Body part orientation editing method and device, equipment and storage medium
By providing the orientation editing method of body parts in a three-dimensional virtual environment, users can customize the pose of virtual characters, solving the problem of insufficient fineness of pose control in the existing technology, realizing the generation and sharing of custom poses, and improving user experience .
Patent Information
- Application Number
- CN202310748929.1
- 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
The fineness of virtual character pose control in existing three-dimensional virtual environments is limited, and user-defined pose editing cannot be achieved.
It provides a method of editing the orientation of the body part. By displaying the model virtual character and its orientation control control for the designated body part, in response to user operations, control the designated body part of the virtual character to face the pointed position, and realizes the generation and application of a custom posture.
It provides users with a convenient pose editing solution, allowing various custom poses to be generated, and supports UGC generation, application and sharing, enhancing the flexibility and user experience of virtual character control.
Smart Images

Figure CN119174912A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of three-dimensional virtual environments, and in particular, to a method, device, equipment, and storage medium for editing the orientation of body 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. The user can operate the virtual character to move in a specified direction in a three-dimensional virtual environment.
[0004] However, the above control method can only be used to control according to the pre-set skeletal animation, and the control precision is limited. Summary of the invention
[0005] The present application provides a method, device, equipment and storage medium for editing the orientation of a body part. The technical solution is as follows:
[0006] According to one aspect of the present application, a method for editing the orientation of a body part is provided, the method comprising:
[0007] displaying a model avatar located in a virtual environment;
[0008] Displaying a direction control control of a designated body part of the model virtual character, the designated body part;
[0009] In response to a trigger operation on the orientation control, a designated body part of the model virtual character is controlled to be oriented toward a position indicated by the orientation control in the virtual environment.
[0010] According to one aspect of the present application, a device for editing the orientation of a body part is provided, the device comprising:
[0011] A display module, used for displaying a model virtual character in a virtual environment; and displaying a direction control control for a designated body part of the model virtual character;
[0012] The editing module is used for controlling the designated body part of the model virtual character to face the position indicated by the direction control control in the virtual environment in response to a trigger operation on the direction control control.
[0013] 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 method for editing the orientation of a body part as described above.
[0014] 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 method for editing the orientation of a body part as described above.
[0015] According to another aspect of the present application, a computer program product is provided. The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the method for editing the orientation of a body part as described above.
[0016] According to another aspect of the present application, a chip is provided, the chip comprising a programmable logic circuit and / or program instructions, and a computer device equipped with the chip is used to implement the method for editing the orientation of a body part as described above.
[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0018] By providing players with orientation control controls for body parts, in response to a trigger operation on the orientation control controls, the designated body parts of the model virtual character are controlled to face the position indicated by the orientation control controls in the virtual environment, thereby providing a function of adjusting the orientation of the designated body parts of the virtual character, providing players with a convenient posture editing solution, and allowing users to editably generate a variety of custom postures so that the generated custom postures can be subsequently applied to virtual characters controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character postures. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] 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.
[0020] Figure 1 A structural block diagram of a computer system provided by an embodiment of the present application is shown;
[0021] Figure 2 An interface diagram of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0022] Figure 3 A flow chart of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0023] Figure 4 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;
[0024] Figure 5 A flowchart showing a method for starting a gesture editing function provided by an embodiment of the present application is shown;
[0025] Figure 6 A schematic diagram showing a first entry of a gesture editing function provided by an embodiment of the present application is shown;
[0026] Figure 7 A schematic diagram showing a second entrance of a gesture editing function provided by an embodiment of the present application is shown;
[0027] 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;
[0028] Fig. 9 A flowchart of a method for setting an initial posture provided by an embodiment of the present application is shown;
[0029] Fig.10 A schematic diagram of a skeleton model of a virtual character provided by an embodiment of the present application is shown;
[0030] Fig.11 A flow chart of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0031] Fig.12 A flow chart of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0032] Fig.13 A flow chart of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0033] Fig.14 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;
[0034] Fig.15 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;
[0035] Fig.16 A flowchart of a method for saving a custom gesture provided by an embodiment of the present application is shown;
[0036] Fig.17 A flowchart showing a method for applying a custom gesture provided by an embodiment of the present application is shown;
[0037] Fig.18 A schematic diagram showing an application interface of a custom gesture provided by an embodiment of the present application is shown;
[0038] Fig.19 A schematic diagram showing a sharing interface for a custom gesture provided by an embodiment of the present application is shown;
[0039] Fig. 20 A schematic diagram showing a sharing interface for a custom gesture provided by an embodiment of the present application is shown;
[0040] Fig.21 A flow chart of a method for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0041] Fig. 22 A schematic diagram of the structure of a device for editing the orientation of a body part provided by an embodiment of the present application is shown;
[0042] Fig.23 A structural block diagram of a computer device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION
[0043] 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.
[0044] 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.
[0045] 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.
[0046] First, the related technologies involved in the embodiments of this application are briefly introduced:
[0047] 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.
[0048] 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.
[0049] 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.
[0050] Inverse Kinematics (IK): is a technology used to confirm the skeleton posture of a virtual character. If the skeleton model of the virtual character is regarded as a well-defined skeleton chain structure, the skeleton part located at the root of the skeleton chain can be called the root skeleton, and the skeleton part located at the end of the skeleton chain can be called the terminal skeleton. Schematically, the IK technology can solve the position, angle and other information of each joint on the skeleton chain to which the terminal skeleton belongs, on the premise of determining the target position of the terminal skeleton, so that the terminal skeleton of the virtual character can be moved to the target position, and the technology of obtaining the overall posture of the skeleton chain through the position information of the terminal skeleton is realized. Of course, it is also possible to solve the position of other bones on the skeleton chain in the virtual environment on the premise of determining the position of an intermediate skeleton on the skeleton chain, and the embodiments of the present application are not limited to this.
[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 posture work to facilitate the application or sharing of the custom posture on various virtual characters controlled by different accounts. The posture work can be considered a UGC work.
[0052] Style Book: Users collect their own generated posture works and other users' collected posture works in the same network space or program function, which is called a style book.
