custom posture generated by other users as the starting point for secondary creation, and can add his own creativity based on the creativity of other users, thereby facilitating the generation of a custom state that integrates the creativity of different users.

[0141] 3. Posture Editing Function

[0142] Fig.10 A schematic diagram of a skeleton model of a virtual character provided by an exemplary embodiment of the present application is shown. The skeleton model includes a plurality of skeleton chains. Each skeleton chain includes at least one skeleton, and joints are formed between adjacent skeletons.

[0143] Exemplarily, the multiple skeleton chains include:

[0144] ·Head skeleton chain, including: head skeleton, neck skeleton. In order to display different expressions, the head skeleton includes multiple facial skeletons, such as left eyebrow skeleton, left eye skeleton, left ear skeleton, left face skeleton, right eyebrow skeleton, right eye skeleton, right ear skeleton, right face skeleton, nose skeleton, upper lip skeleton, lower lip skeleton, etc.

[0145] The upper body skeleton chain includes: chest skeleton, waist skeleton, left hand skeleton chain, and right hand skeleton chain. The left hand skeleton chain includes: left clavicle skeleton, left upper arm skeleton, left forearm skeleton, and left hand skeleton; the right hand skeleton chain includes: right clavicle skeleton, right upper arm skeleton, right forearm skeleton, and right hand skeleton. In order to display different gestures, the right hand skeleton includes multiple phalanges and multiple metacarpal bones; similarly, the left hand skeleton includes multiple phalanges and multiple metacarpal bones.

[0146] The lower body skeleton chain includes: pelvic skeleton, left leg skeleton chain and right leg skeleton chain. The left leg skeleton chain includes: left thigh skeleton, left calf skeleton and left foot skeleton; the right leg skeleton chain includes: right thigh skeleton, right calf skeleton and right foot skeleton.

[0147] Set the representative joints or bones in the above skeleton model as editable bone points. For example, the editable bone points include: head bone point, neck bone point, chest bone point, waist bone point, left shoulder bone point, left elbow bone point, left hand bone point, right shoulder bone point, right elbow bone point, right hand bone point, left hip bone point, left knee bone point, left foot bone point, right hip bone point, right knee bone point, and right foot bone point.

[0148] Exemplarily, at least one of the following mode selection buttons is displayed on the posture editing interface: joint mode, orientation mode, gesture mode, and expression mode.

[0149] This application focuses on the relevant parts about gesture mode and expression mode.

[0150] Fig.11 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:

[0151] Step 320: Displaying a model virtual character in a virtual environment;

[0152] In the posture editing interface, a model virtual character in a virtual environment is displayed. The model virtual character is displayed based on a skeleton model. The model virtual character includes multiple body parts.

[0153] Illustratively, the model virtual character includes at least one body part of a head, a torso, limbs, a hand, a face, and a foot.

[0154] Among the above body parts, there are some body parts with a large number of bones, and it is difficult for the user to adjust the bones one by one. For example, the face usually has 36 bones, and it is difficult for the user to adjust the desired expression and posture one by one.

[0155] In this embodiment, the designated body part refers to the body part whose number of bones exceeds a preset threshold. The preset threshold may be 3 or 5, etc. The designated body part may also be pre-designated by the R&D personnel based on expert experience.

[0156] Step 340: displaying at least one candidate local posture of a designated body part of the model virtual character, where the candidate local posture is used to present the designated body part as a preset local posture shape;

[0157] In the pose editing interface, one or more candidate partial poses of a designated body part of the model virtual character are displayed. Each candidate partial pose is used to present the designated body part as a preset partial pose shape. The pose shapes of different candidate partial poses are different.

[0158] Step 360: In response to a selection operation for a target local posture among at least one candidate local posture, switching and displaying a designated body part on the model virtual character to a local posture shape corresponding to the target local posture;

[0159] Illustratively, in response to a selection operation on a target local pose among a plurality of candidate local poses, a designated body part on the model avatar is switched to be displayed as a local pose shape corresponding to the target local pose.

[0160] In some embodiments, the designated body part includes a hand part. At least one candidate hand gesture posture of the hand part of the model virtual character is displayed. In response to a selection operation of a target hand gesture posture in the at least one candidate hand gesture posture, the hand part of the model virtual character is switched to be displayed as a hand gesture shape corresponding to the target hand gesture posture.

[0161] In some embodiments, the designated body part includes: a facial part. At least one candidate expression posture of the facial part of the model virtual character is displayed; in response to a selection operation of a target expression posture in the at least one candidate expression posture, the facial part of the model virtual character is switched to display an expression shape corresponding to the target expression posture.

[0162] In summary, the method provided in this embodiment provides the player with at least one candidate posture of a specified body part, and in response to a selection operation of a target posture in at least one candidate posture, switches the specified body part on the model virtual character to a posture shape corresponding to the target posture, thereby realizing that a single editing operation can change the posture editing of a group of complex skeletons, providing players with a convenient posture editing solution, and users can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual characters controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character postures.

