Virtual character posture editing method and device, equipment and storage medium
Through the pose editing method of virtual characters, users can quickly generate and share multi-player combination actions, solving the problems of cumbersome and limited postures in the existing technology, and achieving rapid and accurate editing and sharing of multi-player virtual characters' poses .
Patent Information
- Application Number
- CN202310802192.7
- 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 a three-dimensional virtual environment controlled by multiple people, it is very cumbersome to use pre-set skeleton animation to achieve complex multiplayer combination movements, and the posture of taking photos and sharing is limited, making it difficult to meet users' creative and sharing needs.
Provide a pose editing method for virtual characters. By displaying multiple model virtual characters, it changes the pose shape of the target model virtual character in response to user selection and editing operations, including body posture, body orientation and body position, and generate group customization. Pose, which supports users to quickly and accurately generate and share multiplayer action.
It realizes the fast, accurate and convenient generation and sharing of group custom poses of multiple virtual characters, improves the user experience and meets the creation and sharing needs of multi-player action.
Smart Images

Figure CN119215415A_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 virtual character's posture is provided, the method comprising:
[0007] displaying at least two model avatars in a virtual environment;
[0008] 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;
[0009] In response to an editing operation on the editing control, changing a posture shape corresponding to the target model virtual character in the virtual environment, wherein the posture shape includes at least one of a body posture, a body orientation, and a body position;
[0010] Based on the posture modeling corresponding to the target model virtual character, a group customized posture corresponding to the at least two model virtual characters is obtained.
[0011] According to one aspect of the present application, a virtual character posture editing device is provided, the device comprising:
[0012] A display module, used for displaying at least two model virtual characters in a virtual environment;
[0013] A selection module, configured to display an editing control for editing the target model virtual character in response to a selection operation on the target model virtual character among the at least two model virtual characters;
[0014] An editing module, configured to change a posture model corresponding to the target model virtual character in the virtual environment in response to an editing operation on the editing control, wherein the posture model includes at least one of a body posture, a body orientation, and a body position;
[0015] The editing module is further used to obtain the group customized postures corresponding to the at least two model virtual characters based on the posture modeling corresponding to the target model virtual character.
[0016] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual character posture editing method as described above.
[0017] 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.
[0018] According to another aspect of the present application, a computer program product is provided. The computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual character posture editing method as described above.
[0019] According to another aspect of the present application, a chip is provided, the chip comprising 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 above.
[0020] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0021] By providing players with editing controls of target model virtual characters, at least one of the body postures, body orientations and body positions corresponding to at least two model virtual characters is changed, thereby obtaining a group custom posture including multiple virtual characters, so that multiple virtual characters controlled by multiple users can be 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 portrait posture. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] 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.
[0023] Figure 1 A structural block diagram of a computer system provided by an embodiment of the present application is shown;
[0024] 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;
[0025] Figure 3 A flowchart of a gesture editing method provided by an embodiment of the present application is shown;
[0026] Figure 4 A schematic diagram of a gesture editing interface provided by an embodiment of the present application is shown;
[0027] Figure 5 A flowchart showing a method for starting a gesture editing function provided by an embodiment of the present application is shown;
[0028] Figure 6 A schematic diagram showing a first entry of a gesture editing function provided by an embodiment of the present application is shown;
[0029] Figure 7 A schematic diagram showing a second entrance of a gesture editing function provided by an embodiment of the present application is shown;
[0030] Figure 8 A schematic diagram showing the working principle of a camera model in a virtual environment provided by an embodiment of the present application is shown;
[0031] Fig. 9 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0032] Fig.10 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0033] Fig.11 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0034] Fig.12 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0035] Fig.13 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0036] Fig.14 A skeleton schematic diagram provided by an embodiment of the present application is shown;
[0037] Fig.15 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0038] Fig.16 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0039] Fig.17 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0040] Fig.18 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0041] Fig.19 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0042] Fig. 20 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0043] Fig.21 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0044] Fig. 22 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0045] Fig.23 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0046] Fig.24 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0047] Fig.25 A schematic diagram showing a flow chart of a gesture editing method provided by an embodiment of the present application is shown;
[0048] Fig.26 A schematic diagram of a gesture editing method provided by an embodiment of the present application is shown;
[0049] Fig. 27 A schematic diagram of a group custom gesture sharing process provided by an embodiment of the present application is shown;
[0050] Fig.28 A schematic diagram of a group custom gesture sharing interface provided by an embodiment of the present application is shown;
[0051] Fig.29A schematic diagram of a group custom gesture sharing interface provided by an embodiment of the present application is shown;
[0052] Fig.30 A flowchart of a method for editing a virtual character's posture provided by an embodiment of the present application is shown;
[0053] Fig.31 A schematic diagram of the structure of a virtual character posture editing device provided by an embodiment of the present application is shown;
[0054] Fig.32 A structural block diagram of a computer device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION
[0055] 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.
