Virtual character posture editing method and device, equipment and storage medium
The method and device streamline the editing of virtual character postures by allowing users to place characters into predefined circles, addressing the complexity of multi-person actions and enhancing user-generated content sharing in three-dimensional environments.
Patent Information
- Application Number
- CN202310800870.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-30
- Publication Date
- 2024-12-31
AI Technical Summary
In three-dimensional virtual environments, using pre-set skeletal animations for multiple virtual characters to perform complex multi-person combined actions is cumbersome and time-consuming, limiting the variety of postures available for photo sharing.
A method and device for editing virtual character postures that allows users to select and place virtual characters into specific circles corresponding to predefined gestures, enabling simultaneous display and adjustment of multiple characters' postures, with support for user-generated content sharing and customization.
Facilitates quick and accurate editing of group postures, reducing operational complexity and enabling fast, convenient user-generated content generation, application, and sharing for multiple virtual characters.
Smart Images

Figure CN119215414A_ABST
Abstract
Description
Technical Field
[0001] The 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 posture of a virtual character. 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, virtual characters are realized by three-dimensional skeleton models. The postures of virtual characters in various activity states are presented according to pre-set skeleton animations. Users can operate virtual characters to move to different positions in the three-dimensional virtual world, and use pre-set skeleton animations to pose in certain postures for photo sharing.
[0004] However, in a scenario where multiple users control multiple virtual characters to take photos, using pre-set skeletal animations to achieve complex multi-person combined actions is very cumbersome and time-consuming, and the postures that can be used for photo sharing are very limited. Summary of the invention
[0005] The present application provides a method, device, equipment and storage medium for editing the posture of a virtual character. The technical solution is as follows:
[0006] According to one aspect of the present application, a method for editing a posture of a virtual character is provided, the method being executed by a client logged in with a first account, the method comprising:
[0007] Displaying at least one group of candidate group postures, each group of candidate group postures in the at least one group of candidate group postures corresponds to posture shapes of at least two virtual characters;
[0008] In response to a selection operation on a first group gesture in the at least one set of candidate group gestures, displaying at least two circle positions corresponding to the first group gesture in a virtual environment, wherein the at least two circle positions correspond one-to-one to the gesture shapes of at least two virtual characters in the first group gesture;
[0009] After different virtual characters among the virtual characters enter different circles of the at least two circles, each of the different virtual characters is displayed in a posture corresponding to the circle where the virtual character is located.
[0010] According to one aspect of the present application, a method for editing a posture of a virtual character is provided, the method being executed by a client logged in with a second account, the method comprising:
[0011] Displaying at least two circles corresponding to a first group posture in a virtual environment, the first group posture corresponds to postures of at least two virtual characters, the first group posture is placed by the first account in the virtual environment, and the at least two circles correspond to the postures of the at least two virtual characters one by one;
[0012] Controlling the second virtual character to enter a second circle position among the at least two circles, and controlling the second virtual character to apply a second posture shape corresponding to the second circle position in the second circle position;
[0013] Displaying the second virtual character located in the second circle position and in the second posture;
[0014] After other virtual characters among the virtual characters enter other circles of the at least two circles, each virtual character among the different virtual characters is displayed in a posture corresponding to the circle where the virtual character is located.
[0015] According to one aspect of the present application, a virtual character posture editing device is provided, the device comprising:
[0016] A first display module, used for displaying at least one group of candidate group gestures, each group of candidate group gestures in the at least one group of candidate group gestures corresponding to gesture shapes of at least two virtual characters;
[0017] A selection module, configured to, in response to a selection operation on a first group posture in the at least one group of candidate group postures, display at least two circle positions corresponding to the first group posture in a virtual environment, wherein the at least two circle positions correspond one-to-one to the posture shapes of at least two virtual characters in the first group posture;
[0018] The first display module is used to display the posture and shape of each virtual character in the circle where the different virtual characters are located after the different virtual characters in the virtual characters enter different circles of the at least two circles.
[0019] According to one aspect of the present application, a virtual character posture editing device is provided, the device comprising:
[0020] A second display module is used to display at least two circles corresponding to a first group posture in a virtual environment, the first group posture corresponds to the posture shapes of at least two virtual characters, the first group posture is placed by the first account in the virtual environment, and the at least two circles correspond to the posture shapes of the at least two virtual characters one by one;
[0021] A second control module, configured to control the second virtual character to enter a second circle position among the at least two circles, and control the second virtual character to apply a second posture shape corresponding to the second circle position in the second circle position;
[0022] The second display module is further used to display the second virtual character located in the second circle position and in the second posture;
[0023] The second display module is further used to display the posture and shape of each virtual character in the different virtual characters corresponding to the circle where the virtual character is located after the other virtual characters in the virtual characters enter the other circle of the at least two circles.
[0024] According to another aspect of the present application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual character posture editing method as described above.
[0025] 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 virtual character posture editing method as described above.
[0026] According to another aspect of the present application, a computer program product is provided, wherein the computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual character posture editing method as described above.
[0027] According to another aspect of the present application, a chip is provided, the chip including a programmable logic circuit and program instructions, and a computer device equipped with the chip is used to implement the virtual character posture editing method as described above.
[0028] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0029] It supports different virtual characters to quickly display the postures corresponding to the positions in the candidate group postures after entering the corresponding positions in the circle, which reduces a lot of operations in the group posture editing process and reduces a lot of operations in the group posture display process. It realizes a fast, accurate and convenient UGC generation, application and sharing solution for group postures. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] 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.
[0031] Figure 1 A structural block diagram of a computer system provided by an embodiment of the present application is shown;
[0032] Figure 2 An interface diagram showing a method for editing a virtual character's posture provided by an embodiment of the present application is shown;
[0033] Figure 3 A flowchart of a gesture editing method provided by an embodiment of the present application is shown;
[0034] Figure 4 A schematic diagram of circle positions corresponding to group postures provided by an embodiment of the present application is shown;
[0035] Figure 5 A flowchart of a gesture editing method provided by an embodiment of the present application is shown;
[0036] Figure 6 A flowchart of a gesture editing method provided by an embodiment of the present application is shown;
[0037] Figure 7 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;
[0038] Figure 8 A flow chart showing a method for starting a group gesture editing function provided by an embodiment of the present application;
[0039] Fig. 9 A schematic diagram showing a first entry of a group gesture editing function provided by an embodiment of the present application is shown;
[0040] Fig.10 A schematic diagram showing a second entrance of a group gesture editing function provided by an embodiment of the present application is shown;
[0041] Fig.11 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;
[0042] Fig.12 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0043] Fig.13 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0044] Fig.14 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0045] Fig.15 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0046] Fig.16 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0047] Fig.17 A skeleton schematic diagram provided by an embodiment of the present application is shown;
[0048] Fig.18 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0049] Fig.19 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0050] Fig. 20 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0051] Fig.21 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0052] Fig. 22 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0053] Fig.23 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0054] Fig.24 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0055] Fig.25 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0056] Fig.26 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0057] Fig. 27 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0058] Fig.28 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0059] Fig.29A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0060] Fig.30 A schematic diagram of a group custom gesture sharing process provided by an embodiment of the present application is shown;
[0061] Fig.31 A schematic diagram of a group custom gesture sharing interface provided by an embodiment of the present application is shown;
[0062] Fig.32 A schematic diagram of a group custom gesture sharing interface provided by an embodiment of the present application is shown;
[0063] Fig.33 A flowchart of a method for editing a virtual character's posture provided by an embodiment of the present application is shown;
[0064] Fig.34 A schematic diagram of the structure of a virtual character posture editing device provided by an embodiment of the present application is shown;
[0065] Fig.35 A schematic diagram of the structure of a virtual character posture editing device provided by an embodiment of the present application is shown;
[0066] Fig.36 A structural block diagram of a computer device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION
[0067] 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.
[0068] 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.
[0069] 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.
[0070] First, the related technologies involved in the embodiments of this application are briefly introduced:
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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.
[0075] Modeling: Based on the system's preset initial posture, the user adjusts the virtual character through the posture editor to generate a personalized custom posture. The posture data and posture preview of the custom posture can be saved as a modeling work to facilitate the application or sharing of the custom posture on various virtual characters controlled by different accounts. The modeling work can be considered a UGC work.
[0076] Style Directory: Users collect their own generated style works and other users' collected style works in the same network space or program function, which is called a style directory.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] Sharing: Send user-generated styling works to online groups, or share peer-to-peer with friend accounts in a social relationship chain. The social relationship chain can be a relationship chain in the game or a relationship chain outside the game.
[0082] Collection: Save and collect the modeling works generated and shared by others.
[0083] One-click application: Using the one-click application function, you can quickly apply the custom gestures created by the current user or other users to the virtual character controlled by the current user.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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 position and angle of each body part of a virtual character based on the basic posture preset by the system in the game, and generate a personalized custom posture. At the same time, the custom posture can be saved as a modeling work, shared with other users, used by others, collected, etc. Through the complete UGC output-sharing-application-collection system, ordinary users can more conveniently obtain the UGC creations of head users in the game, while also satisfying the creation desire, sharing desire, and social needs of head users, filling up spare time, and forming a good social experience closed loop.
[0088] Figure 1The computer system 100 includes at least one of a first terminal 110 , a server 120 and a second terminal 130 .
[0089] The first terminal 110 has installed and runs an application that supports a virtual environment, such as a game application, an XR application, a virtual social application, an interactive entertainment application, a metaverse application, etc. The first terminal 110 is a terminal used by a first user. The application is provided with a virtual character posture editor for realizing the generation, sharing and collection of the above-mentioned modeling works.
[0090] In some embodiments, the first terminal 110 may be considered as a first user using the first terminal 110 .
[0091] The first terminal 110 is connected to the server 120 via a wireless network or a wired network.
[0092] The server 120 includes one of a server, a plurality of 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 posture editing of virtual characters. 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.
[0093] 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.
[0094] In some embodiments, the second terminal 130 may be considered as a second user using the second terminal 130 .
[0095] 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.
[0096] 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.
[0097] 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.
[0098] Figure 2 The following is a schematic diagram of an interface of a method for editing the posture of a virtual character provided by an embodiment of the present application. A game client 111 supporting a virtual environment is running in the first terminal 110. The game client 111 provides a group posture editor for virtual characters.
[0099] In the virtual environment, at least one group of candidate group gestures 301 is displayed, and each group of candidate group gestures in the at least one group of candidate group gestures 301 corresponds to gesture shapes of at least two virtual characters.
[0100] After the user selects a first group of candidate group postures from at least one group of candidate group postures 301 , at least two circles 302 corresponding to the first candidate group postures are displayed in the virtual environment. The at least two circles 302 correspond one-to-one to the posture shapes of at least two virtual characters corresponding to the first candidate group postures.
[0101] If at least two of the circles 302 are located in an area in the virtual environment where they cannot be placed (e.g., an area blocked by terrain, objects, or virtual characters), a user is prompted with an application error message to inform the user that the placement of the at least two circles needs to be changed. For example, the colors of the at least two circles 302 are displayed in red.
[0102] Each candidate group posture corresponds to a central reference point 303, and the user can observe the position and orientation of the central reference point 303 in the virtual environment. The orientation of the central reference point 303 is the reference orientation of the group posture corresponding to the candidate group posture.
[0103] After the at least two circles 302 are placed in the virtual environment, a list of posture options for the virtual character is displayed, including at least one preset posture option and at least one generated posture option. The preset posture option is a posture option provided by the application, and the generated posture option includes at least one posture option corresponding to the custom posture edited by the first account and the posture option corresponding to the custom posture edited by other accounts.
[0104] The user can select a posture option in the posture option list to edit the posture shape of a virtual character in one circle, or edit the posture shapes of virtual characters in multiple circles with one click.
[0105] When different virtual characters enter different circles of at least two circles, the postures and shapes corresponding to the different virtual characters in the different circles are displayed. For example, after virtual character 3041 enters circle 3021, it is in the posture and shape corresponding to circle 3021; after virtual character 3042 enters circle 3022, it is in the posture and shape corresponding to circle 3022; after virtual character 3043 enters circle 3023, it is in the posture and shape corresponding to circle 3023.
[0106] The user can trigger the photo-taking function to take a photo of the group gesture formed by the gesture shapes corresponding to the virtual characters 3041 , 3042 , and 3043 .
[0107] 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.
[0108] Figure 3 A schematic diagram of a flow chart of a method for editing a virtual character's posture provided by an exemplary embodiment of the present application is shown. Figure 1 The method includes at least some of the following steps:
[0109] Step 310: displaying at least one set of candidate group postures, wherein each set of candidate group postures in the at least one set of candidate group postures corresponds to posture shapes of at least two virtual characters;
[0110] A group pose refers to a combined pose formed by at least two virtual characters. Candidate group poses include: at least one of a preset group pose and a generated group pose. Candidate group pose options include: at least one of a preset group pose option and a generated group pose option.
[0111] The preset group gesture is a group gesture provided by the application program. The generated group gesture includes at least one of a gesture corresponding to a group custom gesture edited by the first account and a gesture corresponding to a group custom gesture edited by other accounts.
[0112] In some embodiments, the at least one set of candidate group gestures may be displayed in at least one of at least one set of candidate group gesture options, at least one set of candidate group gesture lists, and at least one set of candidate group gesture menus.
[0113] In some embodiments, at least one set of candidate group gestures and at least one set of candidate group options are synonymous.
[0114] Each group of candidate group postures has a corresponding virtual character position in the group (or understood as a circle position), the number of virtual characters in the group (or understood as the number of circles), and the virtual character posture modeling in the group.
[0115] The poses of the avatars in the group can be edited individually or collectively. The poses of the avatars in the group can be default / preset poses or user-defined poses.
[0116] In some embodiments, at least one pose is displayed, and in response to a selection operation on the at least one pose, the poses of one or more virtual characters in the group are switched.
[0117] In some embodiments, at least one gesture pose is displayed as a gesture pose option, a gesture pose list, or a gesture pose menu.
[0118] Step 330: In response to a selection operation on a first group posture in at least one set of candidate group postures, displaying at least two circle positions corresponding to the first group posture in a virtual environment;
[0119] The at least two circle positions corresponding to the first group posture correspond to the posture shapes of the at least two virtual characters in the first group posture.
[0120] In some embodiments, a circle position number is displayed in each circle position.
[0121] In some embodiments, each circle position has at least one of a corresponding circle position number, circle position color, and animation special effects, so that users can distinguish different circle positions.
[0122] In some embodiments, the circle position sequence number is used to uniquely identify the current circle position in the management process of at least two circle positions corresponding to the first group posture, and the management process includes at least one of a data saving process, a circle position adding process, and a circle position reducing process.