[0163] For gesture mode:

[0164] Fig.12 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:

[0165] Step 320: Displaying a model virtual character in a virtual environment;

[0166] In the posture editing interface, a model virtual character in a virtual environment is displayed. The model virtual character is displayed based on a skeleton model. The model virtual character includes a hand part.

[0167] Step 342: displaying at least one candidate hand gesture posture of a hand part of the model virtual character and a hand selection control, wherein the candidate hand gesture posture is used to present the hand part as a preset hand gesture shape;

[0168] Schematic reference Fig.13 In the gesture editing interface 20, one or more candidate hand gestures 261 of the hand of the model virtual character 22 are displayed. Each candidate hand gesture 261 is used to present the hand as a preset hand gesture shape. The gesture shapes of different candidate hand gestures are different.

[0169] In some embodiments, candidate gesture postures 261 include at least one of: a V-shaped victory gesture, a straightened and closed gesture, a relaxed gesture, a thumbs-up gesture, a heart gesture, a relaxed flower hand gesture, an open palm gesture, a clenched fist gesture, and an open gesture.

[0170] In some embodiments, the hand selection controls include a left hand selection control 262 and a right hand selection control 263. In some embodiments, the hand selection controls include a left hand selection control 262, a right hand selection control 263, and a two-hand selection control 264. The left hand selection control 262 is used to select a left hand part; the right hand selection control 263 is used to select a right hand part; and the two-hand selection control 264 is used to select a left hand part and a right hand part at the same time.

[0171] Step 362: In response to a selection operation for a target gesture action among at least one candidate gesture action and the left hand selection control is in a selected state, switching the hand part on the left side of the model virtual character to display a gesture shape corresponding to the target gesture action;

[0172] In some embodiments, local skeleton data corresponding to the left hand part is pre-stored for each candidate gesture posture 261. If there are multiple body types of model avatars, local skeleton data corresponding to the left hand part of the candidate gesture posture 261 is also stored for each body type of model avatar.

[0173] In response to a selection operation for a target gesture action among at least one candidate gesture actions and the left hand selection control is in a selected state, local skeleton data of the target gesture is queried based on the body shape of the model virtual character, the ID of the target gesture posture and the left hand identification; the local skeleton data of the hand part located on the left side of the model virtual character is replaced with the local skeleton data of the target gesture posture.

[0174] Step 364: In response to a selection operation for a target gesture action in at least one candidate gesture action and the right hand selection control is in a selected state, the hand part on the right side of the model virtual character is switched to be displayed as a gesture shape corresponding to the target gesture action.

[0175] In some embodiments, local skeleton data corresponding to the right hand part is pre-stored for each candidate hand gesture posture 261. If there are multiple body types of model avatars, local skeleton data corresponding to the right hand part of the candidate hand gesture posture 261 is also stored for each body type of model avatar.

[0176] In response to a selection operation for a target gesture action among at least one candidate gesture actions and the right-hand selection control is in a selected state, local skeleton data of the target gesture is queried based on the body shape of the model virtual character, the ID of the target gesture posture and the right-hand identification; the local skeleton data of the hand part on the right side of the model virtual character is replaced with the local skeleton data of the target gesture posture.

[0177] Step 366: In response to a selection operation for a target gesture action among at least one candidate gesture action and the two-hand selection control is in a selected state, both hand parts of the model virtual character are switched to be displayed as gesture shapes corresponding to the target gesture action.

[0178] It should be noted that, for the same target gesture action, the target gesture action of the left hand part and the target gesture action of the right hand part are symmetrical.

[0179] Step 380: Based on the custom gesture presented by the model virtual character, generate gesture data for applying the custom gesture to the virtual character controlled by at least one account.

[0180] When the posture of the model virtual character reaches the posture expected by the user, the user stops performing the posture editing operation and performs the posture generation operation on the model virtual character to trigger the posture generation request. In response to the posture generation request, the terminal generates posture data of the custom posture based on the model virtual character in the custom posture, and the posture data can be absolute posture data or relative posture data. Absolute posture data refers to the skeleton data of the custom posture in the virtual environment. Relative posture data is used to indicate the skeleton offset value of the custom posture relative to the initial posture.

[0181] The posture data and attached information of the custom posture will be saved as the modeling work of the custom posture. The attached information includes at least one of the following information: the account information of the creator, the creation time, the personalized information of the model virtual character, the body shape information of the model virtual character, the posture data of the initial posture of the model virtual character, the name of the custom posture, and the preview image of the custom posture.

[0182] The custom gesture modeling work can be applied to the virtual character controlled by the first account, or can be shared by the first account to other accounts and then applied to the virtual characters controlled by other accounts, so that the custom gesture can be shared and applied between various accounts as a kind of UGC content.