[0056] 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.
[0057] 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.
[0058] First, the related technologies involved in the embodiments of this application are briefly introduced:
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] Collection: Save and collect the modeling works generated and shared by others.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] Figure 1The computer system 100 includes at least one of a first terminal 110 , a server 120 and a second terminal 130 .
[0077] 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.
[0078] In some embodiments, the first terminal 110 may be considered as a first user using the first terminal 110 .
[0079] The first terminal 110 is connected to the server 120 via a wireless network or a wired network.
[0080] 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.
[0081] 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.
[0082] In some embodiments, the second terminal 130 may be considered as a second user using the second terminal 130 .
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] After the user starts the group pose editor, the group pose editing interface 20 is displayed. At least two model virtual characters are displayed in the group pose editing interface 20. The embodiment of the present application takes the display of model virtual characters 221, 222 and 223 in the group pose editing interface 20 as an example for schematic description, but it does not mean that the number of model virtual characters in the group pose editing interface 20 is limited.
[0088] After the user selects one or more model virtual characters from at least two model virtual characters in the group posture editing interface 20, the selected model virtual character is called the target model virtual character. The embodiment of the present application is schematically illustrated by taking the model virtual character 221 as the target model virtual character as an example. The model virtual character 221 is displayed based on a skeleton model. There are multiple editable candidate skeleton points 24 on the model virtual character 221. It should be understood that the model virtual character 221 may not display the skeleton model, that is, the model virtual character 221 may only display body parts without displaying the skeleton.
[0089] The user can edit different bone points multiple times to change the corresponding posture shape of the model virtual character 221 in the virtual environment. The posture shape includes at least one of body posture, body orientation and body position, so as to adjust the posture of the model virtual character 221 to the desired custom posture 281.
[0090] Similarly, the user can edit one or more model virtual characters in the group posture editing interface 20 to obtain group custom postures corresponding to at least two model virtual characters. Exemplarily, the posture of the model virtual character 221 is adjusted to the desired custom posture 281, the posture of the model virtual character 222 is adjusted to the desired custom posture 282, and the posture of the model virtual character 223 is adjusted to the desired custom posture 283. The group custom posture includes custom posture 281, custom posture 282 and custom posture 283.
[0091] Then, the user may save the group custom gesture as a modeling work (including the gesture data of the custom gesture 281 , the gesture data of the custom gesture 282 , and the gesture data of the custom gesture 283 ).
[0092] The group custom gesture is a UGC work that can be shared and applied between various accounts in the game client. The group custom gesture can also be edited by the current user or other users after saving to form other group custom gestures.
[0093] 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.
[0094] 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:
[0095] Step 320: Display at least two model virtual characters in the virtual environment;
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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).
[0100] 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;
[0101] 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.
[0102] The editing control can be used to change the posture model corresponding to the target model virtual character in the virtual environment, and the posture model includes at least one of body posture, body orientation and body position.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] In some embodiments, editing a control includes: applying a global control (see Fig.13 In response to the trigger operation on the application control, the posture modeling corresponding to the target model virtual character is applied to all model virtual characters in the group posture editing interface 20.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] Schematically, the schematic diagram of the body posture editing control can be referred to Figure 4 , 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.
[0114] based on Figure 4 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.
[0115] Step 360: In response to the editing operation on the editing control, changing the posture shape corresponding to the target model virtual character in the virtual environment;
[0116] 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] 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.
[0121] In different embodiments, after the user performs a posture editing operation on the target model virtual character in the group posture editing interface, the posture editing operation performed on the target model virtual character can be synchronized to one or more other model virtual characters in the group posture editing interface, or the customized posture of the target model virtual character after the posture editing operation is performed can be synchronized to one or more other model virtual characters in the group posture editing interface. Thus, when the user performs a posture editing operation on one or more other model virtual characters, there is no need to perform repeated editing operations, which improves the flexibility of group posture editing, reduces the number of operations in the group posture editing process, reduces the cost of human-computer operation, and makes the solution provided by the embodiment of the present application have the advantages of being simpler and faster, and effectively improves the user experience.
[0122] In some embodiments, a synchronization editing control for synchronizing the posture editing operation performed on the target model virtual character to other model virtual characters is displayed in the group posture editing interface. The synchronization editing control is, for example, a check control, a one-click check control, an apply all control, etc., so that the user can select which one or more other model virtual characters to synchronize the posture editing operation performed on the target model virtual character to. After the user triggers the synchronization editing control, when the user performs a posture editing operation on the target model virtual character, the posture editing operation performed on the target model virtual character is automatically synchronized to the other model virtual characters selected by the user, thereby realizing the synchronization function of the posture editing operation.