[0123] Similarly, the circle position sequence number can also be used to uniquely identify the current circle position in the management process of at least two circle positions corresponding to the second group posture, and the management process includes at least one of a data saving process, a circle position adding process, and a circle position reducing process.
[0124] In some embodiments, in the virtual environment, the position of the first virtual character is used as the central reference point of the first group gesture, the orientation of the first virtual character is used as the reference orientation of the first group gesture, and at least two circle positions corresponding to the first group gesture are displayed. The first virtual character is a virtual character that the first account has control authority over.
[0125] In some embodiments, in response to a change in the position of the first virtual character, the changed position of the first virtual character is used as the center reference point of the first group gesture, and at least two circles corresponding to the first group gesture are refreshed and displayed; or, in response to a change in the orientation of the first virtual character, the changed orientation of the first virtual character is used as the reference orientation of the first group gesture, and at least two circles corresponding to the first group gesture are refreshed and displayed; or, in response to a change in the position and orientation of the first virtual character, the changed position of the first virtual character is used as the center reference point of the first group gesture, and the changed orientation of the first virtual character is used as the reference orientation of the first group gesture, and at least two circles corresponding to the first group gesture are refreshed and displayed.
[0126] In some embodiments, in response to a selection operation for a second group gesture from at least one set of candidate group gestures, at least two circle positions corresponding to the second group gesture are displayed in a virtual environment with the position of the first virtual character as the center reference point of the second group gesture and the orientation of the first virtual character as the reference orientation of the second group gesture.
[0127] In some embodiments, at least two circle positions of the first group gesture and at least two circle positions of the second group gesture are displayed using different display parameters.
[0128] In some embodiments, the center reference point of the first group gesture is the same as or different from the center reference point of the second group gesture.
[0129] Exemplarily, the colors of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture; or, the animation effects of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture; or, the circle position sequence numbers of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture.
[0130] For example, Figure 4 As shown, at least two circle positions 302 of the first group gesture and at least two circle positions 305 of the second group gesture use different display elements. The position of the center reference point 303 of the first group gesture is different from the position of the center reference point 306 of the second group gesture. The orientation of the center reference point 303 of the first group gesture is different from the orientation of the center reference point 306 of the second group gesture.
[0131] In some embodiments, when one of the at least two circles is located in an area in the virtual environment that cannot be placed (such as an area blocked by terrain, objects, or virtual characters), a user is prompted with an application error message to inform the user that the placement of the at least two circles needs to be changed. For example, the color of the at least two circles is displayed in red. For another example, a text prompt message is displayed.
[0132] In some embodiments, there is a whitelist location list in the application program, and locations that are not in the whitelist location list are non-placement areas.
[0133] Step 350: after different virtual characters among the virtual characters enter different circles of the at least two circles, displaying the posture and shape of each virtual character among the different virtual characters in the circle where the virtual character is located;
[0134] The posture shape corresponding to the circle position includes the body posture and body orientation corresponding to the circle position. The body posture can be a preset posture or a custom posture. The body orientation can be a preset orientation or a custom orientation.
[0135] In some embodiments, the first virtual character is controlled to enter a first circle of at least two circles, and the first virtual character is controlled to apply a first gesture shape corresponding to the first circle in the first circle.
[0136] In some embodiments, when the first virtual character moves to the surrounding range of the first circle, the gesture application control corresponding to the first circle is displayed. For example, after the first virtual character enters or approaches the first circle, the gesture application control is displayed. In response to a trigger operation on the gesture application control, the gesture shape corresponding to the first circle is applied to the first virtual character, and the first virtual character is displayed in the first gesture shape corresponding to the first circle.
[0137] In some embodiments, an application invitation for joining the first group gesture is sent to the second account; or, an application invitation for joining the first group gesture is sent to a designated group, the designated group including the second account.
[0138] In some embodiments, a prompt message is displayed indicating that the second account has accepted the application invitation, or a prompt message is displayed indicating that the second account has rejected the application invitation.
[0139] In some embodiments, the second virtual character is shown entering a second circle of the at least two circles, and the second virtual character is shown applying a second gesture corresponding to the second circle in the second circle, wherein the second virtual character is a virtual character that the second account has control authority over.
[0140] In some embodiments, the posture shape corresponding to the candidate group posture has a display time limit. When the display time limit is reached, all the circle positions, center reference points, circle position numbers, posture shapes, etc. corresponding to the candidate group posture are automatically canceled.
[0141] In some embodiments, in response to a change in the state of the first virtual character, the first posture shape corresponding to the first circle position of the first virtual character is canceled.
[0142] In some embodiments, the state change of the first virtual character includes at least one of the following: the body position of the first virtual character changes; the body posture of the first virtual character changes; the body orientation of the first virtual character changes; the first virtual character enters a hit state; the first virtual character enters a teleportation state.
[0143] In some embodiments, in response to a trigger operation on the gesture application control, the first gesture shape corresponding to the first circle position of the first virtual character is canceled.
[0144] Step 370: In response to a triggering operation on a photographing function, cancel displaying at least two circle positions, and take a photograph of a group gesture formed by gesture shapes corresponding to different virtual characters.
[0145] In some embodiments, the application provides a photo-taking function, such as displaying a photo-taking control on the interface. After the user triggers the photo-taking function, all the circles corresponding to all the candidate group gestures currently selected are canceled. In some embodiments, the display of the candidate group gesture options, the group gesture list, the center reference point of all the candidate group gestures currently selected, the circle position sequence number, the gesture modeling options, the gesture modeling list, etc. can also be canceled.
[0146] The posture modeling corresponding to different virtual characters includes body postures, body positions, and body orientations corresponding to different virtual characters.
[0147] In summary, the method provided in the embodiment of the present application supports different virtual characters to quickly display the posture shape corresponding to the circle position after entering the circle position corresponding to the candidate group posture, reducing a large number of operations in the group posture editing process and reducing a large number of operations in the group posture display process. For electronic devices with limited operation modes such as mobile phones and tablets, it can reduce the user's human-machine operation cost, and more easily and quickly display the group posture shape corresponding to multiple virtual characters with less human-machine operation, so that multiple virtual characters can be displayed in group according to the candidate group posture, realizing a fast, accurate and convenient UGC generation, application and sharing solution for group posture.
[0148] Figure 5 A schematic diagram of a flow chart of a method for editing a virtual character's posture provided by an exemplary embodiment of the present application is shown. Figure 1 The terminal execution shown is used as an example for explanation.
[0149] Step 510: Displaying at least two circle positions corresponding to the first group posture in the virtual environment;
[0150] The first group posture corresponds to the posture shapes of at least two virtual characters. The first group posture is placed by the first account in the virtual environment. At least two circles correspond to the posture shapes of at least two virtual characters one by one.
[0151] In some embodiments, a circle position number is displayed in each circle position.
[0152] In some embodiments, each circle position has at least one of a corresponding circle position number, circle position color, and animation special effects, so that users can distinguish different circle positions.
[0153] In some embodiments, in response to a change in the position of the first virtual character, the positions of at least two circles corresponding to the first group posture change; or, in response to a change in the orientation of the first virtual character, the orientation of the first group posture changes; or, in response to a change in the position and orientation of the first virtual character, the positions and orientations of at least two circles corresponding to the first group posture change.
[0154] In some embodiments, at least two circles corresponding to the second group posture are also displayed in the virtual environment. The second group posture corresponds to the posture shapes of at least two virtual characters. The second group posture is placed by the first account in the virtual environment. The at least two circles correspond to the posture shapes of at least two virtual characters one by one.
[0155] In some embodiments, at least two circle positions of the first group gesture and at least two circle positions of the second group gesture are displayed using different display parameters.
[0156] In some embodiments, the center reference point of the first group gesture is the same as or different from the center reference point of the second group gesture.
[0157] Exemplarily, the colors of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture; or, the animation effects of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture; or, the circle position sequence numbers of at least two circle positions of the first group posture are different from those of at least two circle positions of the second group posture.
[0158] Step 530: Controlling the second virtual character to enter a second circle of the at least two circles, and controlling the second virtual character to apply a second posture shape corresponding to the second circle in the second circle;
[0159] In some embodiments, when the second virtual character moves to the surrounding range of the second circle, the gesture application control corresponding to the second circle is displayed. For example, after the second virtual character enters or approaches the second circle, the gesture application control is displayed. By triggering the gesture application control, the second virtual character can be controlled to apply the second gesture shape corresponding to the second circle in the second circle, or the second virtual character can be controlled not to apply the second gesture shape corresponding to the second circle in the second circle.
[0160] In some embodiments, when the second account and the first account belong to the same group, if the first account makes a first group gesture in the virtual environment, the client logged in with the second account automatically displays at least two circle positions corresponding to the first group gesture in the virtual environment.
[0161] In some embodiments, the second account receives an application invitation from the first account to join the first group gesture; or, the second account receives an application invitation from the first account to join the first group gesture within a designated group, and the designated group includes the second account.
[0162] In some embodiments, a prompt message is displayed indicating that the second account has accepted the application invitation, or a prompt message is displayed indicating that the second account has rejected the application invitation.
[0163] In some embodiments, in response to the second account accepting the application invitation to join the first group gesture, the client logged in with the second account displays at least two circles corresponding to the first group gesture in the virtual environment.
[0164] Step 550: Displaying a second virtual character located in a second circle position and in a second posture;
[0165] In response to a trigger operation on the gesture application control, the gesture shape corresponding to the second circle position is applied to the second virtual character, and the second virtual character is displayed in the second gesture shape corresponding to the second circle position.
[0166] In some embodiments, the first group gesture has a display time limit. When the display time limit is reached, all circle positions, center reference points, circle position numbers, gesture shapes, etc. corresponding to the first group gesture are automatically canceled from display.
[0167] In some embodiments, in response to a change in the state of the second virtual character, the second posture shape corresponding to the second circle position of the second virtual character is canceled.
[0168] In some embodiments, the state change of the second virtual character includes at least one of the following: the body position of the second virtual character changes; the body posture of the second virtual character changes; the body orientation of the second virtual character changes; the second virtual character enters a hit state; the second virtual character enters a teleportation state.
[0169] In some embodiments, in response to a trigger operation on the gesture application control, the second gesture shape corresponding to the second circle position of the second virtual character is canceled.
[0170] Step 570: after other virtual characters among the virtual characters enter other circles of the at least two circles, displaying the posture and shape of each virtual character among the different virtual characters in the circle where the virtual character is located;
[0171] The other virtual characters are one or more virtual characters other than the second virtual character in the virtual environment. If the second circle position belongs to at least two circle positions corresponding to the first group posture, the other circle positions are one or more circle positions other than the second circle position in the at least two circle positions corresponding to the first group posture. If the second circle position belongs to at least two circle positions corresponding to the second group posture, the other circle positions are one or more circle positions other than the second circle position in the at least two circle positions corresponding to the second group posture.
[0172] Step 590: In response to a triggering operation on a photographing function, cancel displaying at least two circle positions, and take a photograph of a group gesture formed by gesture shapes corresponding to different virtual characters.
[0173] In some embodiments, the application provides a photo-taking function, such as displaying a photo-taking control on the interface. After the user triggers the photo-taking function, all the circles corresponding to all the candidate group gestures currently selected are canceled. In some embodiments, the display of the candidate group gesture options, the group gesture list, the center reference point of all the candidate group gestures currently selected, the circle position sequence number, the gesture modeling options, the gesture modeling list, etc. can also be canceled.
[0174] The posture modeling corresponding to different virtual characters includes body postures, body positions, and body orientations corresponding to different virtual characters.
[0175] In different embodiments, in response to a selection operation for at least one group of candidate group gestures, the selected candidate group gestures are displayed in a virtual environment, or the selected candidate group gestures are displayed on the user's personal character panel, or the selected candidate group gestures are displayed within a designated group, or the selected candidate group gestures are displayed in a chat scene.
[0176] In different embodiments, the user can also set the display time, display duration, and display range of the selected candidate group gesture. For example, the user sets the candidate group gesture to be automatically displayed from 9:00 to 11:00 every day. For example, the user sets the candidate group gesture to be displayed only to friend accounts.
[0177] In different embodiments, in response to a selection operation of the first account for at least one set of candidate group gestures, the first account should select a candidate group gesture in the virtual environment, or the first account and other accounts apply the selected candidate group gestures.
[0178] In different embodiments, in response to the first account selecting at least one group of candidate group gestures, the first account shares the selected candidate group gestures with other accounts. The other accounts can perform at least one of the operations of saving, editing, sharing, and applying the candidate group gestures.
[0179] In summary, the method provided in the embodiment of the present application supports different virtual characters to quickly display the postures corresponding to the circles where they are located after entering the circles corresponding to the candidate group postures, thereby reducing a large number of operations in the group posture editing process and reducing a large number of operations in the group posture display process. For electronic devices with limited operating modes such as mobile phones and tablets, it can reduce the user's human-computer operation costs, and more easily and quickly display the group postures corresponding to multiple virtual characters with less human-computer operations. In addition, it supports users to perform various operations on the candidate group postures, including sharing, applying, displaying, editing, etc., so that the method provided in the embodiment of the present application has good flexibility, fun and interactivity, and effectively improves the user experience.
[0180] Figure 6 A schematic diagram of a flow chart of a method for editing a virtual character's posture provided by an exemplary embodiment of the present application is shown. Figure 1 The terminal execution shown is used as an example for explanation.
[0181] The method may be applied after step 330, that is, after at least two circle positions corresponding to the first group posture are displayed in the virtual environment, executing Figure 6 Some or all of the steps shown.
[0182] This method can also be applied before step 310 and step 330, that is, first execute Figure 6Part or all of the steps shown, then display at least one set of candidate group postures or display at least two circle positions corresponding to the first group posture in the virtual environment.
[0183] The method comprises at least some of the following steps:
[0184] Step 320: Display at least two model virtual characters in the virtual environment;
[0185] The terminal runs an application that supports a virtual environment, which may 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 or engage in virtual social interaction. Different user accounts may form at least one of a friend relationship, a group relationship, a temporary group relationship, etc.
[0186] Take the application as a game client as an example. 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 postures of multiple virtual characters.
[0187] If the user wants to customize the postures of multiple virtual characters, a group posture creation operation is performed in the game client to trigger a group posture creation request. The terminal responds to the group posture creation request and displays a group posture editing interface. The group posture editing interface is used to edit the group posture of the model virtual characters. The group posture editing interface includes at least two model virtual characters located in the virtual environment, and the user edits the posture on the model virtual characters.