[0053] Convenient Editing Mode: By dragging a bone point of the virtual character, other bones on the same bone chain as the bone point will be changed at the same time, so as to adjust the posture of the virtual character. Since one drag can change the position of multiple bones at the same time, it is called Convenient Editing Mode.
[0054] Expert Edit Mode: By rotating a bone point of the avatar, changing the position of the bone corresponding to the bone point, the posture of the avatar can be finely adjusted. Since each bone is finely adjusted separately, the posture of the avatar can be adjusted more subtly, which is called Expert Edit Mode.
[0055] Physiological angle limit of bone points: whether each bone point is open to x / y / z axis rotation, and the maximum and minimum rotation angle configuration of each bone point when rotating on the x / y / z axis.
[0056] Editable freedom limits of bone points: When each bone point rotates around the x / y / z axis, the maximum angle change that can be rotated is configured based on the system's preset initial posture, which is configured by the staff or user.
[0057] Sharing: Send user-generated gesture works to online groups, or share peer-to-peer to 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.
[0058] Collection: Save and collect gesture works generated and shared by others.
[0059] One-click application: Using the one-click application function, you can quickly apply the gesture works created by the current user or other users to the virtual character controlled by the current user.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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 posture 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.
[0064] Figure 1The computer system 100 includes at least one of a first terminal 110 , a server 120 and a second terminal 130 .
[0065] 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 posture works.
[0066] In some embodiments, the first terminal 110 may be considered as a first user using the first terminal 110 .
[0067] The first terminal 110 is connected to the server 120 via a wireless network or a wired network.
[0068] 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.
[0069] 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.
[0070] In some embodiments, the second terminal 130 may be considered as a second user using the second terminal 130 .
[0071] 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.
[0072] 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.
[0073] 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.
[0074] Figure 2 The interface schematic diagram of a method for editing the orientation of a body part provided by an embodiment of the present application is shown. A game client 111 supporting a virtual environment is running in a first terminal 110. A posture editor for body parts is provided in the game client 111. 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 and body parts on the model virtual character 22.
[0075] The embodiment of the present application provides a body part orientation editing mode. Taking the body parts as face parts and eye parts as an example, the editing mode includes two editing modes:
[0076] Method 1: Adjusting the face orientation
[0077] The gesture editing interface 20 displays editing controls related to facial orientation: a look forward control 241 , a look camera control 242 , and a follow camera control 243 .
[0078] In response to the user clicking the look forward control 241, the face of the model virtual character 22 is controlled to face the front of the body of the model virtual character 22; in response to the user clicking the look camera control 242, the face of the model virtual character 22 is controlled to face the center of the posture editing interface 20; in response to the user clicking the follow camera control 243, the face of the model virtual character 22 is controlled to always face the center of the posture editing interface 20.
[0079] Method 2: Adjusting the direction of your eyes
[0080] The gesture editing interface 20 displays editing controls related to eye orientation: a look forward control 261 , a look at the camera control 262 , and a follow the camera control 263 .
[0081] In response to the user clicking the look forward control 261, the eyes of the model virtual character 22 are controlled to face the front of the body of the model virtual character 22; in response to the user clicking the look camera control 262, the eyes of the model virtual character 22 are controlled to face the center of the posture editing interface 20; in response to the user clicking the follow camera control 263, the eyes of the model virtual character 22 are controlled to always remain facing the center of the posture editing interface 20.
[0082] The user can perform multiple pose edits on different designated body parts and / or skeletal points, thereby adjusting the pose of the model virtual character 22 to a desired custom pose 28. Then, the user can save the custom pose 28 as a pose work.
[0083] 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.
[0084] 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.
[0085] Figure 3 FIG. 1 is a flow chart showing a method for editing the orientation of a specified body part provided by an exemplary embodiment of the present application. 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:
[0086] Step 220: In response to the pose creation request, displaying the orientation editing interface of the model virtual character;
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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).
[0091] 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;
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] Step 260: Generate gesture data of the custom gesture based on the custom gesture presented by the model virtual character.
[0097] 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.
[0098] Furthermore, the gesture data and the attached information of the custom gesture are generated into a gesture work. The attached information includes at least one of the following information: the author's name, the creation time, the gesture data of the initial gesture corresponding to the custom gesture, and the like.
[0099] Optionally, the gesture work of the custom gesture is used to be applied to and / or shared on a virtual character controlled by at least one account.
[0100] In summary, the method provided in the embodiment of the present application provides players with a convenient posture editing solution. Users can editably generate various custom postures, and then apply the generated custom postures to virtual characters controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character postures.
[0101] 1. Entrance to the posture editing function
[0102] 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:
[0103] Step 222: Displaying an entry for the gesture editing function in the application of the terminal;
[0104] 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.
[0105] 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:
[0106] The first entry point for the posture editing function to create new edits based on system preset postures;
[0107] A second entry to the pose editing function for secondary editing based on the created pose.
[0108] Step 224: In response to the triggering operation on the entrance of the posture editing function, the orientation editing interface of the model virtual character is displayed.
[0109] 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.
[0110] In response to a trigger operation on the entrance of the posture editing function, a direction 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.
[0111] 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.
[0112] 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.
[0113] 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 orientation 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.
[0114] Exemplary references Figure 7 As shown, the created posture works are displayed in the styling record interface 10 of the application. In response to the selection operation of the first posture work, the introduction interface 12 of the first posture work is displayed. The first posture work is a posture work created by the first account or other accounts. The introduction interface 12 of the first posture work is displayed with 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 orientation 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 posture 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.
[0115] Schematic combination reference Figure 4 Several general function buttons are also displayed on the posture editing interface 20. For example:
[0116] · Casual clothes button 32;
[0117] 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.
[0118] 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.
[0119] Body shape switching button 33;
[0120] 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).
[0121] 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.
[0122] 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.
[0123] Undo button 34 and redo button 35;
[0124] 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.
[0125] Hide button 36;
[0126] 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 .
[0127] Lens control controls 37;
[0128] The images of the model virtual character 22 in the virtual environment are captured by a virtual camera model (referred to as lens). Figure 8It 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.