[0123] In some embodiments, a synchronization editing control for synchronizing the posture editing operation performed on the target model virtual character to other model virtual characters is displayed in the group posture editing interface, and the synchronization editing control is, for example, a format brush control. After the user performs a posture editing operation on the target model virtual character, the user triggers the format brush control, and the posture editing operation performed on the target model virtual character can be synchronized to other model virtual characters, thereby realizing the synchronization function of the posture editing operation.
[0124] In some embodiments, at least two model virtual characters are displayed in one-to-one correspondence with at least two circle positions. The user can perform at least one of the following steps in the virtual environment: increase the number of model virtual characters by increasing the circle positions, and decrease the number of model virtual characters by decreasing the circle positions.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] In some embodiments, after the first account shares the styling work of the group custom gesture with other accounts, the other accounts apply the styling work of the group custom gesture to other virtual characters other than the first virtual character.
[0132] In some embodiments, after the first account shares the group-customized gesture styling work with other accounts, the other accounts perform a gesture editing operation on the group-customized gesture styling work to form a new group-customized gesture styling work.
[0133] Exemplarily, the first account shares the modeling work of the group custom gesture with the second account. The second account can apply the group custom gesture to other virtual characters other than the first virtual character. The second account can also continue to share the modeling work of the group custom gesture with the third account. The second account can also edit the modeling work of the group custom gesture again to obtain a new modeling work of the group custom gesture, and can also apply the new modeling work of the group custom gesture to the first virtual character and other virtual characters, and can also send the new modeling work of the group custom gesture to the first account, the third account, and so on.
[0134] 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 portrait posture.
[0135] 1. Entrance to the group pose editing function
[0136] Figure 5 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:
[0137] Step 222: Displaying an entry for the group gesture editing function in the terminal application;
[0138] 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.
[0139] 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:
[0140] The first entry point for the group pose editing function to create new edits based on the system preset group poses;
[0141] A second entry to the group pose editing function for secondary editing based on the created group pose.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] In some embodiments, the virtual environment can perform at least one of rotation, reduction, enlargement, zooming out, zooming in, and perspective translation.
[0147] In some embodiments, the group pose editing interface displays a ground grid (see Fig.12 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.
[0148] In some embodiments, the display mode of the group posture 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 posture editing interface also changes.
[0149] 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.
[0150] Exemplary references Figure 6 As 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.
[0151] Exemplary references Figure 7 As shown, the created styling works are displayed in the styling record interface 10 of the application. In response to the selection operation of the first styling work, the introduction interface 12 of the first styling work is displayed. The first styling work is a styling work created by the first account or other accounts. The introduction interface 12 of the first styling work displays an edit button 42, and the edit button 42 is 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.
[0152] Schematic combination reference Figure 4 Several general function buttons are also displayed on the group gesture editing interface 20. For example:
[0153] Casual clothes button 32;
[0154] 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.
[0155] 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.
[0156] Body shape switching button 33;
[0157] 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).
[0158] 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.
[0159] 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.
[0160] Undo button 34 and redo button 35;
[0161] 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.
[0162] Hide button 36;
[0163] 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 .
[0164] Lens control controls 37;
[0165] The images of the target model virtual character 22 in the virtual environment are captured by a virtual camera model (referred to as lens). Figure 8It is a schematic diagram of the working principle of a camera model located in a virtual environment provided by an embodiment of the present application. The schematic diagram shows the process of mapping a feature point P in a virtual environment 201 to a feature point p' in an imaging plane 203. The coordinates of the feature point p in the virtual environment 201 are in three-dimensional form, and the coordinates of the feature point p' in the imaging plane 203 are in two-dimensional form. Virtual environment 201 is a virtual environment corresponding to the virtual environment. Camera plane 202 is determined by the posture of the camera model. Camera plane 202 is a plane perpendicular to the shooting direction of the camera model, and imaging plane 203 and camera plane 202 are parallel to each other. Imaging plane 203 is the plane of the virtual environment located in the field of view when the virtual environment is observed when the camera model is imaged.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] Reset lens button 38;
[0171] 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.
[0172] 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.
[0173] 2. How to determine the initial formation
[0174] Fig. 9 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:
[0175] Step 232: Display at least one of at least one preset formation option and at least one generated formation option;
[0176] 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.
[0177] 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.
[0178] 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.
[0179] The preset formation options are formation options provided natively by the application, and the generated formation options include at least one of the following: formation options corresponding to the custom formation edited by the first account, and formation options corresponding to the custom formation edited by other accounts.
[0180] In some embodiments, at least one generated formation option is a formation option corresponding to a custom formation recorded by the first account.
[0181] 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.
[0182] 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.
[0183] For example, Fig.10 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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.
[0191] 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.
[0192] 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.
[0193] 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.
[0194] 3. How to determine the initial posture
[0195] Fig.11 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:
[0196] Step 231: displaying at least one of at least one preset posture option and at least one generated posture option;
[0197] The preset gesture options are gesture options provided natively by the application, and the generated gesture options include at least one of the following: gesture options corresponding to the custom gestures edited by the first account, gesture options corresponding to the custom gestures edited by other accounts.