[0183] To summarize, the method provided in this embodiment provides the player with at least one candidate hand gesture posture, and in response to a selection operation of a target hand gesture posture in at least one candidate hand gesture posture, switches the hand part on the model virtual character to display a hand gesture posture shape corresponding to the target hand gesture posture, thereby achieving one editing operation that can change the entire hand gesture posture editing, providing the player with a convenient hand gesture posture editing solution, and the user can editably generate a variety of custom hand gesture postures, and subsequently apply the generated custom hand gesture postures to the virtual character controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character hand gesture postures.

[0184] For expression mode:

[0185] Fig.14 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:

[0186] Step 320: Displaying a model virtual character in a virtual environment;

[0187] In the posture editing interface, a model virtual character in a virtual environment is displayed. The model virtual character is displayed based on a skeleton model. The model virtual character includes multiple body parts.

[0188] Illustratively, the model virtual character includes at least one body part of a head, a torso, limbs, a hand, a face, and a foot.

[0189] Among the above body parts, there are some body parts with a large number of bones, and it is difficult for the user to adjust the bones one by one. For example, the face usually has 36 bones, and it is difficult for the user to adjust the desired expression and posture one by one.

[0190] In this embodiment, the designated body part refers to the body part whose number of bones exceeds a preset threshold. The preset threshold may be 3 or 5, etc. The designated body part may also be pre-designated by the R&D personnel based on expert experience.

[0191] Step 344: displaying at least one candidate expression posture of a facial part of the model virtual character, the candidate expression posture being used to present a designated body part as a preset expression shape;

[0192] Schematic reference Fig.15 In the posture editing interface 22, one or more candidate expression postures of the facial part of the model virtual character 22 are displayed. Each candidate expression posture is used to present the facial part as a preset expression posture shape. The posture shapes of different candidate expression postures are different.

[0193] In an illustrative example, the candidate facial expressions include at least one of a smiling expression, a cool expression, a squinting expression, a staring expression, an expression with both eyes closed, an expression with one eye closed, an angry expression, a happy smiling expression, and an angry expression.

[0194] Step 368: In response to a selection operation for a target expression posture among at least one candidate expression posture, switching the facial part of the model virtual character to display an expression shape corresponding to the target expression posture;

[0195] In some embodiments, if there are model virtual characters of multiple body types, local skeleton data corresponding to the target facial expression and posture are stored for each model virtual character of each body type.

[0196] In response to a selection operation of a target expression posture among at least one candidate expression posture, local skeleton data of the target expression posture is queried based on the body shape of the model virtual character and the ID of the target expression posture; the local skeleton data of the facial part of the model virtual character is replaced with the local skeleton data of the target expression posture. Thus, on the interface, the facial part of the model virtual character is switched to be displayed as an expression shape corresponding to the target expression posture.

[0197] Step 380: Based on the custom gesture presented by the model virtual character, generate gesture data for applying the custom gesture to the virtual character controlled by at least one account.

[0198] When the posture of the model virtual character reaches the posture expected by the user, the user stops performing the posture editing operation and performs the posture generation operation on the model virtual character to trigger the posture generation request. In response to the posture generation request, the terminal generates posture data of the custom posture based on the model virtual character in the custom posture, and the posture data can be absolute posture data or relative posture data. Absolute posture data refers to the skeleton data of the custom posture in the virtual environment. Relative posture data is used to indicate the skeleton offset value of the custom posture relative to the initial posture.

[0199] The posture data and attached information of the custom posture will be saved as the modeling work of the custom posture. The attached information includes at least one of the following information: the account information of the creator, the creation time, the personalized information of the model virtual character, the body shape information of the model virtual character, the posture data of the initial posture of the model virtual character, the name of the custom posture, and the preview image of the custom posture.

[0200] The custom gesture modeling work can be applied to the virtual character controlled by the first account, or can be shared by the first account to other accounts and then applied to the virtual characters controlled by other accounts, so that the custom gesture can be shared and applied between various accounts as a kind of UGC content.

[0201] To summarize, the method provided in this embodiment provides the player with at least one candidate expression posture of the facial part, and in response to the selection operation of the target expression posture in the at least one candidate expression posture, switches the facial part on the model virtual character to display the expression posture shape corresponding to the target expression posture, thereby realizing that one editing operation can change the expression posture editing of the entire hand, providing the player with a convenient expression posture editing solution, and the user can editably generate a variety of custom expression postures, and subsequently apply the generated custom expression postures to the virtual character controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for the expression posture of the virtual character.

[0202] Since the number of candidate postures for the same body part is limited, it may not be able to fully meet the personalized needs of users. The embodiment of the present application also provides a method for generating candidate postures. The method includes:

[0203] The user selects a first target posture and a second target posture from a plurality of preset candidate postures. The first target posture is one of the plurality of candidate postures, the second target posture is another of the plurality of candidate postures, and the first target posture and the second target posture are two different postures.

[0204] Taking the first target posture as the starting posture and the second target posture as the ending posture, generating at least one intermediate posture, the at least one intermediate posture being the posture experienced when transitioning from the starting posture to the ending posture;

[0205] In response to the selection operation of the intermediate posture, the designated body part of the model virtual character is switched to display the posture shape corresponding to the intermediate posture. The designated body part may be a hand or a face.