[0129] 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.
[0130] 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.
[0131] 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 virtual environment.
[0132] 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.
[0133] Reset lens button 38;
[0134] 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.
[0135] 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.
[0136] 2. How to determine the initial posture
[0137] 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:
[0138] Step 232: Display at least one preset posture option and / or at least one generated posture option;
[0139] 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.
[0140] In some embodiments, at least one generated gesture option is a gesture option corresponding to a gesture work collected by the first account.
[0141] 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.
[0142] 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.
[0143] For example, Figure 7 As shown, at least one preset posture option includes: blowing gesture, wishing gesture, fist-raising gesture, akimbo gesture, chest-hugging gesture, etc., which is not limited in the present application.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 3. Posture Editing Function
[0152] 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.
[0153] Exemplarily, the multiple skeleton chains include:
[0154] Head bone chain, including head bones and neck bones.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.
[0159] This application focuses on the relevant parts of the above-mentioned mode-oriented.
[0160] Fig.11 A flow chart of a method for editing the orientation of a body 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:
[0161] Step 320: Displaying a model virtual character in a virtual environment;
[0162] In the pose editing interface, a model virtual character located in a virtual environment is displayed.
[0163] Step 340: Displaying the orientation control widget of the designated body part of the model virtual character;
[0164] The designated body part is a partial body part of the model virtual character, such as at least one of a face part, an eye part, an ear part, a hair part, a hand part, and a leg part.
[0165] The heading control is a HUD control for controlling the heading of a specified body part of a model virtual character. The heading control indicates a position in a virtual environment. When the heading control is triggered, the specified body part of the model virtual character is controlled to face the reference object.
[0166] Illustratively, the direction control controls include: at least one of: a look forward control, a look lens control, a follow lens control, a look target control, and the like.
[0167] Step 360: In response to a trigger operation on a direction control control, controlling a designated body part of the model virtual character to face toward a position indicated by the direction control control in the virtual environment;
[0168] A heading control is a HUD control that assists in adjusting the heading of a body part. A heading control indicates a location in the virtual environment.
[0169] In some embodiments, in response to a trigger operation for a look-forward control, a designated body part of the model virtual character is controlled to face the front of the body; in some embodiments, in response to a trigger operation for a look-at-camera control, a designated body part of the model virtual character is controlled to face the center of the user interface (i.e., the posture editing interface); in some embodiments, in response to a trigger operation for a follow-camera control, a designated body part of the model virtual character is controlled to always face the center of the user interface.
[0170] In some embodiments, the designated body part of the model virtual character includes at least one of a facial part and an eye part.
[0171] In summary, the method provided in this embodiment provides players with orientation control controls for body parts, and in response to a trigger operation on the orientation control controls, controls the designated body parts of the model virtual character to face the position indicated by the orientation control controls in the virtual environment, thereby providing a function of adjusting the orientation of the designated body parts of the virtual character, and providing players with a convenient posture editing solution. Users can editably generate a variety of custom postures, and subsequently apply the generated custom postures to virtual characters controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for the postures of virtual characters.
[0172] Fig.12 A flowchart of a method for editing the orientation of a specified body 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:
[0173] Step 320: Displaying a model virtual character in a virtual environment;
[0174] In the pose editing interface, a model virtual character located in a virtual environment is displayed.
[0175] Step 341: displaying at least one orientation control control of a designated body part of the model virtual character: a look camera control, a follow camera control, and a look front control;
[0176] Schematic reference Figure 2 , the posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0177] Taking the example that the designated body parts of the model avatar 22 include the face part and the eye part, in response to the selection operation of the facing mode, a first group of orientation control controls for the face part and a second group of orientation control controls for the eye part are displayed.
[0178] The first group of orientation control controls includes: at least one of a first look forward control 241, a first look lens control 242, and a first follow lens control 243; the second group of orientation control controls includes: at least one of a second look forward control 261, a second look lens control 262, and a second follow lens control 263.
[0179] Step 361: In response to a trigger operation on a look-forward control, control a designated body part of the model virtual character to face the front of the model virtual character's body.
[0180] The forward-looking control is used to control the specified body part of the model virtual character to face forward. Fig.10 As introduced, the model virtual character 22 includes a plurality of skeletons, including a trunk skeleton.
[0181] In response to the trigger operation for the look forward control, the designated body part of the model virtual character 22 is controlled to face the reference point located directly in front of the trunk skeleton. Schematically, the trunk skeleton includes: at least one of the chest skeleton, waist skeleton, pelvic skeleton and clavicle skeleton.
[0182] In one example, two clavicle bones are connected to obtain a first line, and a chest bone and a pelvic bone are connected to obtain a second line. The plane where the first line and the second line are located is determined as the body plane of the model virtual character 22, and a point located at a first distance directly in front of the intersection of the first line and the second line is used as a reference point; the designated body part of the model virtual character is controlled to face directly in front of the body of the model virtual character.
[0183] In some embodiments, in response to a trigger operation on the first look forward control 241, the facial part of the model virtual character is controlled to be oriented toward a reference point located directly in front of the torso skeleton; in some embodiments, in response to a trigger operation on the second look forward control 261, the eye part of the model virtual character is controlled to be oriented toward a reference point located directly in front of the torso skeleton (i.e., the direction of the eyes).
[0184] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of a reference point located directly in front of the torso skeleton in the virtual environment, the coordinates of a specified body part of the model virtual character, and the upward direction of the model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the specified body part of the model virtual character. By transforming the specified body part of the model virtual character based on the view matrix, the specified body part of the model virtual character can be directed toward the reference point.
[0185] Step 362: In response to a trigger operation on the look-at-camera control, control a designated body part of the model virtual character to face toward a central position of the user interface;
[0186] A camera model is provided in the virtual environment, and the user interface includes a virtual environment image obtained by the camera model shooting the model virtual character. The look-at-camera control is a control for controlling a designated body part of the model virtual character to face the camera model.
[0187] In response to the trigger operation for the look-at-camera control, the designated body part of the model virtual character is controlled to face the camera model in the virtual environment. Schematically, the designated body part of the model virtual character is controlled to face the camera model in the virtual environment with the camera model's lens midpoint as a reference point.
