Virtual character interaction method and device, equipment, medium and program product

By setting different tracking levels and strategies for multiple target parts in virtual characters, the independent tracking and natural interaction of virtual characters have been realized, and the problem of unnatural interaction between virtual characters in existing technologies has been solved. And accuracy.

CN119367770APending Publication Date: 2025-01-28ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411439842.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-15
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

In the prior art, when virtual characters follow the user's pointer position, the rotation method is too mechanized, resulting in the role interaction being unnatural enough and affecting the player's experience.

Method used

Through the interactive operation of the application household, determine the interaction position in the virtual environment, and set different tracking levels and strategies for multiple target parts in the virtual role to control the independent tracking interactive position of each target site.

Benefits of technology

It improves the natural and accuracy of virtual characters, avoids the rigidity brought by unified tracking, and enables each part to respond to interactive operation flexibly.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention provides a virtual character interaction method and device, equipment, a medium and a program product, and the virtual character interaction method comprises the steps: responding to an interaction operation of a user, and determining an interaction position in a virtual environment; a plurality of target parts in the virtual character are determined, a tracking level corresponding to a first target part is determined for the first target part, the first target part is any target part in the plurality of target parts, and the target parts are parts responding to interaction in the virtual character; and controlling the first target part to track the interaction position based on a tracking strategy corresponding to the tracking level. Different tracking levels and strategies are set for all the parts, it is ensured that all the parts conduct independent interactive response according to the importance and requirements of all the parts, all the parts can process tracking information independently, and the stiff feeling of overall tracking is avoided. Therefore, the naturalness and accuracy of the whole interaction are improved, and the stiff feeling caused by unified tracking is avoided.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of computer technology, and in particular to a virtual character interaction method, device, equipment, medium and program product. Background Art

[0002] In game development, the realism and interactivity of character animation are key factors in enhancing player immersion. With the development of graphics technology and computing power, developers usually make the character's eyes and head movements follow the player's pointer position in order to make the behavior of virtual characters more realistic.

[0003] In the related art, weights are used to simultaneously rotate multiple bone nodes of a virtual character toward a target. However, this rotation method makes the overall action too mechanical, making the character unnatural during interaction with the player, affecting the experience. Summary of the invention

[0004] In view of this, an embodiment of the present invention provides a virtual character interaction method. One or more embodiments of the present invention also relate to a virtual character interaction device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects existing in the prior art.

[0005] According to a first aspect of an embodiment of the present invention, a virtual orange interaction method is provided, comprising: In response to the user's interactive operation, determining an interactive position in the virtual environment; Determine multiple target parts in the virtual character, and determine a tracking level corresponding to a first target part, wherein the first target part is any target part among the multiple target parts, and the target part is a part of the virtual character that responds to the interaction; Based on the tracking strategy corresponding to the tracking level, the first target part is controlled to track the interaction position.

[0006] According to a second aspect of an embodiment of the present invention, there is provided a virtual character interaction device, comprising: A first determination module is configured to determine an interaction position in the virtual environment in response to an interaction operation of the user; A second determination module is configured to determine a plurality of target parts in the virtual character, and for a first target part, determine a tracking level corresponding to the first target part, wherein the first target part is any target part among the plurality of target parts, and the target part is a part of the virtual character that responds to the interaction; The control module is configured to control the first target part to track the interaction position based on the tracking strategy corresponding to the tracking level.

[0007] According to a third aspect of an embodiment of the present invention, there is provided a computing device, including: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the above-mentioned virtual character interaction method are implemented.

[0008] According to a fourth aspect of an embodiment of the present invention, there is provided a computer-readable storage medium storing a computer program / instruction, which implements the steps of the above-mentioned virtual character interaction method when executed by a processor.

[0009] According to a fifth aspect of an embodiment of the present invention, there is provided a computer program product, comprising a computer program / instruction, which implements the steps of the above-mentioned virtual character interaction method when executed by a processor.