[0198] In some embodiments, at least one generated gesture option is a gesture option corresponding to a custom gesture recorded by the first account.
[0199] 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.
[0200] 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.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] 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.
[0206] 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.
[0207] 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.
[0208] 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.
[0209] 4.Formation Editing Function
[0210] Fig.12 FIG. 2 shows a schematic diagram of formation editing provided by an exemplary embodiment of the present application. Fig.12 As shown, a formation editing control 55 and a circle position control 56 are displayed on the group posture editing interface 20 .
[0211] 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.12 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.
[0212] 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.
[0213] In response to a selection operation on the circle control 56 , the selected circle may be deleted in the virtual environment.
[0214] 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.
[0215] In some embodiments, Fig.12 As shown, the circle position control 56 includes four circle position controls numbered 1-4.
[0216] 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.
[0217] 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.
[0218] 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.
[0219] 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.
[0220] 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.
[0221] 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.
[0222] 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.
[0223] 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.
[0224] 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 .
[0225] In some embodiments, the locked formation can perform at least one of the following operations: formation selection operation, unlocking operation. Optionally, the locked formation cannot perform other operations such as editing operation.
[0226] In some embodiments, the group posture editing interface 20 displays body position editing controls, such as Fig.13 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.
[0227] In some embodiments, the group posture editing interface 20 displays a body orientation editing control, such as Fig.13 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.
[0228] 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.
[0229] In some embodiments, the body position edit control and the body orientation edit control may be implemented as the same or different controls.
[0230] 5. Posture Editing Function
[0231] Fig.14 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.
[0232] Exemplarily, the multiple skeleton chains include:
[0233] Head bone chain, including head bones and neck bones.
[0234] 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.
[0235] 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.
[0236] 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.
[0237] 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.
[0238] 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.
[0239] 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.
[0240] 1. Relevant content of the above-mentioned expert editing mode.
[0241] Fig.15 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:
[0242] Step 420: displaying at least two model virtual characters and at least one candidate skeleton point in the virtual environment;
[0243] 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.
[0244] 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.
[0245] In some embodiments, reference Fig.16 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.
[0246] In some embodiments, reference Fig.16 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.
[0247] 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;
[0248] 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.
[0249] 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.
[0250] Schematic reference Fig.16 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.
[0251] 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.
[0252] This step includes at least one of the following steps:
[0253] 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;
[0254] 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;
[0255] 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.
[0256] 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.
[0257] In some embodiments, the skeleton corresponding to the target skeleton point includes at least one of the following:
[0258] 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.
[0259] 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.
[0260] 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.
[0261] 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.
[0262] 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.
[0263] 2. Related content of the above convenient editing mode.
[0264] Fig.17 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:
[0265] Step 520: displaying at least two model virtual characters and at least one candidate skeleton point in the virtual environment;
[0266] 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.
[0267] Schematic reference Fig.18 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.
[0268] 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.
[0269] 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.
[0270] 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;
[0271] 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.
[0272] 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.
[0273] Schematic reference Fig.18 In this embodiment, the target bone point is taken as an example of the left knee bone point.
[0274] 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.
[0275] 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.14 , the relevant content will not be repeated here.
[0276] 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.
[0277] 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.
[0278] 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.19 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.
[0279] 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.
[0280] 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.
[0281] 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.
[0282] 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.
[0283] 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.
[0284] 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.
[0285] 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.
[0286] 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.
[0287] 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.
[0288] 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.
[0289] 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 .
[0290] 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.
[0291] 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.
[0292] 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.
[0293] Schematically, the model avatar is displayed based on a skeleton model, and the skeleton model includes at least one skeleton chain;
[0294] 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.
[0295] 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.
[0296] 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.
[0297] 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.
[0298] The restricted position includes at least one of a first restricted position and a second restricted position.
[0299] 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.
[0300] 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.
[0301] 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.
[0302] 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.
[0303] 3. The above pattern-oriented content.
[0304] 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.
[0305] 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.
[0306] For facial orientation
[0307] Fig. 20 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:
[0308] 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;
[0309] In the group pose editing interface, at least two model virtual characters located in the virtual environment are displayed.
[0310] Schematic reference Fig.21 , the group posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0311] 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.
[0312] 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;
[0313] Take the face as an example, for reference Fig.21 , 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.
[0314] 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.
[0315] 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;
[0316] The touch operation is a touch-down event detected on the drag control 261 corresponding to the first coordinate axis.
[0317] 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.
[0318] 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.
[0319] 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.
[0320] 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;
[0321] 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.
[0322] 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 .
[0323] 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;
[0324] 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.
[0325] Step 650: Control the face of the target model virtual character to face the first direction reference object;
[0326] 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.
[0327] 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.