[0188] In some embodiments, in response to the triggering operation on the first look-at-lens control 242, the facial part of the model virtual character is controlled to face the camera model in the virtual environment. For example, with the lens midpoint of the camera model as a reference point, the facial part of the model virtual character is controlled to face the lens midpoint of the camera model in the virtual environment.
[0189] In some embodiments, in response to the triggering operation on the second look-at-lens control 262, the eyes of the model virtual character are controlled to face the camera model in the virtual environment. For example, with the lens midpoint of the camera model as a reference point, the eyes of the model virtual character are controlled to face the lens midpoint of the camera model in the virtual environment.
[0190] Step 363: In response to the trigger operation on the follow-up lens control, control the designated body part of the model virtual character to face the central position of the user interface;
[0191] The look-at-camera control is used to control a specified body part of a model virtual character to face the camera model.
[0192] In response to the trigger operation for the look-at-camera control, the designated body part of the model virtual character is controlled to face the camera model in the virtual environment. Schematically, the designated body part of the model virtual character is controlled to face the camera model in the virtual environment with the camera model's lens midpoint as a reference point.
[0193] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of the camera model in the virtual environment, the coordinates of the designated body parts of the model virtual character, and the upward direction of the model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the designated body parts of the model virtual character. By transforming the designated body parts of the model virtual character based on the view matrix, the direction of the designated body parts of the model virtual character can be changed to follow the position of the camera model.
[0194] In some embodiments, in response to the triggering operation on the first follow-up lens control 243, the facial part of the model virtual character is controlled to face the camera model in the virtual environment. For example, with the lens midpoint of the camera model as a reference point, the facial part of the model virtual character is controlled to face the lens midpoint of the camera model in the virtual environment.
[0195] In some embodiments, in response to triggering the operation for the second follow-up lens control 263, the eyes of the model virtual character are controlled to face the camera model in the virtual environment. For example, with the lens midpoint of the camera model as a reference point, the eyes of the model virtual character are controlled to face the lens midpoint of the camera model in the virtual environment.
[0196] Step 364: In response to the lens control operation, changing the viewing direction of the user interface to the model virtual character;
[0197] refer to Figure 4 As shown, the posture editing interface 20 also provides a lens control function. The lens control control 37 is used to control the position of the lens in the virtual environment. Taking the lens control control 37 as a joystick as an example, 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.
[0198] 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.
[0199] 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 virtual environment.
[0200] In response to the lens control operation, the position of the camera model in the virtual environment is changed so as to change the viewing position of the camera model on the model virtual character.
[0201] Step 365: During the process of changing the viewing direction, control the designated body part of the model virtual character to remain facing the center position of the user interface.
[0202] When the camera model changes its viewing position, the designated body part of the model virtual character is controlled to keep facing the camera model in the virtual environment.
[0203] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of the camera model in the virtual environment, the coordinates of the designated body parts of the model virtual character, and the upward direction of the model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the designated body parts of the model virtual character. By transforming the designated body parts of the model virtual character based on the view matrix, the direction of the designated body parts of the model virtual character can be changed to follow the position of the camera model.
[0204] In some embodiments, in response to a trigger operation on the first follow-up lens control 243, the facial parts of the model virtual character 22 are controlled to face the camera model in the virtual environment; in response to a control operation on the lens control control, the observation position of the camera model relative to the model virtual character is changed; in the process of the camera model changing the observation position, the facial parts of the model virtual character are controlled to face the camera model in the virtual environment.
[0205] In some embodiments, in response to a trigger operation on the second follow-up lens control 263, the eye part of the model virtual character 22 is controlled to face the camera model in the virtual environment; in response to a control operation on the lens control control, the observation position of the camera model relative to the model virtual character is changed; in the process of the camera model changing the observation position, the eye part of the model virtual character is controlled to face the camera model in the virtual environment.
[0206] Step 370: When the body part is dragged to the restricted position, keep the body part at the restricted position;
[0207] When a body part is dragged to a restricted position, if a drag operation in the same drag direction is continued, the body part is kept in the restricted position. In other words, when the body part is kept in the restricted position, the drag control no longer responds to edit operations beyond the restricted position, but can still respond to edit operations in the direction that does not exceed the restricted position.
[0208] The restricted position includes at least one of a first restricted position and a second restricted position.
[0209] The first restricted position is set based on the physiological angle limit of the skeleton of the model virtual character. For example, there is a limit on the angle of the human arm when twisting backwards, and there is a limit on the angle of the human head when tilting back.
[0210] The second restricted position is set based on the editing freedom limit. The editing freedom can be set by the developer or the user. For example, after creating a custom pose, the user does not want the waist design in the custom pose to be greatly changed, so the editing freedom limit can be set for the waist of the custom pose. After that, other users can only make small adjustments to the waist of the model avatar within the editing freedom limit.
[0211] 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.
[0212] 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 for 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. The posture data of the custom posture can be absolute posture data or relative posture data, and the relative posture data is used to indicate the offset value of the custom posture relative to the initial posture.
[0213] The posture data and attached information of the custom posture will be saved as the posture 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.
[0214] The gesture work of the custom gesture 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.
[0215] To sum up, the method provided in this embodiment provides players with a look-at-camera control, and in response to a trigger operation on the look-at-camera control, controls the head of the model virtual character to face the center of the screen, thereby providing a one-click orientation adjustment function for designated body parts of the virtual character, and providing players with a convenient editing solution for looking-at-camera posture.
[0216] The method provided in this embodiment provides a look-forward control to the player, and in response to a trigger operation on the look-forward control, controls the head of the model virtual character to face the front of the body, thereby providing a one-click orientation adjustment function for the virtual character's body parts, providing a convenient editing solution for the look-forward posture for the player, and facilitating the user to quickly return the orientation of the specified body part to the default position during multiple adjustments.
[0217] The method provided in this embodiment provides a follow-up lens control to the player. In response to a trigger operation on the follow-up lens control, the designated body part of the model virtual character is controlled to always face the center of the screen, thereby providing a dynamic following function for the designated body part of the virtual character. Even if the lens position is adjusted differently during the adjustment process to obtain a good shooting position, there is no need to adjust the direction of the designated body part again, thereby providing a convenient editing solution for the camera viewing posture for the player.