[0010] An embodiment of the present invention realizes determining the interactive position in a virtual environment in response to the user's interactive operation; determining multiple target parts in a virtual character, and determining the tracking level corresponding to the first target part for the first target part, wherein the first target part is any target part among the multiple target parts, and the target part is the part of the virtual character that responds to the interaction; and controlling the first target part to track the interactive position based on the tracking strategy corresponding to the tracking level. By setting different tracking levels and strategies for each part, it is ensured that each part performs an independent interactive response according to its importance and needs, so that each part can process the tracking information separately, avoiding the rigidity of the overall tracking. This improves the naturalness and accuracy of the overall interaction and avoids the rigidity caused by unified tracking. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 It is a schematic diagram of a virtual character tracking the interactive position; Figure 2 is an interaction schematic diagram of a virtual character interaction system provided by an embodiment of the present invention; Figure 3 is a flow chart of a virtual character interaction method provided by an embodiment of the present invention; Figure 4 is a schematic diagram of interaction of a virtual character provided by an embodiment of the present invention; Figure 5 is a process flow chart of a virtual character interaction method provided by an embodiment of the present invention; Figure 6 is another interactive schematic diagram of a virtual character provided by an embodiment of the present invention; Figure 7It is a structural schematic diagram of a virtual character interaction device provided by an embodiment of the present invention; Figure 8 It is a structural block diagram of a computing device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0012] Many specific details are set forth in the following description to facilitate a full understanding of the present invention. However, the present invention can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present invention, so the present invention is not limited to the specific implementation disclosed below.

[0013] The terms used in one or more embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present invention. The singular forms of "a", "said" and "the" used in one or more embodiments of the present invention 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 in one or more embodiments of the present invention refers to and includes any or all possible combinations of one or more associated listed items.

[0014] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present invention, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present invention, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0015] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of the present invention are all information and data 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 the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0016] First, the terms involved in one or more embodiments of the present invention are explained.

[0017] IK: Inverse Kinematics. A computational technique used in animation and robotics to determine the angles or positions of joints so that an end effector (such as a hand or foot) reaches a target position. This is different from forward kinematics, which calculates the position of the end effector based on known joint angles. IK is often used in animation and robotic control to achieve more natural and precise movements.

[0018] Look At IK: Used to automatically make a part of a character (usually the head or eyes) look toward a specific target point. By adjusting the character's joint angles, it can naturally "look" at an object or direction during animation. This method is often used in character animation to make the character appear more vivid and realistic when interacting with other characters or objects. Look AtIK is particularly suitable for character animation in games and movies, and can greatly enhance the character's expressiveness and emotional communication.

[0019] In virtual character animation and interactive systems, IK technology is widely used to generate natural character movements. In particular, the "Look At IK" technology aims to make a certain part of the character (such as the eyes or head) face a specific target, enhancing the character's expressiveness and interactive experience. This technology is crucial in games, movies, and virtual reality, and can enhance the realism and interactive effects of character animation. By adjusting the bone structure, the character can naturally "look" at the target, bringing a more immersive experience. See Figure 1 As shown, Figure 1 It is a diagram of an avatar tracking an interaction position. The avatar likes to face the interaction position in the Look At IK effect.

[0020] Although the "Look At IK" technology plays an important role in character animation, it still faces some challenges in practical applications. The current mainstream optimization methods include the use of weight distribution and hierarchical rotation strategies. Although weight distribution can adjust the naturalness of bone rotation to a certain extent, it may still appear stiff when all bone nodes rotate at the same time. The hierarchical rotation method adjusts the bones step by step to achieve a more natural gaze effect, but this method does not perform well in close-range interaction scenes and usually only works well in long-range shots. Therefore, in order to achieve more natural close-range interactions, existing technologies often need to rely on pre-made animation clips, although this will increase the production time and storage space requirements, or even directly abandon the function of the character looking at the target in some games.

[0021] In view of the above problems, in the present invention, a virtual character interaction method is provided. The present invention also relates to a virtual character interaction system, a virtual character interaction device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0022] See also Figure 2 , Figure 2 It is an interaction schematic diagram of an interaction system of a virtual character provided by an embodiment of the present invention. The interaction system of the virtual character includes a user end and a server end. The user end is used to initiate interaction operations, and the server end is used to respond to the user's interaction operations, determine the interaction position in the virtual environment, determine multiple target parts in the virtual character, and determine a tracking level corresponding to the first target part for the first target part, wherein the first target part is any target part among the multiple target parts, the target part is a part of the virtual character that responds to the interaction, and based on the tracking strategy corresponding to the tracking level, the first target part is controlled to track the interaction position.

[0023] The interactive system applied to the virtual character realizes independent tracking and natural interactive response of each part through the collaboration of the user end and the server end. The user end is responsible for initiating interactive operations, while the server end handles these operations, first determining the interactive position in the virtual environment, then identifying multiple target parts in the virtual character, and setting different tracking levels and strategies for each target part. In particular, the server end determines the tracking level for the first target part (i.e., any target part among the multiple target parts). The tracking strategy corresponding to the tracking level is used to control the tracking action of the first target part, so that each part can independently process the tracking information according to its importance and needs. In this way, the system avoids the rigidity that may be caused by overall tracking, enhances the naturalness and accuracy of the interaction, and enables each part to respond to interactive operations more flexibly without the rigid performance caused by the unified tracking strategy.