[0188] The model virtual character is a virtual character that serves as a model in the group posture editing process. The model virtual character can be one of multiple candidate model virtual characters. Multiple candidate model virtual characters can be divided according to factors such as body shape, gender, and age. Taking the provision of virtual characters with three body shapes as an example, the multiple 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 shape, and a virtual character controlled by the current user (one of the above three body shapes + personalized face + personalized clothing).
[0189] Step 340: In response to a selection operation on a target model virtual character among the at least two model virtual characters, displaying an editing control for editing the target model virtual character;
[0190] After one or more model virtual characters are selected from at least two model virtual characters, an editing control for editing a target model virtual character is displayed. The target model virtual character is the model virtual character selected from at least two model virtual characters.
[0191] The editing control can be used to change at least one of the body posture, body orientation and body position corresponding to the target model virtual character in the virtual environment.
[0192] In some embodiments, the editing control includes at least one of a body orientation editing control, a body position editing control, and a body posture editing control.
[0193] The body orientation edit control is used to control the orientation of the target model virtual character in the virtual environment. The body position edit control is used to control the position of the target model virtual character in the virtual environment. The body posture edit control is used to control the posture of a specified body part of the target model virtual character in the virtual environment.
[0194] In some embodiments, the body posture editing control includes at least one of a part orientation control control, a part posture control, and a direction reference object control.
[0195] In some embodiments, editing a control includes: applying a global control (see Fig.16 In response to the trigger operation on the application control, at least one of the body posture, body orientation and body position corresponding to the target model virtual character is applied to all model virtual characters in the group posture editing interface 20.
[0196] In some embodiments, based on the body posture corresponding to the target model virtual character, the body postures corresponding to at least two model virtual characters in the group posture editing interface are uniformly changed.
[0197] In some embodiments, based on the posture of the local body part corresponding to the target model virtual character, the postures of the local body parts corresponding to at least two model virtual characters in the group posture editing interface are uniformly changed.
[0198] In some embodiments, based on the body orientation of the target model virtual character, the body orientations of at least two model virtual characters in the group posture editing interface are uniformly changed.
[0199] In some embodiments, the body orientation corresponding to the model virtual character can be understood as the circle orientation corresponding to the model virtual character.
[0200] In some embodiments, based on the orientation of the local body part corresponding to the target model virtual character, the orientations of the local body parts corresponding to at least two model virtual characters in the group posture editing interface are uniformly changed.
[0201] In different embodiments, the body positions, body orientations, and local body part orientations of different model virtual characters in the group posture editing interface are different. When the local body part orientations corresponding to at least two model virtual characters in the group posture editing interface are uniformly changed, for example, when different model virtual characters are uniformly set to "look at the camera", although the sight lines of different model virtual characters will look at the camera, the sight lines of different model virtual characters are still different.
[0202] Schematically, the schematic diagram of the body posture editing control can be referred to Figure 7 , multiple menu items 31 are displayed on the left side of the group posture editing interface 20: joints, orientation, gestures, and expressions. Among them, 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 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.
[0203] based on Figure 7 The various body posture editing controls shown can realize body posture editing of the target model virtual character. The user can edit the posture of different bone points, that is, edit the posture of different body parts, so as to adjust the posture of the target model virtual character to a desired custom posture.
[0204] Step 360: In response to the editing operation on the editing control, changing at least one of the body posture, body orientation and body position corresponding to the target model virtual character in the virtual environment;
[0205] In response to the editing operation on the editing control, the posture shape of the target model virtual character is controlled to change, and the posture shape includes at least one of body posture, body orientation, and body position, so that the target model virtual character is in a custom posture.
[0206] Step 380: Based on the posture modeling corresponding to the target model virtual character, obtain group customized postures corresponding to at least two model virtual characters.
[0207] The user performs a posture editing operation on the target model virtual character in the group posture editing interface. The terminal controls the posture of the target model virtual character to change according to the instruction of the posture editing operation based on the posture editing operation performed by the user. After the change, the target 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 target model virtual character is changed based on at least one posture editing operation.
[0208] In various embodiments, at least one of the different body parts of the target model avatar is edited to change at least one of the body posture, body orientation, and body position of the target model avatar. The different body parts include, but are not limited to, at least one of individual skeletal points (joints and / or bones), gestures, expressions, facial orientation, and eye orientation.
[0209] In different embodiments, a user performs posture editing operations on different target model virtual characters in a group posture editing interface, and the terminal controls at least two model virtual characters in a virtual environment 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 at least two model virtual characters are in a group custom posture edited by the user, and the group custom posture refers to a group posture obtained after changing the postures of some or all of the at least two model virtual characters based on at least one posture editing operation.
[0210] In some embodiments, at least two model virtual characters are displayed in one-to-one correspondence at at least two circles. The user can perform at least one of the following steps: increase the number of model virtual characters by increasing the circle, and reduce the number of model virtual characters by reducing the circle in the virtual environment.
[0211] In some embodiments, the circle position can be understood as the location of the model virtual character, or the spatial range, or the area to which it belongs.
[0212] In some embodiments, based on the group custom gestures performed by the at least two model virtual characters, group gesture data for applying the custom gestures on the virtual characters controlled by the at least two accounts is generated.
[0213] In some embodiments, when the postures of at least two model virtual characters reach the posture expected by the user, the user stops performing the group posture editing operation and performs a group posture generation operation on the at least two model virtual characters to trigger a group posture generation request. The terminal responds to the group posture generation request and generates group posture data of the group custom posture based on the at least two model virtual characters in the group custom posture. The group posture data is used to indicate the group custom posture.
[0214] In some embodiments, the group posture data may be absolute group posture data or relative group posture data. Absolute group posture data refers to the skeleton data of the group custom posture in the virtual environment. Relative group posture data is used to indicate the skeleton offset value of the group custom posture relative to the initial group posture.
[0215] The posture data and attached information of the group custom posture will be saved as the modeling work of the group custom posture. The attached information includes: 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 group posture of the model virtual character, the name of the group custom posture, and at least one of the preview images of the group custom posture.
[0216] The group-customized gesture modeling work can be applied to the virtual character controlled by the first account, or can be shared by the first account to other accounts and then applied to the virtual characters controlled by other accounts, thereby sharing and applying the group-customized gesture as a UGC content among various accounts.
[0217] In summary, the method provided in the embodiment of the present application, by providing the player with editing controls of the target model virtual character, changes at least one of the body posture, body orientation and body position corresponding to at least two model virtual characters, thereby obtaining a group custom posture including multiple virtual characters, so that multiple virtual characters controlled by multiple users are displayed in group portrait according to the group custom posture, thereby realizing a fast, accurate and convenient UGC generation, application and sharing solution for group posture.
[0218] 1. Entrance to the group pose editing function
[0219] Figure 8 A flow chart of a method for starting a group 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:
[0220] Step 222: Displaying an entry for the group gesture editing function in the terminal application;
[0221] 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, communication, etc. In this embodiment, the application provides an entrance to the group posture editing function.
[0222] There are one or more entrances to the group gesture editing function. Exemplarily, the entrances to the group gesture editing function include but are not limited to at least one of the following:
[0223] The first entry point for the group pose editing function to create new edits based on the system preset group poses;
[0224] A second entry to the group pose editing function for secondary editing based on the created group pose.
[0225] Step 224: In response to a triggering operation on the entry of the group pose editing function, a group pose editing interface of at least two model virtual characters is displayed.
[0226] 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.
[0227] In response to a trigger operation on the entry of the group pose editing function, a group pose editing interface of at least two model virtual characters is displayed. The group pose editing interface includes: at least two model virtual characters located in a virtual environment, and at least one editing control.
[0228] In some embodiments, the virtual environment is an independent virtual environment dedicated to group 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.
[0229] In some embodiments, the virtual environment can perform at least one of rotation, reduction, enlargement, zooming out, zooming in, and perspective translation.
[0230] In some embodiments, the group pose editing interface displays a ground grid (see Fig.15 The surface grid is used to indicate the spatial range that can be used for group posture customization, and the bodies of at least two model virtual characters cannot exceed the spatial range indicated by the surface grid. In some embodiments, the surface grid is displayed with a grid center, and the grid center can indicate the direction of the spatial range. In some embodiments, when editing the posture of the target model virtual character, the grid center can be used as a reference point, and the relative position information of the grid centers corresponding to at least two model virtual characters can be obtained.
[0231] In some embodiments, the display mode of the group gesture editing interface can be switched between horizontal screen display and vertical screen display. In some embodiments, based on the change of the display mode, at least one of the size, position, layout, etc. of at least two model virtual characters and editing controls in the group gesture editing interface also changes.
[0232] In some embodiments, when the entrance is the first entrance, the initial postures of at least two model virtual characters are default postures, such as a standing posture with hands hanging down; when the entrance is the second entrance, the initial postures of at least two model virtual characters are created postures.
[0233] Exemplary references Fig. 9As shown, a newly created group portrait work 41 is displayed in the styling record interface 10 of the application. The newly created group portrait 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 group portrait work 41, a group posture editing interface 20 of at least two model virtual characters is displayed. In the group posture editing interface 20, the initial postures of the at least two model virtual characters are default postures.
[0234] Exemplary references Fig.10 As shown, the created styling works are displayed in the styling record interface 10 of the application. In response to the selection operation of the first styling work, the introduction interface 12 of the first styling work is displayed. The first styling work is a styling work created by the first account or other accounts. The introduction interface 12 of the first styling work displays an edit button 42, and the edit button 42 is a second entrance to the posture editing function for secondary editing based on the created posture. In response to the triggering operation of the edit button 42, the group posture editing interface 20 of at least two model virtual characters is displayed. In the group posture editing interface 20, the postures of the at least two model virtual characters are the postures corresponding to the first styling work. In some embodiments, the secondary editing also requires the user to confirm before the editing can start, so as to avoid the user's misoperation.
[0235] Schematic combination reference Figure 7 Several general function buttons are also displayed on the group gesture editing interface 20. For example:
[0236] · Casual clothes button 32;
[0237] The target model virtual character 22 in the group 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.
[0238] In response to the selection operation of the casual clothes button 32, the long clothing on the target 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 target model virtual character 22 during the group posture editing process; in response to the deselection operation of the casual clothes button 32, the underwear on the target model virtual character 22 is replaced with long clothing, so as to facilitate the user to view the overall shape changes of the target model virtual character 22 during the group posture editing process.
[0239] Body shape switching button 33;
[0240] The group posture editing interface 20 also provides multiple 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 multiple 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).
[0241] In some embodiments, in response to a trigger operation on the body type switching button 33 , the target model virtual character 22 in the group posture editing interface 20 is switched to a model virtual character of another body type.
[0242] 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 target model virtual character 22 in the group posture editing interface 20 is switched to the selected model virtual character.
[0243] Undo button 34 and redo button 35;
[0244] In response to a trigger operation on the undo button 34 , the most recent group gesture editing operation is undone; in response to a trigger operation on the restore button 35 , the most recently undone group gesture editing operation is restored.
[0245] Hide button 36;
[0246] 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 target model virtual character 22 in the group posture editing interface 20 .
[0247] Lens control controls 37;
[0248] The images of the target model virtual character 22 in the virtual environment are captured by a virtual camera model (referred to as lens). Fig.11It 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.
[0249] 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.
[0250] In some embodiments, in response to an upward sliding operation on a blank space of the group gesture 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 group gesture 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 group gesture 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 group gesture editing interface 20, the lens is controlled to rotate right in the virtual environment.
[0251] In some embodiments, in response to a pinch-zoom operation or a mouse scroll-zoom operation or a key-zoom operation in a blank area of the group gesture editing interface 20 , the camera is controlled to move forward or backward in the virtual environment to enlarge the size of the target model virtual character in the virtual environment.
[0252] In some embodiments, the lens control control 37 is displayed in the form of a floating joystick. There are also some editing controls in the group gesture editing interface 20 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 37 will adaptively offset to other free positions in the group gesture editing interface 20.
[0253] Reset lens button 38;
[0254] 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.
[0255] 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.
[0256] 2. How to determine the initial formation
[0257] Fig.12 A flow chart of a method for setting an initial formation 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:
[0258] Step 232: Display at least one of at least one preset formation option and at least one generated formation option;
[0259] In some embodiments, a formation option corresponds to at least one of the following: a starting number of virtual characters in a formation, a position distribution of at least two virtual characters in a formation.
[0260] In some embodiments, a formation option corresponds to at least one of the following: a starting number of positions in a formation, a position distribution of at least two positions in a formation.
[0261] In some embodiments, the formation has a center position, and each circle in the formation is placed with the center position as a reference point. The center position can also be called a center reference point.
[0262] The preset formation options are formation options provided natively by the application, and the generated formation options include at least one of the formation options corresponding to the custom formation edited by the first account and the formation options corresponding to the custom formation edited by other accounts.
[0263] In some embodiments, at least one generated formation option is a formation option corresponding to a custom formation recorded by the first account.
[0264] Indicatively Fig.10 As shown, an initial formation selection control 53 is displayed in the group posture editing interface 20. The initial formation selection control 53 has two menu bars: the first menu bar "system" is used to trigger the display of at least one preset formation option in the initial formation selection control 53, and the second menu bar "my" is used to trigger the display of at least one generated formation option in the initial formation selection control 53. The second menu bar can also be called "works", which is used to trigger the display of some or all formation options in the collection of the current account in the initial formation selection control 53.
[0265] In some embodiments, the initial formation selection control 53 is in a displayed state by default when entering the group posture editing interface 20. The display is canceled after the user selects an initial formation option. In the subsequent editing process, in response to a display operation on the initial formation selection control 53, the initial formation selection control 53 is switched from a hidden state to a displayed state; in response to a hiding operation on the initial formation selection control 53, the initial formation selection control 53 is switched from a displayed state to a hidden state.
[0266] For example, Fig.13 As shown, at least one preset formation option 1001 includes: a two-person formation (including one or more position distributions), a three-person formation (including one or more position distributions), a four-person formation (including one or more position distributions), a five-person formation (including one or more position distributions), a ten-person formation (including one or more position distributions), and the like.
[0267] Step 234: In response to a selection operation of a first formation option among at least one preset formation option, at least two model virtual characters are displayed in the virtual environment according to a first formation corresponding to the first formation option.
[0268] Optionally, the first formation option stores formation data corresponding to the first formation. The formation data corresponding to the first formation is imported into the skeleton models of at least two model virtual characters, so that the initial formation of the at least two model virtual characters in the virtual environment is set to the first formation corresponding to the first formation option.