[0206] In some embodiments, the first target posture is used as the starting posture, the second target posture is used as the ending posture, and at least one intermediate posture is generated, including:

[0207] Acquire first bone position data of a specified body part in a first target posture; and acquire second bone position data of a specified body part in a second target posture; input the first bone position data, the second bone position data and the expected number of postures into a neural network model to obtain the expected number of intermediate postures.

[0208] The training method of the neural network model is as follows:

[0209] Obtain first sample bone position data of a specified body part in a first sample posture, the first sample bone position data including position information of each bone in the specified body part in the first sample posture; and obtain second sample bone position data of the specified body part in a second sample posture, the second sample bone position data including position information of each bone in the specified body part in the second sample posture.

[0210] Obtain the number of sample intermediate postures, and based on the number of sample intermediate postures, perform a difference between the position data of the same bone in the first sample bone position data and the second sample bone position data to obtain the number of sample intermediate postures sample intermediate postures. That is, assuming that the position information of the same bone in the first sample bone position data is (x1, y1, z1); the position information in the second sample bone position data is (x2, y2, z2), and the number of sample intermediate postures is n, then the position information of the i-th sample intermediate posture is:

[0211] i / n*(x1, y1, z1)+(ni) / n*(x2, y2, z2), where i is an integer not greater than n.

[0212] Repeat the above steps for each bone in the specified body part to obtain the third sample bone position data of each sample intermediate posture;

[0213] Based on the first sample bone position data, the second sample bone position data and the number of sample intermediate postures as input data, and the third sample bone position data of the sample intermediate postures as label data, the neural network model is trained. In order to enable the neural network model to be applicable to different numbers of intermediate postures, the number of sample intermediate postures can be set to multiple different values, so as to train a neural network model that can be applicable to different numbers of intermediate postures.

[0214] In some embodiments, the above method also includes: collecting three-dimensional image data of a designated body part of a user through a depth camera module; inputting the three-dimensional image data into a neural network model to obtain skeletal position data of the designated body part corresponding to the three-dimensional image data; generating a posture modeling of the designated body part of a model virtual character based on the skeletal position data of the designated body part; and switching the designated body part on the model virtual character to display the posture modeling.

[0215] The neural network model is trained based on the 3D image data and skeletal position data of the paired model virtual characters. The 3D image data of the model virtual characters is obtained by using a camera model in a virtual environment to collect the designated body parts of the model virtual characters while setting different skeletal positions. This training method does not require training samples of real human body parts, which can greatly reduce the difficulty of constructing a sample training set.

[0216] 4. Saving custom postures

[0217] Fig.16 A flowchart of a method for saving a custom gesture provided by an exemplary embodiment of the present application is shown. The method includes:

[0218] Step 391: Display a save button for the custom gesture;

[0219] The Save button can be displayed in more than one place and at more than one time.

[0220] Combined with reference Fig.12 , a save button 39 is displayed on the posture editing interface 20. In some embodiments, when exiting the posture editing interface, a first pop-up window is displayed, and a save button is displayed in the first pop-up window. In some embodiments, when changing the initial posture of the model virtual character, a second pop-up window is displayed, and a save button is displayed in the second pop-up window.

[0221] Step 392: Save the posture data and auxiliary information of the custom posture as a modeling work.

[0222] The posture data of the custom posture is absolute posture data, or relative posture data relative to the initial posture. The absolute posture data stores the position information and rotation information of each skeleton of the model virtual character in the virtual environment. The relative posture data stores the posture offset value of each skeleton of the model virtual character relative to the initial posture. Optionally, the posture offset value includes at least one of the position offset value and the rotation offset value of each skeleton relative to the initial posture.

[0223] The posture data and attached information of the custom posture will be saved as the modeling work of the custom posture. The attached information includes at least one of the following information: the unique identifier of the custom posture, the account information of the creator, the creation time, the personalized information of the model virtual character, the body shape information of the model virtual character, the posture data of the initial posture of the model virtual character, the name of the custom posture, and the preview image of the custom posture.

[0224] Optionally, the unique identifier of the above-mentioned custom posture is generated by the terminal or the server.

[0225] In summary, the method provided in this embodiment saves the gesture data and attached information of the custom gesture as a styling work, and saves the styling work as a UGC, so as to facilitate sharing and application of the custom gesture between different accounts.

[0226] 5. Application of custom gestures

[0227] Fig.17 A flowchart of a method for applying a custom gesture provided by an exemplary embodiment of the present application is shown. The method comprises:

[0228] Step 393: In response to the operation of applying the custom posture to the first virtual character, displaying the first virtual character in the custom posture;

[0229] The first virtual character is a virtual character controlled by a first account. The first account is an account currently logged in the client.