[0024] See also Figure 3 , Figure 3 It is a flow chart of a virtual character interaction method provided by an embodiment of the present invention, which specifically includes the following steps.

[0025] Step 302: In response to the user's interactive operation, determine the interactive position in the virtual environment.

[0026] The interaction position refers to the specific coordinates or area where the user interacts with the system in a virtual environment in some way (such as mouse clicks, touch screen touches, handle button presses, etc.).

[0027] In practical applications, the system needs to first define the interface for user interaction. For example, for desktop applications, this is usually a mouse click or keyboard key; for mobile devices, it may be a touch on the touch screen; for virtual reality (VR) or augmented reality (AR) applications, it may be through a handle or gesture recognition. Once the interaction method is defined, the system needs to monitor these inputs. For example, the system can detect mouse clicks by listening to mouse events, or monitor touch operations through the touch screen API. When the user performs an interactive operation, the system will record the operation information at this moment, and the most important thing is to record the screen coordinates or spatial position where the operation occurs. Next, the system needs to map this screen coordinate or spatial position to the corresponding position in the virtual environment. This step involves the process of converting two-dimensional coordinates to coordinates in three-dimensional space, or mapping touch points to the surface of virtual objects. To achieve this, the system usually uses projection matrices and view matrices to complete the conversion from screen coordinates to world coordinates. Finally, after the system confirms the interactive position in the virtual environment, it can trigger the corresponding interaction logic, such as selecting objects, moving objects, or triggering certain special effects.

[0028] In a specific embodiment of the present invention, it is assumed that a user is using a VR game application, and the user interacts by holding a controller. When the user presses a button on the controller, the system receives an input signal indicating that the user wants to interact with somewhere in the virtual environment. At this time, the system records the position and direction of the controller in the virtual space. Next, the system uses the current camera angle and the position information of the controller to calculate the exact position of the front end of the controller in the virtual world. This position is the user's interaction position. For example, if the user is facing a virtual button and presses the trigger key on the controller, the system will detect this action and determine the virtual position of the front end of the controller as the interaction position, thereby triggering the corresponding function of the virtual button, such as opening a door or starting a task.

[0029] Step 304: determine multiple target parts in the virtual character, and determine a tracking level corresponding to a first target part, wherein the first target part is any target part among the multiple target parts, and the target part is a part of the virtual character that responds to the interaction.

[0030] The target parts of the avatar refer to specific areas or parts of the avatar that can respond to user interactions, such as the head, hands or legs, etc. The tracking level refers to the priority or level of detail of the system's tracking and feedback of these target parts.

[0031] In actual applications, the system first needs to define the virtual character and its various interactive target parts. These parts can be body parts of the character, or equipment worn by the character or items carried by the character. Then, the system needs to set the tracking level of each target part. The tracking level can be determined based on multiple factors, such as the importance of the part, the frequency of user interaction, or the degree of association with the game logic. For example, the head, as a part that users often pay attention to, may be assigned a higher tracking level, while the legs may be assigned a lower tracking level due to relatively less direct interaction. After setting the tracking level of each target part, the system needs to continuously monitor the state changes of these parts and perform different degrees of processing according to their respective tracking levels. For target parts with high tracking levels, the system needs to update their status information more frequently and may require higher precision to ensure the accuracy and timeliness of the interaction. For target parts with low tracking levels, the system can appropriately reduce the update frequency and precision requirements to optimize performance. In addition, the system also needs to quickly identify the target part being interacted with when user interaction occurs, and call the corresponding processing logic to respond to the user's behavior.

[0032] In a specific embodiment of the present invention, it is assumed that there is a virtual character, including interactive parts such as head, hands, and feet. The system first defines these target parts and assigns them different tracking levels. For example, the head is assigned the highest tracking level because it is one of the parts that players interact with most often, and the hands also have a high tracking level because players often use their hands to pick up items or interact with other objects. In contrast, the feet may only require high-precision tracking when running or jumping, so they are assigned a lower tracking level. When a user attempts to interact with the virtual character, the system first detects the user's interactive action and determines the target part to which the action is directed. If the user attempts to interact with the character's head, the system will respond immediately based on the high tracking level of the head, update the posture and position of the head with high precision, and may trigger head-related interaction logic, such as dialogue or expression changes. If the user interacts with the hands, the system will also respond quickly, update the position and posture of the hands, and may trigger the action of picking up or releasing objects. As for the feet, unless the user is running or jumping, the system will update the status of the feet with lower precision and frequency.