[0328] Step 660: When the face is dragged to the restricted position, keep the face at the restricted position.
[0329] 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.
[0330] The restricted position includes at least one of a first restricted position and a second restricted position.
[0331] 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.
[0332] 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.
[0333] 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.
[0334] 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.
[0335] 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.
[0336] For eye direction
[0337] Fig. 22 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:
[0338] 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;
[0339] In the group pose editing interface, at least two model virtual characters located in the virtual environment are displayed.
[0340] Schematic reference Fig.21 , the group posture editing interface 20 includes menu items: joint mode, orientation mode, gesture mode and expression mode.
[0341] 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.
[0342] 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;
[0343] Take the eye as an example, for reference Fig.21 , 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.
[0344] 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.
[0345] 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.
[0346] 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;
[0347] The touch operation is a touch-down event detected on the drag control 261 corresponding to the first coordinate axis.
[0348] 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.
[0349] 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.
[0350] 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.
[0351] 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;
[0352] 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.
[0353] 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 .
[0354] 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;
[0355] 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.
[0356] Step 750: Control the eyes of the target model virtual character to face the second reference object;
[0357] 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.
[0358] 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.
[0359] Step 760: When the eye is dragged to the restricted position, keep the eye at the restricted position.
[0360] 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.
[0361] The restricted position includes at least one of a first restricted position and a second restricted position.
[0362] 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.
[0363] 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.
[0364] 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.
[0365] 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.
[0366] 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.
[0367] 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.
[0368] 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.
[0369] Facial orientation control
[0370] 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.
[0371] 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.
[0372] Control of eye direction
[0373] 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.
[0374] 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.
[0375] 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.
[0376] 4. Related content of the above gesture mode.
[0377] 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.
[0378] 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.
[0379] Fig.23 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:
[0380] 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;
[0381] 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.
[0382] 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;
[0383] Schematic reference Fig.24 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.
[0384] 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.
[0385] 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.
[0386] 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;
[0387] 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.
[0388] 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.
[0389] 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.
[0390] 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.
[0391] 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.
[0392] 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.
[0393] It should be noted that, for the same target gesture action, the target gesture action of the left hand part and the target gesture action of the right hand part are symmetrical.
[0394] 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.
[0395] 5. Related content of the above expression patterns.
[0396] 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.
[0397] 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.
[0398] Fig.25 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:
[0399] 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;
[0400] 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.
[0401] 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.
[0402] 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.
[0403] 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.
[0404] 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;
[0405] Schematic reference Fig.26In 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.
[0406] 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.
[0407] 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.
[0408] 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.
[0409] 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.
[0410] 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.
[0411] 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:
[0412] 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.
[0413] 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;
[0414] 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.
[0415] 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:
[0416] 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.
[0417] The training method of the neural network model is as follows:
[0418] 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.
[0419] 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:
[0420] i / n*(x1, y1, z1)+(ni) / n*(x2, y2, z2), where i is an integer not greater than n.
[0421] 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;
[0422] 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.
[0423] 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.
[0424] 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.
[0425] 6. Saving custom gestures
[0426] Fig. 27 A flowchart of a method for saving a custom gesture provided by an exemplary embodiment of the present application is shown. The method includes:
[0427] Step 1010: Displaying a save button for the group customized gesture;
[0428] The Save button can be displayed in more than one place and at more than one time.
[0429] Combined with reference Fig.13 , 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.
[0430] Step 1020: Save the posture data and auxiliary information of the group custom posture as a modeling work.
[0431] 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.
[0432] 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.
[0433] Optionally, the unique identifier of the group customized posture is generated by the terminal or the server.
[0434] 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.
[0435] 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.
[0436] 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.
[0437] Indicatively, Fig.28 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.
[0438] 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.
[0439] Indicatively, Fig.28 and Fig.29 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.
[0440] 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.
[0441] 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.
[0442] 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.
[0443] 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.
[0444] 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.
[0445] In some embodiments, after the first account saves the group custom gesture, the personal character panel corresponding to the first account displays the styling work corresponding to the group custom gesture; or, the styling work corresponding to the group custom gesture is displayed to close accounts, and close accounts refer to other accounts whose intimacy with the first account reaches an intimacy threshold; or, the styling work corresponding to the group custom gesture is displayed within the designated group where the first account is located.
[0446] In some embodiments, after the first account saves the group custom gesture, the first virtual character and the intimate character's modeling works or photos using the group custom gesture are displayed on the intimate relationship display page between the first virtual character and the intimate character. The first virtual character is a virtual character that the first account has control authority over, and the intimate character includes at least one of the following: other characters whose intimacy with the first virtual character reaches an intimacy threshold, a character that has a friend relationship with the first virtual character, a character that has a master-apprentice relationship with the first virtual character, a character that has a couple relationship with the first virtual character, and a character that has a teammate relationship with the first virtual character.