[0269] In some embodiments, the group pose editing interface displays a "quick replace" control. In response to a trigger operation on the "quick replace" control, the default model virtual character in the selected circle is replaced with the model virtual character pose in the preset pose option.
[0270] Step 236: In response to a selection operation of a second formation option among the at least one generated formation option, at least two model virtual characters are displayed in the virtual environment according to a second formation corresponding to the second formation option.
[0271] Optionally, the second formation option stores formation data corresponding to the second formation. The formation data corresponding to the second formation is imported into the skeleton models of at least two model virtual characters, so that the initial formations of the at least two model virtual characters in the virtual environment are set to the second formation corresponding to the second formation option.
[0272] In some embodiments, the group pose editing interface displays a "quick replace" control. In response to a trigger operation on the "quick replace" control, the default model virtual character in the selected circle is replaced with the model virtual character pose in the generated pose option.
[0273] In some embodiments, during the group posture editing process, the user can still change the initial formations of at least two model avatars. During the process of switching to the next initial formation, if the initial formation before switching has been edited, a second confirmation is required before switching to the next initial formation.
[0274] In some embodiments, during the group posture editing process, the user can switch from the formation editing interface to the posture editing interface, or from the posture editing interface to the formation editing interface.
[0275] In summary, the method provided in this embodiment provides at least one preset formation option preset by the system, so that users can use several relatively basic preset formations as the starting point for creating custom formations, thereby reducing a large number of operations in the group 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 a more personalized custom formation with less human-machine operation.
[0276] The method provided in this embodiment also provides at least one generated formation option created by the current user and / or other users. The current user can use the custom formation 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 custom formations that integrate the creativity of different users.
[0277] 3. How to determine the initial posture
[0278] Fig.14 A flow chart 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:
[0279] Step 231: displaying at least one of at least one preset posture option and at least one generated posture option;
[0280] The preset gesture options are gesture options provided natively by the application, and the generated gesture options include at least one of gesture options corresponding to the custom gesture edited by the first account and gesture options corresponding to the custom gesture edited by other accounts.
[0281] In some embodiments, at least one generated gesture option is a gesture option corresponding to a custom gesture recorded by the first account.
[0282] Indicatively Figure 7As shown, an initial posture selection control 43 is displayed in the group 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.
[0283] 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.
[0284] For example, Figure 7 As shown, at least one preset posture option includes: blowing posture, wishing posture, fist-raising posture, akimbo posture, chest-hugging posture, etc.
[0285] Step 233: In response to a selection operation of a first posture option among at least one preset posture option, an initial posture of the target model virtual character in the virtual environment is set to a first posture corresponding to the first posture option.
[0286] 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 target model virtual character, so that the initial posture of the target model virtual character in the virtual environment is set to the first posture corresponding to the first posture option.
[0287] Step 235: 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 target model virtual character in the virtual environment is set to a second posture corresponding to the second posture option.
[0288] 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 target model virtual character, so that the initial posture of the target model virtual character in the virtual environment is set to the second posture corresponding to the second posture option.
[0289] In some embodiments, during the posture editing process, the user can still change the initial posture of the target 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.
[0290] 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.
[0291] 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.
[0292] 4.Formation Editing Function
[0293] Fig.15 FIG. 2 shows a schematic diagram of formation editing provided by an exemplary embodiment of the present application. Fig.15 As shown, a formation editing control 55 and a circle position control 56 are displayed on the group posture editing interface 20 .
[0294] In response to the trigger operation on the formation editing control 55, a circle position can be added in the virtual environment. A circle position is displayed in a one-to-one correspondence with a model virtual character, refer to Fig.15 In the figure, the model virtual character 2211 is displayed correspondingly to the circle position 2212, the model virtual character 2213 is displayed correspondingly to the circle position 2214, and the model virtual character 2215 is displayed correspondingly to the circle position 2216.
[0295] Optionally, the formation editing control 55 displays at least one of the following: the number of circles already placed in the current formation, the total number of circles that can be placed in the current formation, and the remaining number of circles that can be placed in the current formation.
[0296] In response to a selection operation on the circle control 56 , the selected circle may be deleted in the virtual environment.
[0297] Optionally, in order to distinguish the positions corresponding to different virtual characters in the current formation, each position has a one-to-one corresponding digital mark.
[0298] In some embodiments, Fig.15 As shown, the circle position control 56 includes four circle position controls numbered 1-4.
[0299] In response to the operation of adding a circle, a circle control with a number marked as 5 is added to the end of the circle queue of the current formation. Optionally, an initial posture of the model virtual character corresponding to the circle control with a number marked as 5 is set. Optionally, the newly added circle control is not the default selected circle control.
[0300] In response to the selection operation on the circle control 56, assuming that the number mark of the currently selected circle control is 3, the circle control with the number mark 3 is deleted in the virtual environment. Optionally, the number marks of the remaining circle controls in the virtual environment will not change.
[0301] In response to the operation of adding a circle position, a circle position control with a number mark of 3 is added to the circle position queue of the current formation. Optionally, an initial posture of the model virtual character corresponding to the circle position control with a number mark of 3 is set. Optionally, the newly added circle position control is not the default selected circle position control.
[0302] Optionally, the digital mark of the newly added circle position control is the digital mark with the smallest digital mark value corresponding to the empty circle positions in the current formation. For example, the digital marks corresponding to the empty circle positions in the current formation are 3, 6, and 9. Then, when adding a circle position control, the digital mark of the circle position control added first is set to 3, the digital mark of the circle position control added second is set to 6, and the digital mark of the circle position control added last is set to 9.
[0303] In some embodiments, in the group posture editing interface 20, as the number of circles in the formation increases or decreases, the number of model virtual characters in the formation will also increase or decrease accordingly.
[0304] Exemplarily, two circle position controls are displayed in the group posture editing interface 20, and the numbers are 1 and 2. In response to the operation of adding a circle position, a circle position control with a number of 3 is displayed in the group posture editing interface 20, and the model virtual character corresponding to the circle position control with a number of 3 is displayed in the center of the virtual environment.
[0305] If the center position of the virtual environment is not available for placing the model virtual character, the model virtual character corresponding to the circle control marked with a number 3 is displayed at the boundary of the area where the model virtual character can be placed. The model virtual character corresponding to the circle control marked with a number 3 is in the initial posture.
[0306] If multiple model virtual characters are added at the same position in the virtual environment, the multiple model virtual characters are displayed with a certain distance between them.
[0307] In some embodiments, a formation lock control is displayed in the group posture editing interface 20 for locking a specified formation, and a locked formation displays a lock mark in the menu bar in the initial formation selection control 53 .
[0308] In some embodiments, the locked formation can perform at least one of the following operations: formation selection operation, unlocking operation. Optionally, other operations such as editing operation cannot be performed on the locked formation.
[0309] In some embodiments, the group posture editing interface 20 displays body position editing controls, such as Fig.16 As shown. Taking the body position editing control in the form of a floating rocker 54 as an example, in response to a drag operation on the floating rocker 54 in at least one of the up, down, left, and right directions, the target model virtual character is controlled to move in the corresponding direction in the virtual environment. Optionally, the target model virtual character moves at a fixed speed within the space indicated by the surface grid.
[0310] In some embodiments, the group posture editing interface 20 displays a body orientation editing control, such as Fig.16 As shown. Taking the body orientation editing control in the form of a rotating rocker 57 as an example, in response to the dragging operation of the rotating rocker 57 in at least one of the up, down, left, and right directions, the target model virtual character is controlled to rotate in the corresponding direction in the virtual environment, so that the body of the target model virtual character is oriented in the corresponding direction in the virtual environment. Optionally, the target model virtual character rotates at a fixed speed within the space indicated by the surface grid.
[0311] In some embodiments, the rotation angle of the target model virtual character is determined based on the dragging operation on the rotating joystick 57, and the current orientation of the target model virtual character is used as the rotation base point, and the determined rotation angle is rotated relative to the rotation base point, so that the body orientation of the target model virtual character changes accordingly.
[0312] In some embodiments, the body position edit control and the body orientation edit control may be implemented as the same or different controls.
[0313] 5. Posture Editing Function
[0314] Fig.17 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.
[0315] Exemplarily, the multiple skeleton chains include:
[0316] Head bone chain, including head bones and neck bones.
[0317] 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.
[0318] 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.
[0319] 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.
[0320] In some embodiments, in response to a selection operation on a target circle in the group pose editing interface 20 , a mode selection button for editing a target model virtual character in the target circle is displayed.
[0321] Exemplarily, at least one of the following mode selection buttons is displayed on the group posture editing interface: joint mode, orientation mode, gesture mode, and expression mode. The joint mode includes: convenient editing mode and expert editing mode.
[0322] In response to the selection operation for the joint mode, the editing controls related to the posture editing of the bone point are displayed. Further, in response to the selection operation for the convenient editing mode, the posture editing of the bone point and at least two bones on the bone chain corresponding to the bone point is performed based on the IK mode; in response to the selection operation for the expert editing mode, the posture editing of the single bone corresponding to the bone point is performed.
[0323] 1. Relevant content of the above-mentioned expert editing mode.
[0324] Fig.18 A flowchart of a method for editing the posture of a virtual character 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:
[0325] Step 420: displaying at least two model virtual characters and at least one candidate skeleton point in the virtual environment;
[0326] In the group pose editing interface, at least two model virtual characters and at least one candidate skeleton point in the virtual environment are displayed.
[0327] Exemplarily, at least one candidate bone point includes: head bone point, neck bone point, back 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.
[0328] In some embodiments, reference Fig.19 As shown, the group posture editing interface 20 includes a skeleton point schematic diagram displayed using a HUD control. Fig.29 and an option control for at least one candidate skeleton point connected to a relevant part on the skeleton point schematic diagram using a lead line. Fig.29 It is a two-dimensional schematic diagram independent of the target model virtual character 22. The name of the current bone point is displayed on the option control of these candidate bone points.
[0329] In some embodiments, reference Fig.19 As shown, the group posture editing interface 20 includes at least one candidate skeleton point 24 attached to the skeleton model of the target model virtual character 22. These candidate skeleton points 24 are displayed at corresponding positions of the skeleton model of the target model virtual character 22 as point controls.
[0330] Step 440: In response to a selection operation on a target bone point among at least one candidate bone point, displaying a body posture editing control for editing the target bone point;
[0331] The selection 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.
[0332] In some embodiments, in response to a selection operation on a target bone point among at least one candidate bone point in a bone point diagram, a body posture editing control for editing the target bone point is displayed; in some embodiments, in response to a selection operation on a target bone point among at least one candidate bone point on a model virtual character, a body posture editing control for editing the target bone point is displayed.
[0333] Schematic reference Fig.19 As shown, the editing controls corresponding to the target bone point include: rotation control 1, rotation control 2 and rotation control 3 corresponding to the three coordinate axes respectively. Rotation control 1 is used for rotation control around the x-axis, rotation control 2 is used for rotation control around the y-axis, and rotation control 3 is used for rotation control around the z-axis.
[0334] Step 460: In response to the editing operation on the body posture editing control, rotate the bone corresponding to the target bone point in the virtual environment.
[0335] This step includes at least one of the following steps:
[0336] In response to a first editing operation on the body posture editing control, rotating the bone corresponding to the target bone point around the x-axis in the virtual environment;
[0337] In response to a second editing operation on the body posture editing control, rotating the bone corresponding to the target bone point around the y-axis in the virtual environment;
[0338] In response to a third editing operation on the body posture editing control, the bone corresponding to the target bone point is rotated around the z-axis in the virtual environment.
[0339] Each bone point has its own corresponding bone. When the bone point is not a joint, the bone corresponding to the bone point is the bone directly indicated by the bone point; when the bone point is a joint, the bone corresponding to the bone point is the next level bone connected to the joint. At least two bones on the bone chain can be called the first level bone, the second level bone, the third level bone, etc. in the direction from the root bone to the end bone.
[0340] In some embodiments, the skeleton corresponding to the target skeleton point includes at least one of the following:
[0341] When the target bone point is a head bone point, the bone corresponding to the head bone point is all the bones of the head; when the target bone point is a neck bone point, the bone corresponding to the neck bone point is all the bones of the neck; when the target bone point is a back bone point, the bone corresponding to the back bone point is the bone between the back and the waist; when the target bone point is a waist bone point, the bone corresponding to the waist bone point is the bone between the waist and the hip.
[0342] When the target bone point is the left shoulder bone point, the bone corresponding to the left shoulder bone point is the left upper arm bone; when the target bone point is the left elbow bone point, the bone corresponding to the left elbow bone point is the left forearm bone; when the target bone point is the left hand bone point, the bone corresponding to the left hand bone point is the bones of all left hand parts; when the target bone point is the right shoulder bone point, the bone corresponding to the right shoulder bone point is the right upper arm bone; when the target bone point is the right elbow bone point, the bone corresponding to the right elbow bone point is the right forearm bone; when the target bone point is the right hand bone point, the bone corresponding to the right hand bone point is the bones of all right hand parts.
[0343] When the target bone point is the left hip bone point, the bone corresponding to the left hip bone point is the left thigh bone; when the target bone point is the left knee bone point, the bone corresponding to the left knee bone point is the left calf bone; when the target bone point is the left foot bone point, the bone corresponding to the left foot bone point is the bones of all left foot parts; when the target bone point is the right hip bone point, the bone corresponding to the right hip bone point is the right thigh bone; when the target bone point is the right knee bone point, the bone corresponding to the right knee bone point is the right calf bone; when the target bone point is the right foot bone point, the bone corresponding to the right foot bone point is the bones of all right foot parts.
[0344] When the target bone point is not a joint, the bone corresponding to the target bone point is rotated in the virtual environment with the midpoint or center of the bone corresponding to the target bone point as the rotation center. When the target bone point is a joint, the bone corresponding to the target bone point is rotated in the virtual environment with the target bone point as the rotation center.
[0345] To sum up, the method provided in this embodiment provides the player with a body posture editing control of the target bone point, and in response to the editing operation on the body posture editing control, rotates the bone corresponding to the target bone point in the virtual environment, thereby achieving precise control of the bone corresponding to the target bone point, providing the player with a refined posture editing solution, and the user can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual character controlled by the current user or other users.
[0346] 2. Related content of the above convenient editing mode.
[0347] Fig. 20 A flowchart of a method for editing a virtual character's 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:
[0348] Step 520: displaying at least two model virtual characters and at least one candidate skeleton point in the virtual environment;
[0349] In the group pose editing interface, at least two model virtual characters and at least one candidate skeleton point in the virtual environment are displayed.