[0033] Step 306: Based on the tracking strategy corresponding to the tracking level, control the first target part to track the interaction position.

[0034] Among them, the tracking strategy refers to a series of rules or methods formulated according to the tracking level, which is used to guide the system on how to track and update the position and status of the target part.

[0035] In practical applications, first, the system needs to determine which tracking strategy to use based on the tracking level of the defined first target part. For example, if the first target part is the eyes of the virtual character and has a high tracking level, the system will use a high-precision, high-frequency tracking strategy to ensure accurate updates of the eye position. This means that the system needs to frequently obtain the eye position data and respond quickly to any position changes. On the other hand, if the target part is the head of the character and has a low tracking level, the system may choose a low-precision, low-frequency tracking strategy. Once the tracking strategy is determined, the system begins to monitor the state of the first target part in real time and updates the position and posture of the target part according to the strategy. When the user interacts with the target part, the system needs to adjust the state of the target part according to the user's interaction position. For example, if the user instructs the eye to move through the controller, the system will update the eye position in real time according to the position information provided by the controller, and ensure that the eye movement is consistent with the interaction position. The system also needs to ensure that the consistency and effectiveness of the tracking strategy can be maintained even in complex interaction scenarios, that is, no matter how the user interacts with the target part, the system can maintain the accuracy and real-time performance of the target part according to the established tracking strategy.

[0036] In a specific embodiment of the present invention, it is assumed that the user is interacting with the eyes of a virtual character, and the eyes are defined as the first target part and have a high tracking level. The system adopts a high-precision tracking strategy to monitor every subtle movement of the eyes. When the user instructs the eyes to move or gaze through the controller, the system will update the position of the eyes in real time according to the input data provided by the controller, and adjust the movement of the eyes according to the difference between the current position of the eyes and the user's interaction position. In this process, the system needs to constantly calculate the new position of the eyes and ensure that the movement of the eyes conforms to the physical rules to avoid unnatural jitter or delay. For example, if the user tries to make the eyes of the virtual character look at the pointer position, the system will adjust the posture of the eyes in real time and maintain a smooth transition throughout the gaze process. At the same time, the system will also adjust the status of other related parts, such as the head, according to the movement of the eyes to ensure the consistency and coordination of the entire action.

[0037] Furthermore, based on the tracking strategy corresponding to the tracking level, the first target part is controlled to track the interaction position, including: obtaining an initial tracking position of the first target part; based on the tracking strategy corresponding to the interaction position and the tracking level, the initial tracking position is updated to obtain an updated tracking position; and the first target part is controlled to move toward the updated tracking position.

[0038] The initial tracking position refers to the position information of the first target part when tracking starts; the updated tracking position refers to the new position obtained by adjusting the initial tracking position based on the interactive position and the tracking strategy.

[0039] In practical applications, first, the system needs to obtain the initial tracking position of the first target part. This means that the system must know where the part is in the virtual environment before the user starts to interact with it. This position is usually determined by the coordinate information provided by sensor data or other input devices. Then, the system needs to update the tracking position of the target part according to the user's interaction position and the pre-set tracking strategy. For example, if the first target part is the eyes of the virtual character, and the user tries to make the eyes look in a certain direction through the pointer, the system will determine the interaction position based on the coordinate information transmitted by the pointer, and determine the frequency and accuracy of the update based on the tracking level of the eyes. If the tracking level of the eyes is high, the system will frequently update the position of the eyes to ensure that it is highly consistent with the interaction position; if the tracking level is low, the update frequency and accuracy will be reduced accordingly. After determining the updated tracking position, the system will control the first target part to move towards the new position. This process may involve adjusting the posture or motion trajectory of the target part to ensure smoothness and naturalness during the movement. For example, if the user tries to make the eyes look at an object, the system will not only update the position of the eyes, but also adjust the posture of the head so that it can correctly aim at the object.