[0447] In some embodiments, after the first account saves the group custom gesture, the application generates an emoticon package of the modeling work corresponding to the group custom gesture. Optionally, the emoticon package can be used in interactive scenes within the virtual environment, and can also be used in interactive scenes outside the virtual environment, such as: group chat scenes, chat scenes between the first account and other accounts, etc. Optionally, the emoticon package can be saved to the client corresponding to the first account, and the user applies the emoticon package in other applications other than the application that supports the editing of virtual character gestures, such as: social applications, game applications, interactive entertainment applications, etc.
[0448] In some embodiments, after the first account saves the group customized gesture, the group customized gesture can be applied in the virtual environment, and virtual characters controlled by other accounts can be invited to apply the group customized gesture.
[0449] 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.
[0450] Fig.30 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:
[0451] 1. Start;
[0452] Users can open the shape editor through the shape editor entrance in the client.
[0453] 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.
[0454] 2. Select the initial template;
[0455] 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.
[0456] 3. Quickly adjust the posture of the virtual character in a single circle;
[0457] After selecting a circle, you can quickly change the posture of a single model virtual character in that circle.
[0458] 4. Enter detailed editing mode;
[0459] After selecting a circle, you can enter the detailed editing mode of the circle.
[0460] 5. Customize the circle position and skeleton;
[0461] 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.
[0462] 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.
[0463] 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.
[0464] 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.
[0465] 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.
[0466] 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.
[0467] 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.
[0468] 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.
[0469] Users can also select a circle and export the pose of the model virtual character in that circle; users can also
[0470] 6. Detection limitations;
[0471] When the user adjusts the skeleton, the modeling system needs to detect at least one of the following limitations:
[0472] (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.
[0473] (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.
[0474] 7. Save data;
[0475] 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.
[0476] 8. Storage and application;
[0477] 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.
[0478] 9. Share and collect.
[0479] 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.
[0480] 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.
[0481] Fig.31 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:
[0482] A display module 3120, used to display at least two model virtual characters in a virtual environment;
[0483] A selection module 3140, configured to display an editing control for editing the target model virtual character in response to a selection operation on the target model virtual character among the at least two model virtual characters;
[0484] An editing module 3160, configured to change a posture model corresponding to the target model virtual character in the virtual environment in response to an editing operation on the editing control, wherein the posture model includes at least one of a body posture, a body orientation, and a body position;
[0485] The editing module 3160 is further configured to obtain the group customized postures corresponding to the at least two model virtual characters based on the posture modeling corresponding to the target model virtual character.
[0486] In some embodiments, the editing control includes a body orientation editing control, and the body orientation editing control is used to implement body orientation control of the target model virtual character;
[0487] The editing module 3160 is further configured to respond to a rotation operation of the body orientation editing control and rotate the body orientation corresponding to the target model virtual character with the current orientation of the target model virtual character as a rotation base point.
[0488] In some embodiments, the editing control includes a body position editing control, and the body position editing control is used to implement the body position control of the target model virtual character;
[0489] The editing module 3160 is further configured to move the body position corresponding to the target model virtual character in the virtual environment in response to a movement operation of the body position editing control.
[0490] In some embodiments, the editing control includes a body posture editing control, and the body posture editing control is used to edit the target bone point of the target model virtual character;
[0491] The editing module 3160 is further configured to change the body posture corresponding to the target model virtual character in the virtual environment in response to an editing operation on the body posture editing control.
[0492] In some embodiments, the editing module 3160 is also used to rotate the body part corresponding to the target bone point in the virtual environment in response to an editing operation on the body posture editing control; or, in response to an 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 body part bound to the target bone point in the virtual environment; or, in response to an editing operation on the body posture editing control, rotate the body part corresponding to the target bone point in the virtual environment, and, in response to an 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 body part bound to the target bone point in the virtual environment.
[0493] In some embodiments, the body posture editing control includes a part orientation control control;
[0494] The display module 3120 is further used to display the part orientation control control of the designated body part of the target model virtual character, where the designated body part is a local body part of the target model virtual character;
[0495] The editing module 3160 is further configured to control the designated body part to be oriented toward a position indicated by the part orientation control control in the virtual environment in response to a trigger operation on the part orientation control control.
[0496] In some embodiments, the body posture editing control includes a part posture control;
[0497] The display module 3120 is further configured to display at least one candidate posture of a designated body part of the target model virtual character in response to a triggering operation of the body part posture control, wherein the candidate posture is used to present the designated body part as a preset posture shape;
[0498] The editing module 3160 is further configured to, in response to a selection operation on a target posture among the at least one candidate posture, switch the display of the designated body part to a posture shape corresponding to the target posture.
[0499] In some embodiments, the body posture editing control includes a heading reference control, the heading reference control includes a heading reference, and the heading reference is an object in the virtual environment;
[0500] The editing module 3160 is further configured to change the orientation of a designated body part of the target model virtual character in response to an editing operation on the orientation reference object control, wherein the designated body part is a local body part of the target model virtual character.