[0218] Fig.13 A flowchart of a method for editing the orientation of a specified body 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:
[0219] Step 320: Displaying a model virtual character in a virtual environment;
[0220] In the pose editing interface, a model virtual character located in a virtual environment is displayed.
[0221] Step 330: In response to the object adding operation, add all or part of at least one candidate object in the virtual environment;
[0222] The types of candidate objects include: at least one of: a rainbow, a meteor, a raindrop, a snowflake, a flying object, a vehicle, a swimming object, a plant, an animal, and a three-dimensional grid point.
[0223] In some embodiments, a plurality of object options or foreground options or background options are displayed in the gesture editing interface. In response to the operation of adding an object option, at least one candidate object is added to the virtual environment; in response to the operation of adding a foreground option, at least one foreground candidate object is added to the virtual environment; in response to the operation of adding a background option, at least one background candidate object is added to the virtual environment.
[0224] It should be noted that this step is optional. The candidate object may also be an object placed by default in the virtual environment.
[0225] Step 341: Displaying a target control and / or a dynamic control control of a designated body part of the model virtual character;
[0226] Schematic reference Fig.14 or Fig.15 , the posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0227] Taking the designated body parts of the model virtual character 22 including the face and the eyes as an example, in response to the selection operation of the facing mode, the first viewing target control 244 and the first dynamic control control 245 of the face are displayed; and the second viewing target control 264 and the second dynamic control control 265 of the eye are displayed.
[0228] Step 361: In response to a trigger operation on a look target control, display at least one candidate object in a to-be-selected state in the virtual environment;
[0229] The candidate object to be selected may be a candidate object displayed in a highlighted manner, which includes but is not limited to at least one of a bolding manner, a color changing manner, a flashing manner, and a shaking manner.
[0230] Step 362: In response to a selection operation of a target object from at least one candidate object, controlling a designated body part of the model virtual character to face toward the target object in the virtual environment;
[0231] Schematic reference Fig.14 At least one candidate object is a snowflake in the virtual environment. In response to the user's selection operation of a target snowflake 281 among the plurality of candidate snowflakes, a designated body part of the model virtual character 22 is controlled to face toward the target snowflake 281 .
[0232] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of the target snowflake in the virtual environment, the coordinates of the designated body part of the model virtual character, and the upward direction of the model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the designated body part of the model virtual character. By transforming the designated body part of the model virtual character based on the view matrix, the designated body part of the model virtual character can be directed toward the target object.
[0233] In response to a trigger operation on the first viewing target control 244, at least one candidate object in the virtual environment that is in a state to be selected is displayed; in response to a selection operation of a target object among at least one candidate object, the facial part of the model virtual character is controlled to face the target object in the virtual environment.
[0234] In response to a trigger operation on the second viewing target control 264, at least one candidate object in the virtual environment to be selected is displayed; in response to a selection operation of a target object among the at least one candidate object, the eye area of the model virtual character is controlled to face the target object in the virtual environment.
[0235] Step 363: In response to a trigger operation on the dynamic control component, display at least one candidate object in a state to be selected in the virtual environment;
[0236] The candidate object to be selected may be a candidate object displayed in a highlighted manner, which includes but is not limited to at least one of a bolding manner, a color changing manner, a flashing manner, and a shaking manner.
[0237] Step 364: In response to the selection operation of the first object and the second object from at least one candidate object, the position of the first object is used as the starting orientation position, and the position of the second object is used as the ending orientation position, and the designated body part of the model virtual character is controlled to transition from the starting orientation position to the ending orientation position;
[0238] Schematic reference Fig.15 , at least one candidate object is a snowflake located in the virtual environment. In response to the user's selection operation of the first snowflake 282 and the second snowflake 283 among the multiple candidate snowflakes, the position of the first snowflake 282 is used as the starting orientation position, and the position of the second snowflake 283 is used as the ending orientation position, and the change process of the designated body part of the model virtual character 22 is controlled to transition from the starting orientation position to the ending orientation position.
[0239] In some embodiments, a LookAT function is provided in the posture editor, which takes the coordinates of the starting orientation position in the virtual environment, the coordinates of the designated body part of the model virtual character, and the upward direction of the model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the designated body part of the model virtual character. By transforming the designated body part of the model virtual character based on the view matrix, the designated body part of the model virtual character can be directed toward the starting orientation position.
[0240] A line between the starting orientation position and the ending orientation position is determined, and the orientation of the designated body part of the model virtual character is controlled to change along the line from the starting orientation position to the ending orientation position. In some embodiments, the change process is a continuous change process; in some embodiments, n points are selected on the line, and the orientation of the designated body part of the model virtual character is controlled to gradually transition from the starting orientation position along the n points to the ending orientation position, and each point is stayed at a preset time, such as 1 second.
[0241] Step 365: In response to the selection operation during the change process, controlling the orientation of the designated body part of the model virtual character to stop changing and maintain an intermediate orientation position during the change process;
[0242] Schematic reference Fig.15 During the change process, a sliding control is also displayed, and a height 284 on the sliding control is used to indicate the intermediate orientation position of the designated body part of the model virtual character 22 during the change process. In response to a pause operation or a positioning operation on the joystick, the orientation of the designated body part of the model virtual character can be controlled to stop changing and remain at an intermediate orientation position during the change process.
[0243] Step 370: When the designated body part is dragged to the restricted position, keep the designated body part at the restricted position;
[0244] When a specified body part is dragged to a restricted position, if a drag operation in the same drag direction is continued, the body part is kept in the restricted position. In other words, when the body part is kept in the restricted position, the drag control no longer responds to edit operations beyond the restricted position, but can still respond to edit operations in the direction that does not exceed the restricted position.
[0245] The restricted position includes at least one of a first restricted position and a second restricted position.
[0246] The first restricted position is set based on the physiological angle limit of the skeleton of the model virtual character. For example, there is a limit on the angle of the human arm when twisting backwards, and there is a limit on the angle of the human head when tilting back.