[0350] Schematic reference Fig.21 The group posture editing interface 20 includes a skeleton point schematic model 28 displayed by a HUD control and an option control of at least one candidate skeleton point connected to a relevant part of the skeleton point schematic model 28 by a lead line. The skeleton point schematic model 28 is a two-dimensional schematic diagram independent of the model virtual character 22. The option controls of these candidate skeleton points display the name of the current skeleton point.
[0351] In some embodiments, the posture editing interface 20 also includes at least one candidate bone point 24 attached to the bone model of the model virtual character 22. These candidate bone points 24 are displayed at corresponding positions of the bone model of the model virtual character 22 as point controls.
[0352] Exemplarily, at least one candidate bone point 24 includes: a head bone point, a neck bone point, a back bone point, a waist bone point, a left shoulder bone point, a left elbow bone point, a left hand bone point, a right shoulder bone point, a right elbow bone point, a right hand bone point, a left hip bone point, a left knee bone point, a left foot bone point, a right hip bone point, a right knee bone point, and a right foot bone point.
[0353] Step 540: In response to a selection operation on a target bone point among at least one candidate bone point, displaying a body posture editing control for editing the target bone point;
[0354] The selection 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.
[0355] In some embodiments, in response to a selection operation of a target bone point option among at least one candidate bone point of the bone point schematic model 28, a body posture editing control for editing the target bone point is displayed; in some embodiments, in response to a selection operation of a target bone point among at least one candidate bone point 24 on the model virtual character 22, a body posture editing control for editing the target bone point is displayed.
[0356] Schematic reference Fig.21 In this embodiment, the target bone point is taken as an example of the left knee bone point.
[0357] Step 560: In response to the editing operation on the body posture editing control, change the position of the target bone point in the virtual environment, and link the position of at least one bone bound to the target bone point in the virtual environment.
[0358] The skeleton model includes at least one skeleton chain. Each skeleton chain includes a root skeleton and at least one terminal skeleton. All or part of the skeleton chain also includes an intermediate skeleton between the root skeleton and the terminal skeleton. In different embodiments, the skeleton chain is divided in different ways. Fig.17 , the relevant content will not be repeated here.
[0359] In response to the editing operation on the body posture editing control, the position of the target bone point in the virtual environment is changed, and the position of at least one bone bound to the target bone point in the virtual environment is changed in conjunction. The at least one bone bound to the target bone point is usually a bone on the same bone chain as the target bone point. In some embodiments, the at least one bone bound to the target bone point includes all bones on the same bone chain as the target bone point. In some embodiments, the at least one bone bound to the target bone point includes a portion of bones on the same bone chain as the target bone point, such as bones located below the target bone point.
[0360] In some embodiments, the user can change the position of the target bone point by directly dragging, thereby linking and changing at least one bone on the same bone chain as the target bone point. Since directly dragging the target bone point on the model virtual character is very intuitive, similar to the operation of swinging a "puppet", the user can intuitively operate without any learning cost, which is very easy to use.
[0361] In some embodiments, the user uses a sliding joystick to change the position of the target bone point, thereby linking and changing at least one bone on the same bone chain as the target bone point. Fig. 22 As shown, the editing control for editing the target bone point includes: second drag controls 262 corresponding to the three coordinate axes respectively, and each second drag control 262 is used to implement the drag control corresponding to one of the three coordinate axes.
[0362] The virtual environment is constructed based on the world coordinate system. The three coordinate axes are three coordinate axes in the world coordinate system, and are three coordinate axes on a private coordinate system constructed with the target bone point as the origin. Exemplarily, the second drag controls corresponding to the three coordinate axes include: a second drag control corresponding to the x-axis, a second drag control corresponding to the y-axis, and a second drag control corresponding to the z-axis.
[0363] Most target bone points support dragging on three coordinate axes. Due to the source domain such as limb bending limit, a small number of target bone points only support dragging on one or two coordinate axes. In this case, the second drag control corresponding to the non-draggable coordinate axis is displayed as unavailable or hidden.
[0364] Optionally, the second drag control 262 corresponding to the three coordinate axes is implemented using a HUD control and is displayed separately from the model virtual character.
[0365] In some embodiments, when a touch operation on the second drag control corresponding to the first coordinate axis is detected, the second drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed.
[0366] The touch operation is a touch down event detected on the second drag control 262 corresponding to the first coordinate axis. Exemplarily, a click operation includes a touch down event and a touch up event. A slide / drag operation includes: a touch down event, at least one touch move event and a touch up event. In some embodiments, the touch down event is also called a touch start event, and the touch up event is also called a touch end event.
[0367] The second drag control 262 corresponding to the first coordinate axis is the second drag control selected from the three second drag controls. The first coordinate axis is any one of the three coordinate axes. In this embodiment, the first coordinate axis is an x-axis for example.
[0368] The second coordinate axis and the third coordinate axis are the other two coordinate axes except the first coordinate axis among the three coordinate axes.
[0369] Since the display area on the terminal is limited, in order to provide more user operation area, when a touch operation on the first and second drag controls is detected, the second drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed.
[0370] In some embodiments, when a touch operation on the second drag control corresponding to the first coordinate axis is detected, the second drag control corresponding to the first coordinate axis is switched from a button form to a sliding rocker form.
[0371] In some embodiments, the three second drag controls 262 have two display forms: a button form and a sliding rocker form. The sliding rocker form includes a sliding slot and a rocker located on the sliding slot. By default, the three second drag controls are displayed as button forms. The display area of a single button-shaped second drag control is smaller than the display area of a single circular wheel form.
[0372] When a touch operation on the second drag control 262 corresponding to the first coordinate axis is detected, the second drag control 262 corresponding to the first coordinate axis is switched from a button form to a sliding rocker form 263 .
[0373] In some embodiments, in response to a drag operation on a second drag control corresponding to a first coordinate axis, the bone corresponding to the target bone point is dragged around the first coordinate axis with the target bone point as a drag base point.
[0374] In some embodiments, in response to the operation of dragging the second drag control 262 corresponding to the first coordinate axis in the first drag direction, the bone corresponding to the target bone point is dragged in a clockwise direction around the first coordinate axis with the target bone point as the drag base point; or, in response to the operation of dragging the second drag control 262 corresponding to the first coordinate axis along the second drag direction, the bone corresponding to the target bone point is dragged in a counterclockwise direction around the first coordinate axis with the target bone point as the drag base point; or, in response to the operation of dragging the second drag control 262 corresponding to the first coordinate axis in the first drag direction, the bone corresponding to the target bone point is dragged in a clockwise direction around the first coordinate axis with the target bone point as the drag base point, and, in response to the operation of dragging the second drag control 262 corresponding to the first coordinate axis along the second drag direction, the bone corresponding to the target bone point is dragged in a counterclockwise direction around the first coordinate axis with the target bone point as the drag base point.
[0375] In some embodiments, based on the position of the target skeletal point in the virtual environment, the position of at least one bone bound to the target skeletal point in the virtual environment is changed in a linked manner.
[0376] Schematically, the model avatar is displayed based on a skeleton model, and the skeleton model includes at least one skeleton chain;
[0377] Schematically, this step includes: using at least one bone on the same bone chain as the target bone point as at least one bone bound to the target bone point; based on the position of the target bone point in the virtual environment, using IK linkage to change the position of at least one bone bound to the target bone point in the virtual environment.
[0378] In some embodiments, at least one bone that is on the same skeletal chain as the target skeletal point and is located above the target skeletal point is used as at least one bone bound to the target skeletal point. In some embodiments, at least one bone that is on the same skeletal chain as the target skeletal point and is located below the target skeletal point is used as at least one bone bound to the target skeletal point. In some embodiments, all bones that are on the same skeletal chain as the target skeletal point are used as at least one bone bound to the target skeletal point.
[0379] In some embodiments, when the bone corresponding to the target bone point is dragged to a restricted position, the bone corresponding to the target bone point is maintained at the restricted position.
[0380] When the bone corresponding to the target bone point is dragged to the restricted position, if the drag operation in the same drag direction continues to be received, the bone corresponding to the target bone point will be kept in the restricted position. In other words, when the bone corresponding to the target bone point is kept in the restricted position, the second drag control will no longer respond to the editing operation beyond the restricted position, but can still respond to the editing operation within the restricted position.
[0381] The restricted position includes at least one of a first restricted position and a second restricted position.
[0382] 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.
[0383] 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.
[0384] In some embodiments, when a touch-off operation on the first drag control is detected, the second drag control and the third drag control are restored to display. In some embodiments, when a touch-off operation on the first drag control is detected, the first drag control is switched from a sliding rocker form back to a button form.
[0385] In summary, the method provided in this embodiment provides players with editing controls for target bone points, responds to editing operations on body posture editing controls, simultaneously changes the position of the target bone point in the virtual environment, and linkedly changes the position of at least one bone bound to the target bone point in the virtual environment, thereby achieving one editing operation that can change the posture editing of multiple bones, providing players with a convenient posture editing solution, and users can editably generate a variety of custom postures, and subsequently apply the generated custom postures to virtual characters controlled by the current user or other users.
[0386] 3. Related content of the above-mentioned pattern.
[0387] In some embodiments, the body posture editing control includes a reference orientation control for editing the orientation of a local body part of the target model virtual character. Taking the local body part as the face part and the eye part as an example, the editing mode includes two editing modes: adjusting the face orientation and adjusting the eye orientation.
[0388] In some embodiments, a direction reference control of a designated body part of a target model virtual character is displayed, where the designated body part is a local body part of the target model virtual character; in response to a trigger operation on the direction reference, the direction of the designated body part of the target model virtual character is changed.
[0389] For facial orientation
[0390] Fig.23 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:
[0391] Step 610: displaying at least two model virtual characters in a virtual environment, and displaying a selection control for a designated body part of a target model virtual character;
[0392] In the group pose editing interface, at least two model virtual characters located in the virtual environment are displayed.
[0393] Schematic reference Fig.24 , the group posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0394] In response to the selection operation of the facing mode, a first manual editing control 251 for the face orientation and a second manual editing control 252 for the eye orientation are displayed. In response to the trigger operation on the first manual editing control 251, the manual adjustment function for the face orientation is triggered; in response to the trigger operation on the second manual editing control 252, the manual adjustment function for the eye orientation is triggered.
[0395] Step 620: In response to the selection operation on the face, displaying a first orientation reference object corresponding to the face and drag controls corresponding to three coordinate axes for editing the first orientation reference object, each drag control being used to implement a drag control corresponding to one of the three coordinate axes;
[0396] Take the face as an example, for reference Fig.24 , displaying a first orientation reference 241, the editing controls for editing the orientation reference include: drag controls 261 corresponding to the three coordinate axes respectively, each drag control 261 is used to implement the drag control corresponding to one of the three coordinate axes.
[0397] Optionally, the drag controls 261 corresponding to the three coordinate axes are implemented using HUD controls and are displayed separately from the model virtual character.
[0398] Step 631: when a touch operation on the drag control corresponding to the first coordinate axis is detected, the drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed;
[0399] The touch operation is a touch-down event detected on the drag control 261 corresponding to the first coordinate axis.
[0400] The drag control 261 corresponding to the first coordinate axis is the selected drag control among the three drag controls. The first coordinate axis is any one of the three coordinate axes. In this embodiment, the first coordinate axis is an x-axis for example.
[0401] The second coordinate axis and the third coordinate axis are the other two coordinate axes except the first coordinate axis among the three coordinate axes.
[0402] Since the display area on the terminal is limited, in order to provide more user operation area, when a touch operation on the first drag control is detected, the drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed.
[0403] Step 632: when a touch operation on the drag control corresponding to the first coordinate axis is detected, the drag control corresponding to the first coordinate axis is switched from the first form to the second form;
[0404] In some embodiments, the three drag controls 261 have two display forms: a button form and a sliding rocker form. The sliding rocker form includes a sliding slot and a rocker located on the sliding slot. By default, the three drag controls are displayed as button forms. The display area of a single button-shaped drag control is smaller than the display area of a single ring wheel form.
[0405] When a touch operation on the drag control 261 corresponding to the first coordinate axis is detected, the drag control 261 corresponding to the first coordinate axis is switched from a button form to a sliding rocker form 262 .
[0406] Step 640: In response to a drag operation on a drag control corresponding to a first coordinate axis, changing a position of a first orientation reference object in the virtual environment along the first coordinate axis;
[0407] In response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in a first direction, the position of the reference object in the virtual environment is changed along the positive half axis of the first coordinate axis; or, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in a second direction, the position of the reference object in the virtual environment is changed along the negative half axis of the first coordinate axis; or, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in the first direction, the position of the reference object in the virtual environment is changed along the positive half axis of the first coordinate axis, and, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in the second direction, the position of the reference object in the virtual environment is changed along the negative half axis of the first coordinate axis.
[0408] Step 650: Control the face of the target model virtual character to face the first direction reference object;
[0409] In an exemplary manner, the orientation of the face of the target model avatar is bound to the position of the first orientation reference object. When the position of the first orientation reference object in the virtual environment changes, the orientation of the face of the target model avatar is changed to follow the position of the first orientation reference object.
[0410] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of the first orientation reference object in the virtual environment, the coordinates of the facial parts of the target model virtual character, and the upward direction of the target model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the facial parts of the target model virtual character. By transforming the facial parts of the target model virtual character based on the view matrix, the orientation of the facial parts of the target model virtual character can be changed to follow the position of the first orientation reference object.
[0411] Step 660: When the face is dragged to the restricted position, keep the face at the restricted position.
[0412] When the face is dragged to a restricted position, if the drag operation in the same drag direction continues to be received, the face is kept in the restricted position. In other words, when the face is kept in the restricted position, the drag control no longer responds to editing operations beyond the restricted position, but can still respond to editing operations within the restricted position.
[0413] The restricted position includes at least one of a first restricted position and a second restricted position.
[0414] 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.
[0415] 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.
[0416] To summarize, the method provided in this embodiment provides the player with an editing control of a first orientation reference object, and in response to an editing operation on the editing control, changes the position of the first orientation reference object in the virtual environment; and then controls the facial parts of the model virtual character to face the first orientation reference object, thereby providing a function of adjusting the orientation of the facial parts of the virtual character, providing a convenient posture editing solution for the player, and the user can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual characters controlled by the current user or other users.
[0417] The method provided in this embodiment provides drag controls corresponding to the three coordinate axes, so that the user can perform refined posture editing in the three directions of the x-axis, y-axis, and z-axis with respect to the reference object, and through multiple posture editing by the user, the body parts of the model virtual character can be edited into various desired postures, providing a refined degree of posture editing.