[0230] In some embodiments, illustratively, Fig.18As shown, an action interface 50 is displayed in the client, and the action interface 50 displays multiple action options. The multiple action options include a single-person styling option 51. In response to the triggering operation of the single-person styling option 51, a styling record panel 52 is displayed. Multiple styling works are displayed on the styling record panel 52, and each styling work corresponds to a system preset posture or a custom posture. Optionally, the styling record panel 52 includes three menu bars: the first menu bar "System" is used to trigger the display of at least one preset posture option in the styling record panel 52, the second menu bar "My" is used to trigger the display of at least one generated posture option in the styling record panel 52, and the third menu bar "All" is used to trigger the display of all posture options owned or collected by the current account in the styling record panel 52.

[0231] Illustratively, in response to the user's selection operation on the modeling work "Single-player Plan 1", the custom gesture corresponding to the modeling work "Single-player Plan 1" is applied to the first virtual character.

[0232] In some embodiments, the user can also select a styling work to apply to the first virtual character through "photography interface → action → styling → list on the right".

[0233] In some embodiments, Figure 7 As shown in the top interface diagram in the figure, in the introduction interface 12 of the first modeling work, in response to a trigger operation on the application control of the first modeling work, the first modeling work can also be applied to the first virtual character.

[0234] In some embodiments, absolute posture data of a custom posture is acquired, and the absolute posture data is applied to the first virtual character to display the first virtual character in the custom posture.

[0235] In some embodiments, relative posture data of a custom posture is obtained, and the relative posture data of the custom posture is an offset value of the custom posture relative to the initial posture. Absolute posture data of the initial posture corresponding to the custom posture is obtained, and the relative posture data of the custom posture and the posture data of the initial posture are superimposed to obtain absolute posture data of the custom posture. The absolute posture data is applied to the first virtual character to display the first virtual character in the custom posture.

[0236] Step 394: In response to the operation of sharing the custom gesture to the second account, displaying sharing information of the modeling work corresponding to the custom gesture in the network space to which the second account has access rights, so that the second account can apply the custom gesture on the second virtual character;

[0237] The second virtual character is a virtual character controlled by the second account.

[0238] In some embodiments, the first account and the second account have a friend relationship. In response to the operation of sharing the custom gesture to the chat window or game mailbox corresponding to the second account, the sharing information of the styling work corresponding to the custom gesture is displayed in the chat window or game mailbox to which the second account has access rights, so that the second account can apply the custom gesture on the second virtual character.

[0239] In some embodiments, illustratively, Fig.19 As shown, a "Send to" button 61 is displayed on the introduction interface of the modeling work. In response to the triggering operation of the "Send to" button 61, a world group option 62 and a designated friend option 63 are displayed. In response to the triggering operation of the designated friend option 63, multiple friends of the first account on the network are displayed, such as sworn brothers, friends with a master-apprentice relationship, and friends across servers. In response to the triggering operation of the second account, the custom gesture is shared to the second account.

[0240] In some embodiments, the sharing information displays the name, creator, creation time, preview image, etc. of the modeling work. In response to the triggering operation on the sharing information, the relevant data of the modeling work is saved in the modeling record of the second account.

[0241] In some embodiments, the client logged into the second account obtains the absolute posture data of the custom posture, applies the absolute posture data to the second virtual character, and displays the second virtual character in the custom posture.

[0242] In some embodiments, the client logged in with the second account obtains relative posture data of the custom posture, and the relative posture data of the custom posture is the offset value of the custom posture relative to the initial posture. The absolute posture data of the initial posture corresponding to the custom posture is obtained, and the relative posture data of the custom posture and the posture data of the initial posture are superimposed to obtain the absolute posture data of the custom posture. The absolute posture data is applied to the second virtual character to display the second virtual character in the custom posture.

[0243] Step 395: In response to the operation of sharing the custom gesture to the designated group, displaying sharing information of the styling work corresponding to the custom gesture in the designated group, so that a third account in the designated group can apply the custom gesture on a third virtual character;

[0244] The third virtual character is a virtual character controlled by a third account.

[0245] In some embodiments, the first account and the third account belong to the same group (or group), but do not necessarily have a friend relationship.

[0246] In some embodiments, illustratively, Fig.19and Fig. 20 As shown, a "Send to" button 61 is displayed on the introduction interface of the modeling work. In response to the triggering operation of the "Send to" button 61, a world group option 62 and a designated friend option 63 are displayed. In response to the triggering operation of the world group option 62, the custom gesture is shared in the dialog box of the world group, which is displayed as a sharing message 64. Other accounts in the world group view the preview image of the modeling work through the sharing message 64, and click on the sharing message 64 to apply the custom gesture to the virtual character controlled by themselves.

[0247] In some embodiments, the sharing information displays the name, creator, creation time, preview image, etc. of the modeling work. In response to the triggering operation on the sharing information, the relevant data of the modeling work is saved in the modeling record of the third account.

[0248] In some embodiments, a client logged in with a third account obtains relative posture data of a custom posture, where the relative posture data of the custom posture is an offset value of the custom posture relative to the initial posture. The absolute posture data of the initial posture corresponding to the custom posture is obtained, and the relative posture data of the custom posture and the posture data of the initial posture are superimposed to obtain the absolute posture data of the custom posture. The absolute posture data is applied to the third virtual character to display the third virtual character in the custom posture.