[0247] The second restricted position is set based on the editing freedom limit. The editing freedom can be set by the developer or the user. For example, after creating a custom pose, the user does not want the waist design in the custom pose to be greatly changed, so the editing freedom limit can be set for the waist of the custom pose. After that, other users can only make small adjustments to the waist of the model avatar within the editing freedom limit.
[0248] 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.
[0249] 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 for 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. The posture data of the custom posture can be absolute posture data or relative posture data, and the relative posture data is used to indicate the offset value of the custom posture relative to the initial posture.
[0250] The posture data and attached information of the custom posture will be saved as the posture 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.
[0251] The gesture work of the custom gesture 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.
[0252] To sum up, the method provided in this embodiment provides a look target control to the player, and in response to a trigger operation on the look target control, controls the head of the model virtual character to be directed toward the object selected by the user, thereby providing the virtual character's specified body part to be directed toward the selected object, realizing the interactive function of the model virtual character's posture and the virtual environment, and providing a convenient editing solution for the orientation of body parts for the player.
[0253] The method provided in this embodiment provides a dynamic control widget to the player, and in response to a trigger operation on the dynamic control widget, controls the head of the model virtual character to face toward a position between two objects. This overcomes the defect of limited optional positions when specifying a certain object, and enables the model virtual character to face toward more positions in the virtual environment, providing players with a more selective orientation editing solution.
[0254] 4. Saving custom postures
[0255] 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:
[0256] Step 391: Display a save button for the custom gesture;
[0257] The Save button can be displayed in more than one place and at more than one time.
[0258] 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.
[0259] Step 392: Save the gesture data and auxiliary information of the custom gesture as a gesture work.
[0260] 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.
[0261] The posture data and attached information of the custom posture will be saved as the posture 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.
[0262] Optionally, the unique identifier of the above-mentioned custom posture is generated by the terminal or the server.
[0263] In summary, the method provided in this embodiment saves the gesture data and attached information of the custom gesture as a gesture work, and saves the gesture work as a UGC, so as to facilitate sharing and application of the custom gesture between different accounts.
[0264] 5. Application of custom gestures
[0265] 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:
[0266] 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;
[0267] The first virtual character is a virtual character controlled by a first account. The first account is an account currently logged in the client.
[0268] In some embodiments, illustratively, Fig.18 As 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 album panel 52 is displayed. Multiple posture works are displayed on the styling album panel 52, and each posture work corresponds to a system preset posture or a custom posture. Optionally, the styling album 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 album panel 52, the second menu bar "My" is used to trigger the display of at least one generated posture option in the styling album panel 52, and the third menu bar "All" is used to trigger the display of all posture options owned or included by the current account in the styling album panel 52.
[0269] Illustratively, in response to the user's selection operation on the gesture work "Single-player Solution 1", the custom gesture corresponding to the gesture work "Single-player Solution 1" is applied to the first virtual character.
[0270] In some embodiments, the user can also select a pose work to apply to the first virtual character through "photography interface → action → pose → list on the right".
[0271] In some embodiments, Figure 7 As shown in the top interface diagram in the figure, in the introduction interface 12 of the first posture work, in response to a trigger operation on the application control of the first posture work, the first posture work can also be applied to the first virtual character.
[0272] 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.
[0273] 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.
[0274] Step 394: In response to the operation of sharing the custom gesture to the second account, displaying sharing information of the gesture 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;
[0275] The second virtual character is a virtual character controlled by the second account.
[0276] 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, sharing information of the gesture 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.
[0277] In some embodiments, illustratively, Fig.19 As shown, a "Send to" button 61 is displayed on the introduction interface of the gesture 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 mentor-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.
[0278] In some embodiments, the shared information displays the name, creator, creation time, preview image, etc. of the gesture work. In response to the triggering operation on the shared information, the relevant data of the gesture work is saved in the style catalog of the second account.
[0279] 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.
[0280] 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.
[0281] Step 395: In response to the operation of sharing the custom gesture to the designated group, displaying sharing information of the gesture 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 the third virtual character;
[0282] The third virtual character is a virtual character controlled by a third account.
[0283] 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.
[0284] In some embodiments, illustratively, Fig.19 and Fig. 20 As shown, a "Send to" button 61 is displayed on the introduction interface of the gesture 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 gesture work through the sharing message 64, and click the sharing message 64 to apply the custom gesture to the virtual character controlled by themselves.
[0285] In some embodiments, the shared information displays the name, creator, creation time, preview image, etc. of the gesture work. In response to the triggering operation on the shared information, the relevant data of the gesture work is saved in the style catalog of the third account.
[0286] 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.
[0287] Fig.21 A flowchart of a method for editing the orientation of a specified body part provided by an exemplary embodiment of the present application is shown. The method is executed by a terminal, in which a client for logging into a first account is running. The method includes:
[0288] 1. Start;
[0289] Users can open the shape editor through the shape editor entrance in the client.
[0290] 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.
[0291] 2. Select the initial posture;
[0292] 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.
[0293] 3. Customize the orientation of body parts;
[0294] The player selects the body part that needs to be edited. At this time, he can choose to edit the line of sight function to adjust the line of sight of the virtual character. Then the corresponding interactive interface will appear. The interactive interface will default to the initial state of the virtual character, that is, the line of sight state before adjustment. Then the player can choose to look at the camera, which will automatically turn the virtual character's eyes to the current position of the camera. There is also a free mode. When the player selects this mode, a 3D positioning ball will be generated in the scene, making the virtual character look at that position. The player can move and change the position of the ball in the scene, and the virtual character's eyes will always turn to the ball.
[0295] 4. Detection limitations;
[0296] When the user adjusts the skeleton, the modeling system needs to detect at least one of the following limitations:
[0297] (1) Skeletal physiological rotation angle limit: The x / y / z three-axis limit rotation angle of each bone. This limit rotation angle is planned and configured to control it not to exceed the physiological limit of the model virtual character.
[0298] (2) Skeleton editing freedom rotation angle limit: The x / y / z three-axis rotation angle limit of each bone is set to control the change amount and not deviate too much from the initial posture.