[0418] The method provided in this embodiment can also reduce the number of controls displayed on the posture editing interface by canceling the display of the drag controls corresponding to the second and third coordinate axes when the drag control corresponding to the first coordinate axis is selected, thereby providing the user with a larger operating space while reducing information interference to the user.
[0419] For eye direction
[0420] Fig.25 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:
[0421] Step 710: displaying at least two model virtual characters in a virtual environment, and displaying a selection control for a designated body part of a target model virtual character;
[0422] In the group pose editing interface, at least two model virtual characters located in the virtual environment are displayed.
[0423] Schematic reference Fig.24 , the group posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0424] In response to the selection operation of the facing mode, a first manual editing control 251 for the face orientation and a second manual editing control 252 for the eye orientation are displayed. In response to the trigger operation on the first manual editing control 251, the manual adjustment function for the face orientation is triggered; in response to the trigger operation on the second manual editing control 252, the manual adjustment function for the eye orientation is triggered.
[0425] Step 720: In response to the selection operation for the eye, display the second orientation reference corresponding to the eye and the drag controls corresponding to the three coordinate axes for editing the second orientation reference, each drag control being used to implement the drag control corresponding to one of the three coordinate axes;
[0426] Take the eye as an example, for reference Fig.24 , displaying the second orientation reference 242, the editing controls for editing the orientation reference include: drag controls 261 corresponding to the three coordinate axes respectively, each drag control 261 is used to implement the drag control corresponding to one of the three coordinate axes.
[0427] Optionally, the drag controls 261 corresponding to the three coordinate axes are implemented using HUD controls and are displayed separately from the model virtual character.
[0428] In some embodiments, the first orientation reference 241 and the second orientation reference 242 can be displayed at the same time, and only one of them is currently activated; in some embodiments, only one of the first orientation reference 241 and the second orientation reference 242 will be displayed at the same time, and when one of the orientation references is activated, the other orientation reference will be undisplayed or hidden.
[0429] Step 731: when a touch operation on the drag control corresponding to the first coordinate axis is detected, the drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed;
[0430] The touch operation is a touch-down event detected on the drag control 261 corresponding to the first coordinate axis.
[0431] The drag control 261 corresponding to the first coordinate axis is the selected drag control among the three drag controls. The first coordinate axis is any one of the three coordinate axes. In this embodiment, the first coordinate axis is an x-axis for example.
[0432] The second coordinate axis and the third coordinate axis are the other two coordinate axes except the first coordinate axis among the three coordinate axes.
[0433] Since the display area on the terminal is limited, in order to provide more user operation area, when a touch operation on the first drag control is detected, the drag controls corresponding to the second coordinate axis and the third coordinate axis are undisplayed.
[0434] Step 732: when a touch operation on the drag control corresponding to the first coordinate axis is detected, the drag control corresponding to the first coordinate axis is switched from a button form to a sliding rocker form;
[0435] In some embodiments, the three drag controls 261 have two display forms: a button form and a sliding rocker form. The sliding rocker form includes a sliding slot and a rocker located on the sliding slot. By default, the three drag controls are displayed as button forms. The display area of a single button-shaped drag control is smaller than the display area of a single ring wheel form.
[0436] When a touch operation on the drag control 261 corresponding to the first coordinate axis is detected, the drag control 261 corresponding to the first coordinate axis is switched from a button form to a sliding rocker form 262 .
[0437] Step 740: In response to a drag operation on a drag control corresponding to the first coordinate axis, changing a position of the second orientation reference object in the virtual environment along the first coordinate axis;
[0438] In response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in a first direction, the position of the reference object in the virtual environment is changed along the positive half-axis of the first coordinate axis; or, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in a second direction, the position of the second reference object in the virtual environment is changed along the negative half-axis of the first coordinate axis; or, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in the first direction, the position of the reference object in the virtual environment is changed along the positive half-axis of the first coordinate axis, and, in response to a dragging operation of dragging the drag control corresponding to the first coordinate axis in the second direction, the position of the second reference object in the virtual environment is changed along the negative half-axis of the first coordinate axis.
[0439] Step 750: Control the eyes of the target model virtual character to face the second reference object;
[0440] Schematically, the orientation of the eyes of the target model virtual character is bound to the position of the second orientation reference object. When the position of the second orientation reference object in the virtual environment changes, the orientation of the eyes of the target model virtual character is changed to follow the position of the second orientation reference object.
[0441] In some embodiments, a LookAT function is provided in the pose editor, which takes the coordinates of the second orientation reference object in the virtual environment, the coordinates of the eye part of the target model virtual character, and the upward direction of the target model virtual character as parameters. Calling the LookAT function can return a view matrix for transforming the eye part of the target model virtual character. By transforming the eye part of the target model virtual character based on the view matrix, the orientation of the eye part of the target model virtual character can be changed to follow the position of the second orientation reference object.
[0442] Step 760: When the eye is dragged to the restricted position, keep the eye at the restricted position.
[0443] When the eye is dragged to a restricted position, if it continues to receive a drag operation in the same drag direction, the eye will be kept in the restricted position. In other words, when the eye is kept in the restricted position, the drag control will no longer respond to editing operations beyond the restricted position, but it can still respond to editing operations within the restricted position.
[0444] The restricted position includes at least one of a first restricted position and a second restricted position.
[0445] 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.
[0446] 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.
[0447] In summary, the method provided in this embodiment provides the player with an editing control of the second orientation reference object, and changes the position of the second orientation reference object in the virtual environment in response to the editing operation on the editing control; and then controls the eye part of the target model virtual character to face the second orientation reference object, thereby realizing the function of adjusting the orientation of the eye part of the virtual character, and providing a convenient posture editing solution for the player. The user can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual characters controlled by the current user or other users.
[0448] The method provided in this embodiment provides drag controls corresponding to the three coordinate axes, so that the user can perform refined posture editing in the three directions of the x-axis, y-axis, and z-axis with respect to the reference object, and through multiple posture editing by the user, the body parts of the target model virtual character can be edited into various desired postures, providing a refined degree of posture editing.
[0449] The method provided in this embodiment can also reduce the number of controls displayed on the posture editing interface by canceling the display of the drag controls corresponding to the second and third coordinate axes when the drag control corresponding to the first coordinate axis is selected, thereby providing the user with a larger operating space while reducing information interference to the user.
[0450] In some embodiments, the body posture editing control includes a part orientation control control for controlling the orientation of a local body part of the target model virtual character. Taking the local body part as the face part and the eye part as an example, the editing mode includes two editing modes: control of face orientation and control of eye orientation.
[0451] In some embodiments, a part orientation control widget of a designated body part of a target model virtual character is displayed, wherein the designated body part is a local body part of the target model virtual character; in response to a trigger operation for the part orientation control, the designated body part is controlled toward the position indicated by the part orientation control widget in the virtual environment.
[0452] Facial orientation control
[0453] The group posture editing interface 20 displays the part orientation control controls related to the facial orientation: a first look forward control, a first look camera control, and a first follow camera control.
[0454] In response to the user clicking the first look forward control, the face of the target model virtual character is controlled to face the front of the target model virtual character's body; in response to the user clicking the first look camera control, the face of the target model virtual character is controlled to face the center of the group posture editing interface 20; in response to the user clicking the first follow camera control, the face of the target model virtual character is controlled to always face the center of the group posture editing interface 20.
[0455] Control of eye direction
[0456] The group posture editing interface 20 displays the eye orientation control controls: a second forward look control, a second lens look control, and a second follow lens control.
[0457] In response to the user clicking on the second look forward control, the eyes of the target model virtual character are controlled to face the front of the target model virtual character's body; in response to the user clicking on the second look camera control, the eyes of the target model virtual character are controlled to face the center of the group posture editing interface 20; in response to the user clicking on the second follow camera control, the eyes of the target model virtual character are controlled to always face the center of the group posture editing interface 20.
[0458] To summarize, the method provided in this embodiment provides players with a part orientation control control for a specified body part, and in response to a trigger operation on the part orientation control control, controls the specified body part of the model virtual character to be oriented toward the position indicated by the part orientation control control in the virtual environment, thereby providing a function of adjusting the part orientation of the specified body part of the virtual character, providing players with a convenient posture editing solution, and users can editably generate a variety of custom postures, and subsequently apply the generated custom postures to the virtual characters controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for the postures of virtual characters.
[0459] 4. Related content of the above gesture mode.
[0460] In some embodiments, the body posture editing control includes a part posture control for controlling the posture of a local body part of the target model virtual character. Taking the local body parts as hand parts and facial parts as an example, the editing mode includes two editing modes: adjustment of hand parts and adjustment of facial parts.
[0461] In some embodiments, in response to a trigger operation of a part posture control, at least one candidate posture of a specified body part of a target model virtual character is displayed, and the candidate posture is used to present the specified body part as a preset posture shape; in response to a selection operation for a target posture in at least one candidate posture, the specified body part is switched to be displayed as the posture shape corresponding to the target posture.
[0462] Fig.26 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:
[0463] Step 810: displaying at least two model virtual characters in a virtual environment, and displaying a selection control for a designated body part of a target model virtual character;
[0464] In the group posture editing interface, at least two model virtual characters in the virtual environment are displayed. The target model virtual character is displayed based on the skeleton model. The target model virtual character includes a hand part.
[0465] Step 820: displaying at least one candidate hand gesture posture of a hand part of the target model virtual character and a hand selection control, wherein the candidate hand gesture posture is used to present the hand part as a preset hand gesture shape;
[0466] Schematic reference Fig. 27 In the group gesture editing interface 20, one or more candidate hand gestures 271 of the hand part of the target model virtual character 22 are displayed. Each candidate hand gesture 271 is used to present the hand part as a preset hand gesture shape. The gesture shapes of different candidate hand gestures are different.
[0467] In some embodiments, candidate gesture postures 271 include at least one of: a V-shaped victory gesture, a straightened and closed gesture, a relaxed gesture, a thumbs-up gesture, a heart gesture, a relaxed flower hand gesture, an open palm gesture, a clenched fist gesture, and an open gesture.
[0468] In some embodiments, the hand selection controls include a left hand selection control 272 and a right hand selection control 273. In some embodiments, the hand selection controls include a left hand selection control 272, a right hand selection control 273, and a two-hand selection control 274. The left hand selection control 272 is used to select a left hand part; the right hand selection control 273 is used to select a right hand part; and the two-hand selection control 274 is used to select both a left hand part and a right hand part at the same time.
[0469] Step 831: in response to a selection operation for a target gesture action among at least one candidate gesture action and the left hand selection control is in a selected state, switching the hand part on the left side of the target model virtual character to be displayed as a gesture shape corresponding to the target gesture action;
[0470] In some embodiments, local skeleton data corresponding to the left hand part is pre-stored for each candidate gesture posture 271. If there are multiple body types of model avatars, local skeleton data corresponding to the left hand part of the candidate gesture posture 271 is also stored for each body type of model avatar.
[0471] In response to a selection operation for a target gesture action among at least one candidate gesture actions and the left hand selection control is in a selected state, local bone data of the target gesture is queried based on the body shape of the target model virtual character, the ID of the target gesture posture and the left hand identification; the local bone data of the hand part located on the left side of the target model virtual character is replaced with the local bone data of the target gesture posture.
[0472] Step 832: In response to a selection operation for a target gesture action in at least one candidate gesture action and the right hand selection control is in a selected state, the hand part on the right side of the target model virtual character is switched to be displayed as a gesture shape corresponding to the target gesture action.
[0473] In some embodiments, local skeleton data corresponding to the right hand part is pre-stored for each candidate hand gesture posture 271. If there are multiple body types of model avatars, local skeleton data corresponding to the right hand part of the candidate hand gesture posture 271 is also stored for each body type of model avatar.
[0474] In response to a selection operation for a target gesture action among at least one candidate gesture actions and the right-hand selection control is in a selected state, local skeleton data of the target gesture is queried based on the body shape of the target model virtual character, the ID of the target gesture posture and the right-hand identification; the local skeleton data of the hand part on the right side of the target model virtual character is replaced with the local skeleton data of the target gesture posture.
[0475] Step 833: In response to a selection operation for a target gesture action in at least one candidate gesture action and the two-hand selection control is in a selected state, both hand parts of the target model virtual character are switched to be displayed as gesture shapes corresponding to the target gesture action.
[0476] It should be noted that, for the same target gesture action, the target gesture action of the left hand and the target gesture action of the right hand are symmetrical.
[0477] To summarize, the method provided in this embodiment provides the player with at least one candidate hand gesture posture, and in response to a selection operation of a target hand gesture posture in at least one candidate hand gesture posture, switches the hand part on the model virtual character to display a hand gesture posture shape corresponding to the target hand gesture posture, thereby achieving one editing operation that can change the entire hand gesture posture editing, providing the player with a convenient hand gesture posture editing solution, and the user can editably generate a variety of custom hand gesture postures, and subsequently apply the generated custom hand gesture postures to the virtual character controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for virtual character hand gesture postures.
[0478] 5. Related content of the above expression patterns.
[0479] In some embodiments, the body posture editing control includes a part posture control for controlling the posture of a local body part of the target model virtual character. Taking the local body parts as hand parts and facial parts as an example, the editing mode includes two editing modes: adjustment of hand parts and adjustment of facial parts.
[0480] In some embodiments, in response to a trigger operation of a part posture control, at least one candidate posture of a specified body part of a target model virtual character is displayed, and the candidate posture is used to present the specified body part as a preset posture shape; in response to a selection operation for a target posture in at least one candidate posture, the specified body part is switched to be displayed as the posture shape corresponding to the target posture.
[0481] Fig.28 A flowchart of a method for editing the posture of a complex part provided by an exemplary embodiment of the present application is shown. This embodiment is illustrated by taking the method executed by a terminal as an example. The method includes:
[0482] Step 910: displaying at least two model virtual characters in a virtual environment, and displaying a selection control for a designated body part of a target model virtual character;
[0483] In the group posture editing interface, at least two model virtual characters are displayed in a virtual environment. The target model virtual character is displayed based on a skeleton model. The target model virtual character includes multiple body parts.
[0484] Illustratively, the target model virtual character includes at least one body part of a head, a torso, limbs, a hand, a face, and a foot.
[0485] Among the above body parts, there are some body parts with a large number of bones, and it is difficult for the user to adjust the bones one by one. For example, the face usually has 36 bones, and it is difficult for the user to adjust the desired expression and posture one by one.
[0486] In this embodiment, the designated body part refers to the body part whose number of bones exceeds a preset threshold. The preset threshold may be 3 or 5, etc. The designated body part may also be pre-designated by the R&D personnel based on expert experience.