[0249] Fig.21 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. The method is executed by a terminal, and a client logged in to a first account is running in the terminal. The method includes:

[0250] 1. Start;

[0251] Users can open the shape editor through the shape editor entrance in the client.

[0252] In some embodiments, the modeling editor can be opened by creating a new single-player work. After the user's secondary confirmation, the modeling system is then transferred to an independent virtual environment. The independent virtual environment can be considered as a plane dedicated to modeling.

[0253] 2. Select the initial posture;

[0254] After entering the modeling system, multiple preset postures will be provided, which are several different postures automatically configured by the modeling system. At this time, the user can select a preset posture from them as the initial posture.

[0255] 3. Customize replacement hands (left, right or both hands can be replaced) and the entire facial skeleton;

[0256] Since the system will enter the joint mode by default, the character's various bone points will be displayed. Players can select the bone points that need to be edited to change the local bones of the action. For example, you can select the gesture editing mode and expression editing mode to customize hand movements and facial expressions.

[0257] When the gesture editing mode is selected, the corresponding interactive interface will pop up. Players can choose to replace the left hand / right hand / both hands, and then select the overall skeleton data of the gesture to be replaced, such as making a heart shape or giving a thumbs up.

[0258] When the expression editing mode is selected, the corresponding interactive interface will pop up, and the player can select the overall facial bone data that needs to be replaced, such as sad, blinking, etc.

[0259] 4. Save data;

[0260] Users can save custom poses. When confirming to save, the modeling system will record the absolute value of the rotation angle of each bone point; and the client will take a photo of the character at a fixed angle to form a cover image of the new pose. Then new data will be created and uploaded to the server, and a unique ID will be generated for storage; the client will save the solution to the user's portfolio UI.

[0261] 5. Storage and application;

[0262] Users can make secondary modifications to the saved modeling works, or name them for easy management; they can also click Apply on the Posture / Work interface, obtain the server storage data through the unique ID, and apply the posture data to the virtual character they control, so that the virtual character they control can strike the custom posture.

[0263] 6. Share and collect.

[0264] Users can forward the plan to others, who can see the preview cover image of the modeling work and the author's related information. Users can also click on the modeling works shared by others to collect them and save them in their own modeling collection; or directly click on the modeling work to apply it and use the modeling works shared by others for the virtual characters controlled by themselves.

[0265] The above-mentioned method embodiments can be combined in pairs or in multiple combinations according to the understanding of those skilled in the art to form more embodiments, which will not be elaborated in this application.

[0266] Fig. 22 A schematic diagram of the structure of a complex part posture editing device provided by an exemplary embodiment of the present application is shown. The device comprises:

[0267] Display module 2220, used to display the model virtual character in the virtual environment;

[0268] A selection module 2240 is used to display at least one candidate posture of a designated body part of the model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape;

[0269] The editing module 2260 is used for switching and displaying the designated body part on the model virtual character to a posture shape corresponding to the target posture in response to a selection operation on the target posture in the at least one candidate posture.

[0270] In some embodiments, the designated body part includes: a hand part;

[0271] The display module 2220 is used to display at least one candidate gesture posture of the hand part of the model virtual character; the editing module 2260 is used to switch the hand part of the model virtual character to a gesture shape corresponding to the target gesture posture in response to a selection operation of a target gesture posture among the at least one candidate gesture posture.

[0272] In some embodiments, the display module 2220 is used to display a left-hand selection control and a right-hand selection control; the editing module 2260 is used to, in response to a selection operation for a target gesture posture among the at least one candidate gesture posture and the left-hand selection control is in a selected state, switch the hand part on the left side of the model virtual character to display a gesture shape corresponding to the target gesture posture; or, in response to a selection operation for a target gesture posture among the at least one candidate gesture posture and the right-hand selection control is in a selected state, switch the hand part on the right side of the model virtual character to display a gesture shape corresponding to the target gesture posture.

[0273] In some embodiments, the display module 2220 is used to display a two-hand selection control;

[0274] The editing module 2260 is used to switch and display both hand parts of the model virtual character into gesture shapes corresponding to the target gesture posture in response to a selection operation on a target gesture posture among the at least one candidate gesture posture and the two-hand selection control is in a selected state.

[0275] In some embodiments, the designated body part includes: a facial part;

[0276] The display module 2220 is used to display at least one candidate expression posture of the facial part of the model virtual character;

[0277] The editing module 2260 is used for switching and displaying the facial part of the model virtual character to an expression shape corresponding to the target expression posture in response to a selection operation on the target expression posture of the at least one candidate expression posture.

[0278] In some embodiments, the target posture includes: a first target posture and a second target posture;

[0279] The editing module 2260 is used to generate at least one intermediate posture with the first target posture as the starting posture and the second target posture as the ending posture; in response to the selection operation of the intermediate posture, the specified body part on the model virtual character is switched to be displayed as the posture shape corresponding to the intermediate posture.