[0299] 5. Save data;
[0300] 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.
[0301] 6. Storage and application;
[0302] Users can make secondary modifications to saved pose works, or name them for easy management; they can also click Apply on the pose / work interface, obtain server storage data through a unique ID, and apply the pose data to the virtual character they control, so that the virtual character they control can pose in the custom pose.
[0303] 7. Share and collect.
[0304] Users can forward the plan to others, who can see the preview cover image of the gesture work and the author's related information. Users can also click on the gesture works shared by others to collect them and save them in their own gesture collection; or directly click on the gesture work to apply it and use the gesture works shared by others for the virtual character controlled by themselves.
[0305] 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.
[0306] Fig. 22 A schematic diagram of a device for editing the orientation of a designated body part provided by an exemplary embodiment of the present application is shown. The device comprises:
[0307] The display module 2220 is used to display a model virtual character in a virtual environment; and to display a direction control control of a designated body part of the model virtual character; the designated body part is a local body part of the model virtual character;
[0308] The editing module 2240 is used to control the designated body part of the model virtual character to face the position indicated by the direction control control in the virtual environment in response to the trigger operation on the direction control control.
[0309] In some embodiments, the orientation control controls include: a look-at-the-lens control;
[0310] The editing module 2240 is used to control the designated body part of the model virtual character to face the center position of the user interface in response to the triggering operation of the look-at-the-camera control.
[0311] In some embodiments, a camera model is provided in the virtual environment, and the user interface includes a virtual environment image obtained by the camera model photographing the model virtual character;
[0312] The editing module 2240 is used to control the designated body part of the model virtual character to face the camera model in the virtual environment in response to a trigger operation on the look-at-the-camera control.
[0313] In some embodiments, the heading control controls include: a follow lens control;
[0314] The editing module 2240 is used to control the designated body part of the model virtual character to face the center position of the user interface in response to the trigger operation of the follow lens control; change the viewing direction of the user interface to the model virtual character in response to the lens control operation; and control the designated body part of the model virtual character to remain facing the center position of the user interface during the change of the viewing direction.
[0315] In some embodiments, a camera model is provided in the virtual environment, and the user interface includes a virtual environment image obtained by the camera model photographing the model virtual character;
[0316] The editing module 2240 is used to change the observation position of the camera model relative to the model virtual character in response to the control operation of the lens control control; when the camera model changes the observation position, control the specified body part of the model virtual character to face the camera model in the virtual environment.
[0317] In some embodiments, the heading control controls include: a look forward control;
[0318] The editing module 2240 is used to control the designated body part of the model virtual character to face the front of the body of the model virtual character in response to the triggering operation on the look forward control.
[0319] In some embodiments, the model avatar includes a torso skeleton;
[0320] The editing module 2240 is used to control the designated body part of the model virtual character to face the reference point located directly in front of the torso skeleton in response to the trigger operation on the look forward control.
[0321] In some embodiments, the heading control control includes: a look target control;
[0322] The display module 2220 is used to display at least one candidate object in the virtual environment in a state to be selected in response to a trigger operation on the look target control;
[0323] The editing module 2240 is used to control the designated body part of the model virtual character to face the target object in the virtual environment in response to the selection operation of the target object among the at least one candidate object.
[0324] In some embodiments, the orientation control control includes: a dynamic control control;
[0325] The display module 2220 is used to display at least one candidate object in a to-be-selected state in the virtual environment in response to a trigger operation on the dynamic control widget;
[0326] The editing module 2240 is used for controlling the change process of the designated body part of the model virtual character from the starting orientation position to the ending orientation position in response to the selection operation of the first object and the second object in the at least one candidate object, with the first object as the starting orientation position and the second object as the ending orientation position;
[0327] The editing module 2240 is used to control the orientation of the designated body part on the model virtual character to stop changing and maintain it at an intermediate orientation position during the change process in response to a selection operation during the change process.
[0328] In some embodiments, the editing module 2240 is configured to add all or part of the at least one candidate object to the virtual environment in response to an object adding operation;
[0329] The types of the candidate objects include: at least one of: a rainbow, a meteor, a raindrop, a snowflake, a flying object, a vehicle, a swimming object, a plant, an animal, and a three-dimensional grid point.
[0330] In some embodiments, the editing module 2240 is configured to stop changing the position of the orientation control control in the virtual environment when the orientation control control is dragged to a restricted position;
[0331] The restricted position includes at least one of a first restricted position and a second restricted position, wherein the first restricted position is set based on the physiological angle limit of the limbs of the model virtual character, and the second restricted position is set based on the editing freedom limit.
[0332] In some embodiments, the display module 2220 is also used to display at least one preset candidate posture option; the editing module 2240 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.
[0333] 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 posture work obtained by user-defined editing; the editing module 2240 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.
[0334] In some embodiments, the apparatus further comprises: a generating module 2260 for generating, based on the custom gesture presented by the model virtual character, a gesture work for applying the custom gesture on a virtual character controlled by at least one account.
[0335] In some embodiments, the device is logged with a first account, and the device further comprises:
[0336] An application module 2280, configured to display the first virtual character in the custom character posture in response to an operation of applying the custom character posture to the first virtual character;
[0337] The first virtual character is a virtual character controlled by the first account.
[0338] In some embodiments, the device is logged with a first account, and the device further comprises:
[0339] The sharing module 2290 is used for displaying the sharing information of the gesture work corresponding to the custom gesture in the network space to which the second account has access rights in response to the operation of sharing the custom character gesture to the second account, so that the second account can apply the custom gesture on the second virtual character;
[0340] The second virtual character is a virtual character controlled by the second account.
[0341] In some embodiments, the device is logged with a first account, and the device further comprises:
[0342] The sharing module 2290 is configured to, in response to an operation of sharing the custom gesture to a designated group, display sharing information of the gesture 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;
[0343] The third virtual character is a virtual character controlled by the third account.
[0344] It should be noted that: the device provided in the above embodiment only uses the division of the above functional modules as an example in the process of editing the orientation of the body part. 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.