[0040] In a specific embodiment of the present invention, it is assumed that the user is interacting with the eyes of a virtual character, and the eyes are defined as the first target part and have a high tracking level. The system first obtains the initial tracking position of the eyes, that is, the position of the eyes when they are not affected by external interactions. When the user performs interactive operations on the screen, the system determines the interactive position based on the position information provided by the virtual pointer. Then, based on the high tracking level of the eyes, the system updates the position of the eyes with high precision and high frequency, so that it gradually approaches the interactive position. In this process, the system continuously calculates the new position of the eyes and adjusts the posture of the head to ensure that the eyes can move smoothly to the line of sight of the object. When the eyes reach the updated tracking position, the system adjusts the posture of the head so that it can turn to the object correctly according to the tracking strategy of the head. For example, if the object is in front of the character, the system adjusts the angle of the head to ensure that the eyes can naturally look at the object.

[0041] Based on this, by controlling the first target part tracking interaction position based on the tracking strategy corresponding to the tracking level, the system can ensure that the interaction of the virtual character is more natural and realistic. This method not only improves the user experience, but also makes the actions in the virtual environment more smooth and coordinated. The system can accurately adjust the position of the target part according to the user's operation, making the action of the virtual character more in line with expectations and enhancing the realism of the user's interaction with the virtual environment.

[0042] Further, based on the tracking strategy corresponding to the interactive position and the tracking level, the initial tracking position is updated to obtain an updated tracking position, including: when the tracking level is a precise tracking level, the initial tracking position is updated to the interactive position to obtain an updated tracking position.

[0043] Among them, the precise tracking level refers to the requirement for high-precision and high-frequency tracking of the target part.

[0044] In actual applications, the system first needs to determine the tracking level of the target part. If the tracking level is set to the precise tracking level, it means that the system needs to track the target part with high precision and high frequency. In this case, the system needs to obtain the initial tracking position of the target part, that is, the current position of the target part in the virtual environment. When the user interacts with the target part, the system will record the interaction position and update the initial tracking position directly to the interaction position according to the requirements of the precise tracking level to obtain the updated tracking position. This means that the system will ignore any changes in the intermediate position and directly adjust the position of the target part to the user's interaction position to ensure the accuracy and real-time tracking.

[0045] In a specific embodiment of the present invention, it is assumed that the user is interacting with the eyes of a virtual character, and the eyes are defined as the first target part and have a precise tracking level. The system first obtains the initial tracking position of the eyes, that is, the position of the eyes when they are not affected by external interactions. When the user indicates that the eyes should look at a specific position through an input device (such as a sight tracker of a head-mounted display or an aiming function on a handle), the system records this interaction position. Since the tracking level of the eyes is a precise tracking level, the system immediately updates the initial tracking position of the eyes to the interaction position, that is, makes the sight position specified by the user the new position of the eyes. For example, if the user wants the virtual character's eyes to look at a specific point on the right side of the screen, the system will immediately adjust the virtual character's eyes so that its sight direction is precisely aligned with that point.

[0046] Based on this, by updating the position of the target part based on the tracking strategy corresponding to the interaction position and the precision tracking level, the system can ensure that the virtual character's eyes can move in real time and accurately follow the user's instructions. This approach not only improves the user experience, but also enhances the eye contact between the virtual character and the user, making the interaction in the virtual environment more vivid and natural. The system can accurately adjust the position of the target part according to the user's operation, ensuring that the virtual character's eyes can quickly and accurately align with the user's interaction position, thereby enhancing the virtual character's reaction speed and the realism of the interaction.

[0047] Furthermore, based on the tracking strategy corresponding to the interaction position and the tracking level, the initial tracking position is updated to obtain an updated tracking position, including: when the tracking level is a non-precise tracking level, determining the tracking range of the first target part; when the interaction position is outside the tracking range, updating the initial tracking position to the interaction position; when the interaction position is within the tracking range, calculating the average position of the interaction position within a preset time period, and updating the initial tracking position to the average position.

[0048] Among them, the non-precision tracking level refers to the requirement for tracking the target part with medium to low precision and medium to low frequency; the tracking range refers to the range in which the target part is allowed to move freely when there is no external forced interaction, and smooth movement is possible within this range.

[0049] In actual applications, the system first needs to determine whether to adopt a non-precise tracking strategy based on the tracking level of the first target part. If the tracking level is a non-precise tracking level, the system needs to first determine the tracking range of the target part. The tracking range defines an area where the target part is allowed to move freely without having to make large adjustments immediately. When the user's interaction position falls outside the tracking range, the system will consider this to be a user instruction that requires an immediate response, so it will instantly update the initial tracking position of the target part to the interaction position to quickly respond to the user's interaction. This instant update action can be understood as "teleportation", that is, the target part quickly jumps to a new interaction position. However, if the user's interaction position is within the tracking range, this means that the user's behavior can be regarded as normal movement within the tracking range. In this case, the system will choose to calculate the average position of the interaction position within a preset period of time, and update the initial tracking position of the target part to this average position to avoid unnecessary calculation burden caused by frequent small adjustments and ensure smoother movement of the target part.