[0280] In some embodiments, the editing module 2260 is used to obtain first skeletal position data of the specified body part in the first target posture; and obtain second skeletal position data of the specified body part in the second target posture; the first skeletal position data, the second skeletal position data and the expected number of postures are input into a neural network model to obtain the expected number of intermediate postures.

[0281] In some embodiments, the display module 2220 is also used to display at least one preset candidate posture option; the editing module 2260 is used to set the initial posture of the model virtual character in the virtual environment to a first posture corresponding to the first posture option in response to a selection operation of a first posture option among the at least one candidate posture option.

[0282] In some embodiments, the display module 2220 is also used to display the at least one generated posture option, which is a posture option corresponding to the modeling work obtained by user-defined editing; the editing module 2260 is used to respond to the selection operation of the second posture option in the at least one generated posture option, and set the initial posture of the model virtual character in the virtual environment to a second posture corresponding to the second posture option.

[0283] In some embodiments, the apparatus further comprises: a generating module 2280 for generating, based on the custom gesture presented by the model virtual character, gesture data for applying the custom gesture to the virtual character controlled by at least one account.

[0284] In some embodiments, the device is logged with a first account, and the device further comprises:

[0285] An application module 2292, configured to display the first virtual character in the custom character posture in response to the operation of applying the custom character posture to the first virtual character;

[0286] The first virtual character is a virtual character controlled by the first account.

[0287] In some embodiments, the device is logged with a first account, and the device further comprises:

[0288] A sharing module 2294, configured to, in response to an operation of sharing the custom character posture to a second account, display sharing information of the custom posture in a network space to which the second account has access rights, so that the second account can apply the custom posture on a second virtual character;

[0289] The second virtual character is a virtual character controlled by the second account.

[0290] In some embodiments, the device is logged with a first account, and the device further comprises:

[0291] A sharing module 2294, configured to, in response to an operation of sharing the custom gesture to a designated group, display sharing information of the custom gesture in the designated group so that a third account in the designated group can apply the custom gesture on a third virtual character;

[0292] The third virtual character is a virtual character controlled by the third account.

[0293] It should be noted that: the device provided in the above embodiment is only illustrated by the division of the above functional modules in the process of editing the posture of complex parts. In actual application, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. The specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0294] Fig.23 A structural block diagram of a computer device 2300 provided by an exemplary embodiment of the present application is shown.

[0295] Typically, the computer device 2300 includes: a processor 2301 and a memory 2302 .

[0296] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of digital signal processing (DSP), field programmable gate array (FPGA), and programmable logic array (PLA). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2301 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0297] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one instruction, which is used to be executed by the processor 2301 to implement the posture editing method of the virtual character provided in the method embodiment of the present application.

[0298] In some embodiments, the computer device 2300 may also optionally include: an input interface 2303 and an output interface 2304. The processor 2301, the memory 2302, and the input interface 2303 and the output interface 2304 may be connected via a bus or a signal line. Each peripheral device may be connected to the input interface 2303 and the output interface 2304 via a bus, a signal line or a circuit board. The input interface 2303 and the output interface 2304 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 may be implemented on a separate chip or circuit board, which is not limited in the embodiments of the present application. Those skilled in the art will appreciate that the structure shown above does not constitute a limitation on the computer device 2300 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0299] In an exemplary embodiment, a computer device is also provided. The computer device includes: a processor and a memory. The memory stores a computer program. The computer program is loaded and executed by the processor to implement the posture editing method of a complex part as described above.

[0300] In an exemplary embodiment, a chip is also provided, the chip including a programmable logic circuit and / or program instructions, and a server or terminal equipped with the chip is used to implement the posture editing method of a complex part as described above.

[0301] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein at least one program is stored in the storage medium, and when the at least one program is executed by a processor, it is used to implement the posture editing method of the complex part as described above. Optionally, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0302] In an exemplary embodiment, a computer program product is also provided, which includes a computer program, the computer program is stored in a computer-readable storage medium, a processor reads the computer program from the computer-readable storage medium, and the processor executes the computer program to implement the posture editing method of complex parts as described above.

Claims

1. A method for editing the posture of a complex part, characterized in that: The method comprises: displaying a model avatar located in a virtual environment; Displaying at least one candidate posture of a designated body part of the model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape; In response to a selection operation for a target posture among the at least one candidate posture, the designated body part on the model virtual character is switched to be displayed as a posture shape corresponding to the target posture.

2. The method according to claim 1, characterized in that The designated body parts include: hand parts; The step of displaying at least one candidate posture of a designated body part of the model virtual character comprises: Displaying at least one candidate hand gesture posture of the hand part of the model virtual character; In response to the selection operation of the target posture among the at least one candidate posture, switching and displaying the designated body part on the model virtual character to a posture shape corresponding to the target posture includes: In response to a selection operation on a target hand gesture among the at least one candidate hand gesture, the hand part on the model virtual character is switched to be displayed as a hand gesture shape corresponding to the target hand gesture.