[0345] Fig.23 A structural block diagram of a computer device 2300 provided by an exemplary embodiment of the present application is shown.
[0346] Typically, the computer device 2300 includes: a processor 2301 and a memory 2302 .
[0347] 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.
[0348] 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 gesture editing method provided in the method embodiment of the present application.
[0349] 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.
[0350] 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 method for editing the orientation of a specified body part as described above.
[0351] 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 method for editing the orientation of a specified body part as described above.
[0352] 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 orientation editing method of a specified body 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.
[0353] 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 orientation editing method of a specified body part as described above.
Claims
1. A method for editing the orientation of a body part, characterized in that: The method comprises: displaying a model avatar located in a virtual environment; Displaying a direction control control of a designated body part of the model virtual character, wherein the designated body part is a local body part of the model virtual character; In response to a trigger operation on the orientation control, a designated body part of the model virtual character is controlled to be oriented toward a position indicated by the orientation control in the virtual environment.
2. The method according to claim 1, characterized in that The orientation control controls include: a look-at-the-lens control; In response to the trigger operation on the orientation control control, controlling the designated body part of the model virtual character to face the position indicated by the orientation control control in the virtual environment comprises: In response to a trigger operation on the look-at-the-lens control, a designated body part of the model virtual character is controlled to face toward a central position of the user interface.
3. The method according to claim 2, characterized in that A camera model is provided in the virtual environment, and the user interface includes a virtual environment picture obtained by the camera model shooting the model virtual character; In response to the triggering operation on the look-at-the-lens control, controlling the designated body part of the model virtual character to face the central position of the user interface comprises: In response to a trigger operation on the look-at-the-lens control, a designated body part of the model virtual character is controlled to face toward the camera model in the virtual environment.
4. The method according to claim 1, characterized in that: The orientation control controls include: follow-up lens controls; In response to the trigger operation on the orientation control control, controlling the designated body part of the model virtual character to face the position indicated by the orientation control control in the virtual environment comprises: In response to a trigger operation on the follow-up camera control, controlling a designated body part of the model virtual character to face toward a central position of a user interface; In response to the lens control operation, changing the viewing direction of the user interface to the model virtual character; During the process of changing the viewing direction, the designated body part of the model virtual character is controlled to remain facing the center position of the user interface.
5. The method according to claim 4, characterized in that A camera model is provided in the virtual environment, and the user interface includes a virtual environment picture obtained by the camera model shooting the model virtual character; The step of changing the viewing direction of the user interface to the model virtual character in response to the control operation on the lens control widget comprises: In response to a control operation on the lens control widget, changing a viewing position of the camera model relative to the model avatar; In the process of changing the viewing direction, controlling the designated body part of the model virtual character to remain facing the central position of the user interface includes: When the camera model changes the observation position, a designated body part of the model virtual character is controlled to face toward the camera model in the virtual environment.
6. The method according to claim 1, characterized in that The orientation control controls include: a look forward control; In response to the trigger operation on the orientation control control, controlling the designated body part of the model virtual character to face the position indicated by the orientation control control in the virtual environment comprises: In response to a trigger operation on the forward-looking control, a designated body part of the model virtual character is controlled to face toward the front of the body of the model virtual character.
7. The method according to claim 6, characterized in that The model virtual character includes a torso skeleton; In response to the triggering operation on the look forward control, controlling the designated body part of the model virtual character to face the front of the body of the model virtual character includes: In response to a trigger operation on the forward-looking control, a designated body part of the model virtual character is controlled to face a reference point located right in front of the torso skeleton.
8. The method according to claim 1, characterized in that The orientation control controls include: a look at target control; In response to the trigger operation on the orientation control control, controlling the designated body part of the model virtual character to face the position indicated by the orientation control control in the virtual environment comprises: In response to a trigger operation on the look-at-target control, displaying at least one candidate object in a to-be-selected state in the virtual environment; In response to a selection operation of a target object among the at least one candidate object, a designated body part of the model virtual character is controlled to face toward the target object in the virtual environment.
9. The method according to claim 1, characterized in that: The orientation control controls include: dynamic control controls; In response to the trigger operation on the orientation control control, controlling the designated body part of the model virtual character to face the position indicated by the orientation control control in the virtual environment comprises: In response to a trigger operation on the dynamic control component, displaying at least one candidate object in a state to be selected in the virtual environment; In response to a selection operation of a first object and a second object among the at least one candidate object, the first object is used as a starting orientation position and the second object is used as an ending orientation position, and a change process of controlling the designated body part of the model virtual character to transition from the starting orientation position to the ending orientation position; In response to a selection operation during the change process, the orientation of the designated body part on the model virtual character is controlled to stop changing and remain at an intermediate orientation position during the change process.
10. The method according to claim 9, characterized in that The method further comprises: In response to an object adding operation, adding all or part of the at least one candidate object in the virtual environment; The types of the candidate objects include: at least one of: a rainbow, a meteor, a raindrop, a snowflake, a flying object, a vehicle, a swimming object, a plant, an animal, and a three-dimensional grid point.
11. The method according to any one of claims 1 to 9, 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.
12. The method according to any one of claims 1 to 9, 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 a custom posture 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.
13. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: Based on the custom gesture presented by the model virtual character, gesture data of the custom gesture is generated for application or sharing between virtual characters controlled by at least one account.
14. The method according to claim 13, 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.
15. The method according to claim 13, 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 posture 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.
16. The method according to claim 13, 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, sharing information of the gesture work corresponding to the custom gesture is displayed 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.
17. A device for editing the orientation of a body part, characterized in that: The device comprises: A display module, used for displaying a model virtual character in a virtual environment; The display module is further used to display a direction control control of a designated body part of the model virtual character, wherein the designated body part is a local body part of the model virtual character; The editing module is used for controlling the designated body part of the model virtual character to face the position indicated by the direction control control in the virtual environment in response to a trigger operation on the direction control control.
18. 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 method for editing the orientation of a body part as claimed in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method for editing the orientation of a body part as claimed in any one of claims 1 to 16.
20. 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 method for editing the orientation of a body part as claimed in any one of claims 1 to 16.