[0501] In some embodiments, the at least two model virtual characters are displayed in one-to-one correspondence with at least two circle positions;
[0502] The editing module 3160 is further configured to add the circle position in the virtual environment; or to delete the circle position in the virtual environment.
[0503] In some embodiments, the editing module 3160 is further configured to apply at least one of the body posture, body orientation and body position corresponding to the target model virtual character to the at least two model virtual characters.
[0504] In some embodiments, the editing module 3160 is further configured to keep the body part morphology corresponding to the target model virtual character at the restricted position when the body part morphology corresponding to the target model virtual character is changed to the restricted position;
[0505] The restricted position includes at least one of a first restricted position and a second restricted position, wherein the first restricted position is set based on the skeletal physiological angle limit of the target model virtual character, and the second restricted position is set based on the editing freedom limit.
[0506] In some embodiments, the display module 3120 is further used to display at least one of at least one preset body posture option and at least one generated body posture option;
[0507] The editing module 3160 is further configured to, in response to a selection operation of a first posture option among the at least one preset body posture option, set the target model virtual character to a first posture corresponding to the first posture option;
[0508] The editing module 3160 is further configured to, in response to a selection operation on a second posture option among the at least one generated body posture option, set the target model virtual character to a second posture corresponding to the second posture option.
[0509] In some embodiments, the display module 3120 is further used to display at least one of at least one preset formation option and at least one generated formation option;
[0510] The editing module 3160 is further configured to, in response to a selection operation of a first formation option among the at least one preset formation option, display the at least two model virtual characters according to a first formation corresponding to the first formation option;
[0511] The editing module 3160 is further configured to display the at least two model virtual characters in a second formation corresponding to the second formation option in response to a selection operation on a second formation option among the at least one generated formation option.
[0512] In some embodiments, the apparatus further comprises a generating module 3180 for generating gesture data of the group custom gesture based on the group custom gesture.
[0513] In some embodiments, the device is logged in with a first account, and the device further includes a sharing module 3190 for displaying the sharing information of the group custom gesture in a network space to which the second account has access rights in response to an operation of sharing the group custom gesture to a second account; or
[0514] In response to an operation of sharing the group-customized gesture to a designated group, displaying sharing information of the group-customized gesture in the designated group;
[0515] Or, in response to an operation of sharing the group customized gesture to a second account, the sharing information of the group customized gesture is displayed in a network space to which the second account has access rights, and, in response to an operation of sharing the group customized gesture to a specified group, the sharing information of the group customized gesture is displayed in the specified group.
[0516] To summarize, the device provided in the embodiment of the present application, by providing an editing module for 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 can be 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 portrait posture.
[0517] 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.
[0518] Fig.32 A structural block diagram of a computer device 2300 provided by an exemplary embodiment of the present application is shown.
[0519] Typically, the computer device 2300 includes: a processor 2301 and a memory 2302 .
[0520] 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.
[0521] 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.
[0522] 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.
[0523] 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.
[0524] In an exemplary embodiment, a chip is also provided, the chip including 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.
[0525] 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.
[0526] 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 comprises: displaying at least two model avatars in a virtual environment; 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; In response to an editing operation on the editing control, changing a posture shape corresponding to the target model virtual character in the virtual environment, wherein the posture shape includes at least one of a body posture, a body orientation, and a body position; Based on the posture modeling corresponding to the target model virtual character, a group customized posture corresponding to the at least two model virtual characters is obtained.
2. The method according to claim 1, characterized in that The editing control includes a body orientation editing control, and the body orientation editing control is used to implement the body orientation control of the target model virtual character; In response to the editing operation on the editing control, changing the posture shape corresponding to the target model virtual character in the virtual environment includes: In response to the rotation operation of the body orientation editing control, the body orientation corresponding to the target model virtual character is rotated with the current orientation of the target model virtual character as a rotation base point.
3. The method according to claim 1, characterized in that The editing control includes a body position editing control, and the body position editing control is used to implement the body position control of the target model virtual character; In response to the editing operation on the editing control, changing the posture shape corresponding to the target model virtual character in the virtual environment includes: In response to the movement operation of the body position editing control, the body position corresponding to the target model virtual character is moved in the virtual environment.
4. The method according to claim 1, characterized in that: The editing control includes a body posture editing control, and the body posture editing control is used to edit the target skeleton point of the target model virtual character; In response to the editing operation on the editing control, changing the posture shape corresponding to the target model virtual character in the virtual environment includes: In response to the editing operation on the body posture editing control, the body posture corresponding to the target model virtual character is changed in the virtual environment.