3. The method according to claim 2, characterized in that The method further comprises: Display left-hand selection controls and right-hand selection controls; In response to the selection operation of the target gesture posture among the at least one candidate gesture posture, switching and displaying the hand part on the model virtual character to a gesture shape corresponding to the target gesture posture comprises: In response to a selection operation for a target hand gesture among the at least one candidate hand gesture and the left hand selection control is in a selected state, switching the hand part on the left side of the model virtual character to be displayed as a hand gesture shape corresponding to the target hand gesture; or, In response to a selection operation for a target gesture posture among the at least one candidate gesture posture and the right hand selection control being in a selected state, the hand part on the right side of the model virtual character is switched to be displayed as a gesture shape corresponding to the target gesture posture.

4. The method according to claim 2, characterized in that: The method further comprises: Display two-handed selection controls; In response to the selection operation of the target gesture posture among the at least one candidate gesture posture, switching and displaying the hand part on the model virtual character to a gesture shape corresponding to the target gesture posture comprises: In response to a selection operation for a target gesture posture among the at least one candidate gesture posture and the two-hand selection control being in a selected state, both of the hand parts on the model virtual character are switched to be displayed as gesture shapes corresponding to the target gesture posture.

5. The method according to claim 1, characterized in that The designated body parts include: facial parts; The step of displaying at least one candidate posture of a designated body part of the model virtual character comprises: Display at least one candidate expression posture of the facial part of the model avatar; In response to the selection operation of the target posture among the at least one candidate posture, switching and displaying the designated body part on the model virtual character to a posture shape corresponding to the target posture includes: In response to a selection operation on a target expression posture among the at least one candidate expression posture, the facial part on the model virtual character is switched to be displayed as an expression shape corresponding to the target expression posture.

6. The method according to any one of claims 1 to 5, characterized in that: The target posture includes: a first target posture and a second target posture; The method further comprises: Using the first target posture as a starting posture and the second target posture as an ending posture, generating at least one intermediate posture; In response to the selection operation of the intermediate posture, the designated body part of the model virtual character is switched to be displayed as a posture shape corresponding to the intermediate posture.

7. The method according to claim 6, characterized in that The step of taking the first target posture as the starting posture and the second target posture as the ending posture and generating at least one intermediate posture comprises: Acquire first skeletal position data of the designated body part in the first target posture; and acquire second skeletal position data of the designated body part in the second target posture; The first bone position data, the second bone position data and the expected number of postures are input into a neural network model to obtain the expected number of intermediate postures.

8. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying at least one preset candidate posture option; In response to a selection operation of a first posture option among the at least one candidate posture option, an initial posture of the model virtual character in the virtual environment is set to a first posture corresponding to the first posture option.

9. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Displaying the at least one generated posture option, wherein the at least one generated posture option is a posture option corresponding to the work obtained by user-defined editing; In response to a selection operation of a second posture option among the at least one generated posture option, an initial posture of the model virtual character in the virtual environment is set to a second posture corresponding to the second posture option.

10. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Based on the custom gesture presented by the model virtual character, gesture data for applying the custom gesture on the virtual character controlled by at least one account is generated.

11. The method according to any one of claims 1 to 5, characterized in that: The method is executed by a client that logs in to the first account, and the method further includes: In response to applying the custom character posture to a first virtual character, displaying the first virtual character in the custom character posture; The first virtual character is a virtual character controlled by the first account.

12. The method according to any one of claims 1 to 5, characterized in that: The method is executed by a client that logs in to the first account, and the method further includes: In response to the operation of sharing the custom character posture to the second account, displaying sharing information of the work corresponding to the custom posture in a network space to which the second account has access rights, so that the second account can apply the custom posture on the second virtual character; The second virtual character is a virtual character controlled by the second account.

13. The method according to any one of claims 1 to 5, characterized in that: The method is executed by a client that logs in to the first account, and the method further includes: In response to an operation of sharing the custom gesture to a designated group, displaying sharing information of the work corresponding to the custom gesture in the designated group so that a third account in the designated group can apply the custom gesture on a third virtual character; The third virtual character is a virtual character controlled by the third account.

14. A complex part posture editing device, characterized in that: The device comprises: A display module, used for displaying a model virtual character in a virtual environment; A selection module, used for displaying at least one candidate posture of a designated body part of the model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape; The editing module is used for switching and displaying the designated body part on the model virtual character into a posture shape corresponding to the target posture in response to a selection operation on the target posture in the at least one candidate posture.

15. A computer device, characterized in that: The computer device comprises: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the posture editing method for complex parts as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the posture editing method of a complex part as described in any one of claims 1 to 13.

17. A computer program product, characterized in that The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the posture editing method of a complex part as described in any one of claims 1 to 13.

18. A chip, characterized in that: The chip includes a programmable logic circuit and / or program instructions, and a computer device equipped with the chip is used to implement the posture editing method for complex parts as described in any one of claims 1 to 13.