[0487] Step 920: displaying at least one candidate expression posture of a facial part of the target model virtual character, the candidate expression posture being used to present a designated body part as a preset expression shape;
[0488] Schematic reference Fig.29In the group gesture editing interface 20, one or more candidate expression gestures 265 of the facial part of the target model virtual character 22 are displayed. Each candidate expression gesture is used to present the facial part as a preset expression gesture shape. The gesture shapes of different candidate expression gestures are different.
[0489] In an illustrative example, the candidate facial expressions include at least one of a smiling expression, a cool expression, a squinting expression, a staring expression, an expression with both eyes closed, an expression with one eye closed, an angry expression, a happy smiling expression, and an angry expression.
[0490] Step 930: In response to a selection operation for a target expression posture among at least one candidate expression posture, the facial part of the target model virtual character is switched to be displayed as an expression shape corresponding to the target expression posture.
[0491] In some embodiments, if there are model virtual characters of multiple body types, local skeleton data corresponding to the target facial expression and posture are stored for each model virtual character of each body type.
[0492] In response to a selection operation of a target expression posture among at least one candidate expression posture, local skeleton data of the target expression posture is queried based on the body shape of the target model virtual character and the ID of the target expression posture; the local skeleton data of the facial part of the target model virtual character is replaced with the local skeleton data of the target expression posture. Thus, on the interface, the facial part of the target model virtual character is switched to be displayed as an expression shape corresponding to the target expression posture.
[0493] To summarize, the method provided in this embodiment provides the player with at least one candidate expression posture of the facial part, and in response to the selection operation of the target expression posture in the at least one candidate expression posture, switches the facial part on the model virtual character to display the expression posture shape corresponding to the target expression posture, thereby realizing that one editing operation can change the expression posture editing of the entire hand, providing the player with a convenient expression posture editing solution, and the user can editably generate a variety of custom expression postures, and subsequently apply the generated custom expression postures to the virtual character controlled by the current user or other users, thereby realizing a UGC generation, application and sharing solution for the expression posture of the virtual character.
[0494] Since the number of candidate postures for the same body part is limited, it may not be able to fully meet the personalized needs of users. The embodiment of the present application also provides a method for generating candidate postures. The method includes:
[0495] The user selects a first target posture and a second target posture from a plurality of preset candidate postures. The first target posture is one of the plurality of candidate postures, the second target posture is another of the plurality of candidate postures, and the first target posture and the second target posture are two different postures.
[0496] Taking the first target posture as the starting posture and the second target posture as the ending posture, generating at least one intermediate posture, the at least one intermediate posture being the posture experienced when transitioning from the starting posture to the ending posture;
[0497] In response to the selection operation of the intermediate posture, the designated body part of the model virtual character is switched to display the posture shape corresponding to the intermediate posture. The designated body part may be a hand or a face.
[0498] In some embodiments, the first target posture is used as the starting posture, the second target posture is used as the ending posture, and at least one intermediate posture is generated, including:
[0499] Acquire first bone position data of a specified body part in a first target posture; and acquire second bone position data of a specified body part in a second target posture; input the first bone position data, the second bone position data and the expected number of postures into a neural network model to obtain the expected number of intermediate postures.
[0500] The training method of the neural network model is as follows:
[0501] Obtain first sample bone position data of a specified body part in a first sample posture, the first sample bone position data including position information of each bone in the specified body part in the first sample posture; and obtain second sample bone position data of the specified body part in a second sample posture, the second sample bone position data including position information of each bone in the specified body part in the second sample posture.
[0502] Obtain the number of sample intermediate postures, and based on the number of sample intermediate postures, perform a difference between the position data of the same bone in the first sample bone position data and the second sample bone position data to obtain the number of sample intermediate postures sample intermediate postures. That is, assuming that the position information of the same bone in the first sample bone position data is (x1, y1, z1); the position information in the second sample bone position data is (x2, y2, z2), and the number of sample intermediate postures is n, then the position information of the i-th sample intermediate posture is:
[0503] i / n*(x1, y1, z1)+(ni) / n*(x2, y2, z2), where i is an integer not greater than n.
[0504] Repeat the above steps for each bone in the specified body part to obtain the third sample bone position data of each sample intermediate posture;
[0505] Based on the first sample bone position data, the second sample bone position data and the number of sample intermediate postures as input data, and the third sample bone position data of the sample intermediate postures as label data, the neural network model is trained. In order to enable the neural network model to be applicable to different numbers of intermediate postures, the number of sample intermediate postures can be set to multiple different values, so as to train a neural network model that can be applicable to different numbers of intermediate postures.
[0506] In some embodiments, the above method also includes: collecting three-dimensional image data of a designated body part of a user through a depth camera module; inputting the three-dimensional image data into a neural network model to obtain skeletal position data of the designated body part corresponding to the three-dimensional image data; generating a posture modeling of the designated body part of a model virtual character based on the skeletal position data of the designated body part; and switching the designated body part on the model virtual character to display the posture modeling.
[0507] The neural network model is trained based on the 3D image data and skeletal position data of the paired model virtual characters. The 3D image data of the model virtual characters is obtained by using a camera model in a virtual environment to collect the designated body parts of the model virtual characters while setting different skeletal positions. This training method does not require training samples of real human body parts, which can greatly reduce the difficulty of constructing a sample training set.
[0508] 6. Saving custom gestures
[0509] Fig.30 A flowchart of a method for saving a custom gesture provided by an exemplary embodiment of the present application is shown. The method includes:
[0510] Step 1010: Display a save button for the custom gesture;
[0511] The Save button can be displayed in more than one place and at more than one time.
[0512] Combined with reference Fig.16 , a save button 61 is displayed on the group pose editing interface 20. In some embodiments, when exiting the group pose 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 group pose of the model virtual character, a second pop-up window is displayed, and a save button is displayed in the second pop-up window.
[0513] Step 1020: Save the posture data and auxiliary information of the group custom posture as a modeling work.
[0514] The posture data of the group custom posture is absolute group posture data, or relative group posture data relative to the initial group posture. The absolute group posture data stores the position information and rotation information of each skeleton of at least two model virtual characters in the virtual environment. The relative group posture data stores the posture offset values of each skeleton of at least two model virtual characters relative to the initial group 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.
[0515] The posture data and attached information of the group custom posture will be saved as the modeling work of the group custom posture. The attached information includes: the unique identifier of the group custom posture, the account information of the creator, the creation time, the personalized information of at least two model virtual characters, the body shape information of at least two model virtual characters, the posture data of the initial posture of at least two model virtual characters, the name of the group custom posture, and at least one of the preview images of the group custom posture.
[0516] Optionally, the unique identifier of the group customized posture is generated by the terminal or the server.
[0517] In some embodiments, in response to the operation of sharing the group custom gesture to the second account, sharing information of the group custom gesture is displayed in a network space to which the second account has access rights.
[0518] In some embodiments, the first account and the second account have a friend relationship. In response to the operation of sharing the group custom gesture to the chat window or game mailbox corresponding to the second account, the sharing information of the styling work corresponding to the custom gesture is displayed in the chat window or game mailbox to which the second account has access rights, so that the second account can apply the group custom gesture on the second virtual character.
[0519] In some embodiments, in response to an operation of sharing the group custom gesture to a designated group, sharing information of the group custom gesture is displayed in the designated group.
[0520] Indicatively, Fig.31 As shown, a "Send to" button 62 is displayed on the introduction interface of the modeling work. In response to the triggering operation of the "Send to" button 62, a world channel option 63 and a designated friend option 64 are displayed.
[0521] In response to the triggering operation on the designated friend option 64, 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 on the second account, the group customized gesture is shared with the second account.
[0522] Indicatively, Fig.31 and Fig.32 As shown, in response to the triggering operation of the world channel option 63, the group customized gesture is shared in the dialog box of the world channel, and is displayed as a sharing message 65. Other accounts (such as a third account) in the world channel view the preview image of the modeling work through the sharing message 65.
[0523] In some embodiments, the sharing information displays the name, creator, creation time, preview image, etc. of the modeling work. In response to the triggering operation on the sharing information, the relevant data of the modeling work is saved in the modeling record of the second account.
[0524] In some embodiments, the client logged into the second / third account obtains the absolute group posture data of the group custom posture, applies the absolute group posture data to the second virtual character, and displays the second virtual character in the group custom posture.
[0525] In some embodiments, the client logged in with the second / third account obtains relative group posture data of the group custom posture, which is the offset value of the group custom posture relative to the initial group posture. The relative group posture data of the initial group posture corresponding to the group custom posture is obtained, and the relative group posture data of the group custom posture and the posture data of the initial group posture are superimposed to obtain the absolute group posture data of the group custom posture. The absolute group posture data is applied to the second virtual character to display the second virtual character in the group custom posture.
[0526] It should be understood that the second account includes one or more accounts, and correspondingly, the second virtual character includes one or more virtual characters.
[0527] It should be understood that the third account includes one or more accounts, and correspondingly, the third virtual character includes one or more virtual characters.
[0528] In summary, the method provided in this embodiment saves the gesture data and attached information of the group custom gesture as a styling work, and saves the styling work as a UGC, so as to facilitate sharing and application of the custom gesture between different accounts.
[0529] Fig.33 A flowchart of a method for editing a virtual character's posture 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:
[0530] 1. Start;
[0531] Users can open the shape editor through the shape editor entrance in the client.
[0532] In some embodiments, the modeling editor can be opened through the main interface-menu-entertainer-modeling record-new multi-person work. After the user's secondary confirmation, the user is then transferred to an independent virtual environment to enter the modeling system. The independent virtual environment can be considered as a plane dedicated to modeling.
[0533] 2. Select the initial template;
[0534] After entering the modeling system, multiple preset group poses will be provided, which are several different poses automatically configured by the modeling system. At this time, the user can select a preset group pose from them as the initial group pose, which is also called the initial template.
[0535] 3. Quickly adjust the posture of the virtual character in a single circle;
[0536] After selecting a circle, you can quickly change the posture of a single model virtual character in that circle.
[0537] 4. Enter detailed editing mode;
[0538] After selecting a circle, you can enter the detailed editing mode of the circle.
[0539] 5. Customize the circle position and skeleton;
[0540] After entering the circle editing mode, you can perform at least one of the following editing operations: edit the circle position, edit the circle direction, add a circle, delete a circle, lock the circle, unlock the circle, switch the body shape of the model virtual character in the circle, and quickly change the posture of the model virtual character in the circle.
[0541] After entering the bone editing mode, you can enter the joint mode by default or choose to enter the joint mode to display the various bone points of the character. Users can select the bone points to be edited to change the local bones of the posture. Users can choose the convenient editing mode to edit, or they can choose the expert rotation editing mode to edit.
[0542] When the convenient editing mode is selected, the corresponding interactive interface will pop up. The user can directly drag the target bone point on the model virtual character, and drive the multiple bones bound upward to the target bone point to move together; and the UI can be used to adjust the wheel to move in the X / Y / Z directions; the three-axis model direction lines are displayed on the target bone point to facilitate the user to understand the direction of movement.
[0543] When the expert rotation editing mode is selected, the corresponding interactive interface will pop up. The user can use the UI to adjust the wheel to move the bone corresponding to the target bone point in the X / Y / Z directions; the direction line of the three-dimensional spherical model is displayed on the target bone point to facilitate understanding of the arc position of the rotation.
[0544] After entering the Edit Bone mode, you can enter the Face mode by default or choose to enter the Face mode to edit the character's face orientation. The user can use the default initial face orientation state; or trigger the Look at the Camera control to turn the character's head toward the current camera position; or generate a 3D positioning ball in the scene to make the character look at the ball position; the player can move the ball to change its position in the scene, and the character always faces the ball.
[0545] After entering the Edit Skeleton mode, you can enter the Line of Sight mode by default or choose to enter it to edit the character's line of sight. The user can use the default initial line of sight state; or trigger the Look at the Camera control to make the character look at the current position of the camera; or generate a 3D positioning ball in the scene to make the character look at the position of the ball; the player can move and change the position of the ball in the scene, and the character's line of sight always looks at the ball.
[0546] After entering the edit skeleton mode, you can enter the gesture mode by default or choose to enter it to edit the character's hand gestures. Users can choose to replace only the left hand gesture, only the right hand gesture, or both. Users can select the overall skeleton data of a gesture to be replaced: such as heart shape, thumbs up, etc.
[0547] After entering the bone editing mode, you can enter the expression mode by default or choose to edit the character's facial posture. The user can select a facial bone data that needs to be replaced: such as sad, blinking, etc.
[0548] Users can also select a circle and export the pose of the model virtual character in that circle; users can also
[0549] 6. Detection limitations;
[0550] When the user adjusts the skeleton, the modeling system needs to detect at least one of the following limitations:
[0551] (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.
[0552] (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.
[0553] 7. Save data;
[0554] 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.
[0555] 8. Storage and application;
[0556] Users can make secondary modifications to the saved modeling works, or name them for easy management; they can also click Apply on the Posture / Work interface, obtain the server storage data through the unique ID, and apply the posture data to the virtual character they control, so that the virtual character they control can strike the custom posture.
[0557] 9. Share and collect.
[0558] Users can forward the plan to others, who can see the preview cover image of the modeling work and the author's related information. Users can also click on the modeling works shared by others to collect them and save them in their own modeling collection; or directly click on the modeling work to apply it and use the modeling works shared by others for the virtual characters controlled by themselves.
[0559] 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.
[0560] Fig.34 A schematic diagram of the structure of a virtual character posture editing device provided by an exemplary embodiment of the present application is shown. The device comprises:
[0561] A first display module 3120, configured to display at least one group of candidate group gestures, each of which corresponds to gesture shapes of at least two virtual characters;
[0562] A selection module 3140 is configured to, in response to a selection operation on a first group posture in the at least one group of candidate group postures, display at least two circle positions corresponding to the first group posture in a virtual environment, wherein the at least two circle positions correspond to posture shapes of at least two virtual characters in the first group posture in a one-to-one manner;
[0563] The first display module 3120 is further configured to display a posture corresponding to the circle where each virtual character among the different virtual characters is located after the different virtual characters among the different virtual characters enter different circles among the at least two circles.
[0564] In some embodiments, the first display module 3120 is further configured to, in response to a selection operation on a first group gesture in the at least one group of candidate group gestures, display the at least two circle positions corresponding to the first group gesture in the virtual environment with the position of the first virtual character as the central reference point of the first group gesture and the orientation of the first virtual character as the reference orientation of the first group gesture;
[0565] The first virtual character is a virtual character that the first account has control authority over.