5. The method according to claim 4, characterized in that The step of changing the body posture corresponding to the target model virtual character in the virtual environment in response to the editing operation on the body posture editing control comprises at least one of the following steps: In response to an editing operation on the body posture editing control, rotating the body part corresponding to the target skeleton point in the virtual environment; In response to an 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 body part bound to the target bone point in the virtual environment is also changed in conjunction.
6. The method according to claim 4, characterized in that The body posture editing control includes a part orientation control control; In response to the editing operation on the body posture editing control, changing the body posture corresponding to the target model virtual character in the virtual environment includes: Display the part orientation control control of the designated body part of the target model virtual character, wherein the designated body part is a local body part of the target model virtual character; In response to a trigger operation on the body part orientation control control, the designated body part is controlled to be oriented toward a position indicated by the body part orientation control control in the virtual environment.
7. The method according to claim 4, characterized in that The body posture editing control includes a part posture control; In response to the editing operation on the body posture editing control, changing the body posture corresponding to the target model virtual character in the virtual environment includes: In response to a triggering operation of the part posture control, displaying at least one candidate posture of a designated body part of the target model virtual character, wherein the candidate posture is used to present the designated body part as a preset posture shape; In response to a selection operation on a target posture among the at least one candidate posture, the designated body part is switched to be displayed as a posture shape corresponding to the target posture.
8. The method according to claim 4, characterized in that The body posture editing control includes a direction reference object control, the direction reference object control includes a direction reference object, and the direction reference object is an object in the virtual environment; In response to the editing operation on the body posture editing control, changing the body posture corresponding to the target model virtual character in the virtual environment includes: In response to an editing operation on the orientation reference object control, the orientation of a designated body part of the target model virtual character is changed, the designated body part being a partial body part of the target model virtual character.
9. The method according to any one of claims 1 to 8, characterized in that: The at least two model virtual characters are displayed in one-to-one correspondence with the at least two circle positions; The method further comprises: Adding the circle position in the virtual environment; or, The circle is deleted in the virtual environment.
10. The method according to any one of claims 1 to 8, characterized in that: The method further comprises at least one of the following steps: Based on the body posture corresponding to the target model virtual character, uniformly changing the body postures corresponding to the at least two model virtual characters; uniformly changing the postures of the local body parts corresponding to the at least two model virtual characters based on the postures of the local body parts corresponding to the target model virtual character; Based on the body orientation of the target model virtual character, uniformly changing the body orientations of the at least two model virtual characters; 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 the at least two model virtual characters are uniformly changed.
11. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: When the body part shape corresponding to the target model virtual character is changed to a restricted position, maintaining the body part shape corresponding to the target model virtual character at the restricted position; The restricted position includes at least one of a first restricted position and a second restricted position, wherein the first restricted position is set based on the skeletal physiological angle limit of the target model virtual character, and the second restricted position is set based on the editing freedom restriction.
12. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: displaying at least one of at least one preset body posture option and at least one generated body posture option; In response to a selection operation of a first posture option among the at least one preset body posture option, setting the target model virtual character to a first posture corresponding to the first posture option; In response to a selection operation of a second posture option among the at least one generated body posture option, the target model virtual character is set to a second posture corresponding to the second posture option.
13. The method according to any one of claims 1 to 8, characterized in that: The method further comprises: Display at least one of at least one preset formation option and at least one generated formation option; In response to a selection operation of a first formation option among the at least one preset formation option, displaying the at least two model virtual characters according to a first formation corresponding to the first formation option; In response to a selection operation of a second formation option among the at least one generated formation option, the at least two model virtual characters are displayed in a second formation corresponding to the second formation option.
14. The method according to any one of claims 1 to 13, characterized in that: The method further comprises: Based on the group customized gesture, gesture data of the group customized gesture is generated.
15. The method according to claim 14, characterized in that The method is executed by a client that logs in to the first account, and the method further includes at least one of the following steps: In response to an operation of sharing the group-customized gesture to a second account, displaying sharing information of the group-customized gesture in a network space to which the second account has access rights, so that the second account can apply the group-customized gesture on a second virtual character; In response to an operation of sharing the group-customized gesture to a designated group, displaying sharing information of the group-customized gesture in the designated group so that the second account can apply the group-customized gesture on the second virtual character; The second virtual character is a virtual character controlled by the second account.
16. A virtual character posture editing device, characterized in that: The device comprises: A display module, used for displaying at least two model virtual characters in a virtual environment; A selection module, configured to display an editing control for editing the target model virtual character in response to a selection operation on the target model virtual character among the at least two model virtual characters; An editing module, configured to change a posture model corresponding to the target model virtual character in the virtual environment in response to an editing operation on the editing control, wherein the posture model includes at least one of a body posture, a body orientation, and a body position; The editing module is further used to obtain the group customized postures corresponding to the at least two model virtual characters based on the posture modeling corresponding to the target model virtual character.
17. 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 claimed in any one of claims 1 to 15.
18. 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 according to any one of claims 1 to 15.
19. 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 15.
20. 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 15.