[0566] In some embodiments, the first display module 3120 is further configured to, in response to a change in the position of the first virtual character, refresh and display the at least two circle positions corresponding to the first group gesture by taking the changed position of the first virtual character as the central reference point of the first group gesture;
[0567] or, in response to a change in the orientation of the first virtual character, taking the changed orientation of the first virtual character as a reference orientation of the first group gesture, refreshing and displaying the at least two circle positions corresponding to the first group gesture;
[0568] Or, in response to changes in the position and the orientation of the first virtual character, the changed position of the first virtual character is used as the central reference point of the first group posture, and the changed orientation of the first virtual character is used as the reference orientation of the first group posture, and the at least two circle positions corresponding to the first group posture are refreshed and displayed.
[0569] In some embodiments, the first display module 3120 is further configured to, in response to a selection operation on a second group gesture in the at least one group of candidate group gestures, display the at least two circle positions corresponding to the second group gesture in the virtual environment with the position of the first virtual character as the central reference point of the second group gesture and the orientation of the first virtual character as the reference orientation of the second group gesture;
[0570] The at least two circle positions of the first group gesture and the at least two circle positions of the second group gesture are displayed using different display parameters.
[0571] In some embodiments, the first display module 3120 is further configured to display a circle position number in each of the at least two circle positions.
[0572] In some embodiments, the device further includes a first control module 3160 for controlling the first virtual character to enter a first circle of the at least two circles, and controlling the first virtual character to apply a first posture shape corresponding to the first circle in the first circle.
[0573] In some embodiments, the first display module 3120 is further used to display the second virtual character entering a second circle of the at least two circles, and to display the second virtual character applying a second posture shape corresponding to the second circle in the second circle.
[0574] In some embodiments, the apparatus further comprises a sending module 3180 for sending an application invitation to the second account for joining the first group gesture;
[0575] Or, sending an application invitation for joining the first group gesture to a designated group, the designated group including the second account.
[0576] In some embodiments, the device further includes a first photographing module 3190 for photographing the group gesture formed by the gesture shapes corresponding to the different virtual characters in response to a triggering operation on a photographing function.
[0577] In some embodiments, the first display module 3120 is further configured to cancel display of the at least two circle positions in response to a triggering operation on a photographing function.
[0578] In summary, the device provided in the embodiment of the present application supports different virtual characters to quickly display the posture shape corresponding to the circle position after entering the circle position corresponding to the candidate group posture, reducing a large number of operations in the group posture editing process and reducing a large number of operations in the group posture display process. For electronic devices with limited operation modes such as mobile phones and tablets, it can reduce the user's human-machine operation cost, and more easily and quickly display the group posture shape corresponding to multiple virtual characters with less human-machine operation, so that multiple virtual characters can be displayed in group according to the candidate group posture, realizing a fast, accurate and convenient UGC generation, application and sharing solution for group posture.
[0579] Fig.35 A schematic diagram of the structure of a virtual character posture editing device provided by an exemplary embodiment of the present application is shown. The device comprises:
[0580] A second display module 3510 is used to display at least two circles corresponding to a first group posture in a virtual environment, wherein the first group posture corresponds to posture shapes of at least two virtual characters, the first group posture is placed by the first account in the virtual environment, and the at least two circles correspond to the posture shapes of the at least two virtual characters one by one;
[0581] The second control module 3530 is used to control the second virtual character to enter a second circle position of the at least two circles, and control the second virtual character to apply a second posture shape corresponding to the second circle position in the second circle position;
[0582] The second display module 3510 is further configured to display the second virtual character located in the second circle position and in the second posture;
[0583] The second display module 3510 is further configured to display a posture corresponding to the circle where each virtual character in the different virtual characters is located after the other virtual characters in the virtual characters enter the other circle of the at least two circles.
[0584] In some embodiments, the second display module 3510 is further configured to display a gesture application control corresponding to the second circle position when the second virtual character moves to a surrounding range of the second circle position;
[0585] The second control module 3530 is used to control the second virtual character to apply a second posture shape corresponding to the second circle position in response to a triggering operation on the posture application control.
[0586] In some embodiments, the second control module 3530 is used to obtain the posture data and body orientation data of the custom posture corresponding to the second circle position in response to the triggering operation of the posture application control;
[0587] Applying the posture data of the custom posture and the body orientation data to the second virtual character, so that the second virtual character applies a second posture shape corresponding to the second circle in the second circle.
[0588] In some embodiments, the device also includes a receiving module 3550 for receiving an application invitation sent by the first account to the second account for joining the first group posture; or, receiving an application invitation sent by the first account to a designated group for joining the first group posture, and the designated group includes the second account.
[0589] In some embodiments, the second display module 3510 is further used to display at least two circle positions corresponding to the first group gesture in the virtual environment in response to an acceptance operation of the application invitation.
[0590] In some embodiments, the second display module 3510 is further configured to display at least two circle positions corresponding to the first group posture in the virtual environment when the second account and the first account belong to the same group.
[0591] In some embodiments, the device further includes a second photographing module 3570 for photographing the group gesture formed by the gesture shapes corresponding to the different virtual characters in response to a triggering operation on a photographing function.
[0592] In some embodiments, the second display module 3510 is further configured to cancel display of the at least two circle positions in response to a triggering operation on the photo taking function.
[0593] In summary, the device provided by the embodiment of the present application supports different virtual characters to quickly display the postures corresponding to the positions in the circle after entering the position corresponding to the candidate group posture, thereby reducing a large number of operations in the group posture editing process and reducing a large number of operations in the group posture display process. For electronic devices with limited operation modes such as mobile phones and tablets, it can reduce the user's human-machine operation cost, and more easily and quickly display the group postures corresponding to multiple virtual characters with less human-machine operation.
[0594] It should be noted that: the device provided in the above embodiment is only illustrated by the division of the above functional modules in the process of editing the posture of the virtual character. 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.
[0595] Fig.36 A structural block diagram of a computer device 2300 provided by an exemplary embodiment of the present application is shown.
[0596] Typically, the computer device 2300 includes: a processor 2301 and a memory 2302 .
[0597] 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.
[0598] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one instruction, which is used to be executed by the processor 2301 to implement the posture editing method of the virtual character provided in the method embodiment of the present application.
[0599] 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.
[0600] 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 virtual character posture editing method as described above.
[0601] In an exemplary embodiment, a chip is also provided, the chip includes at least one of a programmable logic circuit and a program instruction, and a server or a terminal equipped with the chip is used to implement the virtual character posture editing method as described above.
[0602] 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 above-mentioned virtual character posture editing method. Optionally, the above-mentioned 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.
[0603] 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 virtual character posture editing method as described above.
Claims
1. A method for editing the posture of a virtual character, characterized in that: The method is executed by a client logged in with a first account, and the method includes: Displaying at least one group of candidate group postures, each group of candidate group postures in the at least one group of candidate group postures corresponds to posture shapes of at least two virtual characters; In response to a selection operation on a first group gesture in the at least one set of candidate group gestures, displaying at least two circle positions corresponding to the first group gesture in a virtual environment, wherein the at least two circle positions correspond one-to-one to the gesture shapes of at least two virtual characters in the first group gesture; After different virtual characters among the virtual characters enter different circles of the at least two circles, each of the different virtual characters is displayed in a posture corresponding to the circle where the virtual character is located.
2. The method according to claim 1, characterized in that: In response to a selection operation on a first group posture in the at least one set of candidate group postures, displaying at least two circle positions corresponding to the first group posture in a virtual environment includes: In response to a selection operation for a first group gesture from the at least one group of candidate group gestures, in the virtual environment, taking a position of a first virtual character as a central reference point of the first group gesture and taking an orientation of the first virtual character as a reference orientation of the first group gesture, displaying the at least two circle positions corresponding to the first group gesture; The first virtual character is a virtual character that the first account has control authority over.
3. The method according to claim 2, characterized in that The method further comprises: In response to a change in the position of the first virtual character, taking the changed position of the first virtual character as a central reference point of the first group gesture, refreshing and displaying the at least two circle positions corresponding to the first group gesture; or, In response to a change in the orientation of the first virtual character, taking the changed orientation of the first virtual character as a reference orientation of the first group gesture, and refreshing and displaying the at least two circle positions corresponding to the first group gesture; or, In response to changes in the position and the orientation of the first virtual character, the changed position of the first virtual character is used as a central reference point of the first group gesture, and the changed orientation of the first virtual character is used as a reference orientation of the first group gesture, and the at least two circle positions corresponding to the first group gesture are refreshed and displayed.
4. The method according to claim 2, characterized in that: The method further comprises: In response to a selection operation for a second group gesture from the at least one set of candidate group gestures, in the virtual environment, taking the position of the first virtual character as a central reference point of the second group gesture and taking the orientation of the first virtual character as a reference orientation of the second group gesture, displaying the at least two circle positions corresponding to the second group gesture; The at least two circle positions of the first group gesture and the at least two circle positions of the second group gesture are displayed using different display parameters.
5. The method according to any one of claims 1 to 3, characterized in that: The method further comprises: displaying a circle position sequence number in each of the at least two circle positions; The circle position sequence number is used to uniquely identify the current circle position in the management process of the at least two circle positions corresponding to the first group posture, and the management process includes at least one of a data saving process, a circle position adding process, and a circle position reducing process.
6. The method according to any one of claims 1 to 5, characterized in that: After different virtual characters among the virtual characters enter different circles of the at least two circles, displaying each virtual character among the different virtual characters in a posture corresponding to the circle where the virtual character is located includes: Controlling a first virtual character to enter a first circle position among the at least two circles, and controlling the first virtual character to apply a first posture shape corresponding to the first circle position in the first circle position; Displaying that the second virtual character enters a second circle position among the at least two circles, and displaying that the second virtual character applies a second posture shape corresponding to the second circle position in the second circle position; The first virtual character is a virtual character that the first account has control authority over, and the second virtual character is a virtual character that the second account has control authority over.
7. The method according to claim 6, characterized in that The method further comprises: sending an application invitation to the second account for joining the first group gesture; or, An application invitation for joining the first group gesture is sent to a designated group, the designated group including the second account.
8. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: In response to a triggering operation on a photographing function, the display of the at least two circle positions is cancelled, and a photograph is taken of a group gesture formed by the gesture shapes corresponding to the different virtual characters.
9. The method according to any one of claims 1 to 5, characterized in that: The at least one group of candidate group gestures includes at least one of: at least one group of preset group gestures and at least one group of generated group gestures.
10. A method for editing the posture of a virtual character, characterized in that: The method is executed by a client logged in with a second account, and the method includes: Displaying at least two circles corresponding to a first group posture in a virtual environment, the first group posture corresponds to posture shapes of at least two virtual characters, the first group posture is placed by the first account in the virtual environment, and the at least two circles correspond to the posture shapes of the at least two virtual characters one by one; Controlling the second virtual character to enter a second circle position among the at least two circles, and controlling the second virtual character to apply a second posture shape corresponding to the second circle position in the second circle position; Displaying the second virtual character located in the second circle position and in the second posture; After other virtual characters among the virtual characters enter other circles of the at least two circles, each virtual character among the different virtual characters is displayed in a posture corresponding to the circle where the virtual character is located.
11. The method according to claim 10, characterized in that The controlling the second virtual character to apply a second posture shape corresponding to the second position in the second position includes: When the second virtual character moves to a surrounding range of the second circle position, displaying a gesture application control corresponding to the second circle position; In response to a triggering operation on the gesture application control, the second virtual character is controlled to apply a second gesture shape corresponding to the second circle position in the second circle position.
12. The method according to claim 11, characterized in that In response to the triggering operation of the gesture application control, controlling the second virtual character to apply a second gesture shape corresponding to the second position in the second circle includes: In response to a triggering operation on the posture application control, acquiring posture data and body orientation data of the custom posture corresponding to the second lap position; Applying the posture data of the custom posture and the body orientation data to the second virtual character, so that the second virtual character applies a second posture shape corresponding to the second circle in the second circle.
13. The method according to any one of claims 10 to 12, characterized in that: The method further comprises: receiving an application invitation for joining the first group gesture sent by the first account to the second account; or receiving an application invitation for joining the first group gesture sent by the first account to a designated group, the designated group including the second account; The displaying at least two circle positions corresponding to the first group posture in the virtual environment includes: In response to an acceptance operation of the application invitation, at least two circle positions corresponding to the first group gesture are displayed in the virtual environment.
14. The method according to any one of claims 10 to 12, characterized in that: The displaying at least two circle positions corresponding to the first group posture in the virtual environment includes: When the second account and the first account belong to the same group, at least two circle positions corresponding to the first group posture are displayed in the virtual environment.
15. The method according to any one of claims 10 to 12, characterized in that: The method further comprises: In response to a triggering operation on a photographing function, the display of the at least two circle positions is cancelled, and a photograph is taken of a group gesture formed by the gesture shapes corresponding to the different virtual characters.
16. A virtual character posture editing device, characterized in that: The device comprises: A first display module, used for displaying at least one group of candidate group postures, each group of candidate group postures in the at least one group of candidate group postures corresponding to posture shapes of at least two virtual characters; A selection module, configured to, in response to a selection operation on a first group posture in the at least one group of candidate group postures, display at least two circle positions corresponding to the first group posture in a virtual environment, wherein the at least two circle positions correspond one-to-one to the posture shapes of at least two virtual characters in the first group posture; The first display module is used to display the posture and shape of each virtual character in the circle where the different virtual characters are located after the different virtual characters in the virtual characters enter different circles of the at least two circles.
17. A virtual character posture editing device, characterized in that: The device comprises: A second display module is used to display at least two circles corresponding to a first group posture in a virtual environment, the first group posture corresponds to the posture shapes of at least two virtual characters, the first group posture is placed by the first account in the virtual environment, and the at least two circles correspond to the posture shapes of the at least two virtual characters one by one; A second control module, configured to control the second virtual character to enter a second circle position among the at least two circles, and control the second virtual character to apply a second posture shape corresponding to the second circle position in the second circle position; The second display module is further used to display the second virtual character located in the second circle position and in the second posture; The second display module is further used to display the posture and shape of each virtual character in the different virtual characters corresponding to the circle where the virtual character is located after the other virtual characters in the virtual characters enter the other circle of the at least two circles.
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 virtual character posture editing method as described in any one of claims 1 to 9 or 10 to 15.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual character posture editing method as described in any one of claims 1 to 9 or 10 to 15.
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 virtual character posture editing method as described in any one of claims 1 to 9 or 10 to 15.
21. A chip, characterized in that: The chip includes at least one of a programmable logic circuit and a program instruction, and a computer device equipped with the chip is used to implement the virtual character posture editing method as described in any one of claims 1 to 9 or 10 to 15.