[0050] In a specific embodiment of the present invention, it is assumed that the user is interacting with the head of a virtual character, and the head is defined as the first target part and has a non-precise tracking level. The system first determines the tracking range of the head. For example, the head can rotate freely within a certain angle, but exceeding this angle is considered an interaction that requires a special response. When the user instructs the head to turn to a position beyond the tracking range through a handle or a head tracking device, the system will immediately update the initial tracking position of the head to the new interaction position to ensure that the head can quickly turn to the direction specified by the user. If the user's interaction position is still within the tracking range, the system will record all interaction positions within a period of time and calculate the average position during this period. For example, if the user moves the head slightly left and right, but the amplitude is within the tracking range, the system will collect all head position data within a preset period of time (such as a few seconds), calculate the average position during this period, and then update the initial tracking position of the head to this average position.

[0051] Based on this, by updating the position of the target part based on the tracking strategy corresponding to the interaction position and the non-precise tracking level, the system can intelligently determine when it is necessary to respond to the user's interaction immediately and when the movement of the target part can be smoothed by calculating the average position. This method not only optimizes the use of computing resources, but also ensures that the movements of the virtual character are more natural and smooth. The system can flexibly adjust the tracking strategy according to changes in the tracking level to ensure that good performance can be maintained under different levels of interaction requirements. The system can accurately adjust the position of the target part according to the user's operation, while reducing unnecessary frequent adjustments, so that the head movement of the virtual character is more in line with the user's expectations, enhancing the authenticity of the interaction and user experience.

[0052] Furthermore, based on the tracking strategy corresponding to the interaction position and the tracking level, the initial tracking position is updated to obtain an updated tracking position, including: when the tracking level is a fixed level, determining the tracking range of the first target part; when the interaction position is within the tracking range, retaining the initial tracking position; when the interaction position is outside the tracking range, updating the initial tracking position to the interaction position.

[0053] The fixed level refers to a level where the target part is fixed and not tracked.

[0054] In actual applications, if the tracking level is a fixed level, the system needs to first determine the tracking range of the target part. The tracking range defines an area where the target part is allowed to move freely without having to make major adjustments immediately. When the user's interaction position falls within the tracking range, the system will consider this interaction to be a normal movement and does not need to change the position of the target part immediately, so the initial tracking position of the target part will remain unchanged. However, if the user's interaction position is outside the tracking range, this means that the user's behavior is beyond the normal range and the system needs to respond immediately. In this case, the system will update the initial tracking position of the target part to the interaction position, that is, the target part will instantly jump to the new interaction position.

[0055] In a specific embodiment of the present invention, it is assumed that the user is interacting with the body of a virtual character, and the body is defined as the first target part and has a fixed level of tracking level. The system first determines the tracking range of the body. For example, the body of the virtual character can move freely within a certain area, but exceeding this area is regarded as an interaction that requires a special response. When the user instructs the body to move slightly through a handle or other input device, but the amplitude is still within the tracking range, the system will keep the initial tracking position of the body unchanged, that is, the body will not immediately adjust its position. This is because the system believes that such a slight movement belongs to an action within the normal range and does not need to change the position immediately. However, if the user's interaction position exceeds the tracking range, for example, the user tries to move the body of the virtual character to a farther position, the system will immediately update the initial tracking position of the body to a new interaction position, that is, the body will quickly jump to the new position specified by the user. This instantaneous movement can be understood as "teleportation", which ensures that the system can quickly respond to the user's interaction instructions.

[0056] Based on this, by updating the position of the target part based on the tracking strategy corresponding to the interaction position and the fixed level, the system can intelligently distinguish between normal movements and large-scale movements that require immediate response. This approach not only optimizes the use of computing resources, but also ensures that the movements of the virtual character are more natural and smooth. The system can flexibly adjust the tracking strategy according to changes in the tracking level to ensure that good performance can be maintained under different levels of interaction requirements. The system can accurately adjust the position of the target part according to the user's operation, while reducing unnecessary frequent adjustments, so that the body movement of the virtual character is more in line with the user's expectations, enhancing the authenticity of the interaction and user experience.

[0057] Furthermore, after controlling the first target part to track the interaction position based on the tracking strategy corresponding to the tracking level, it also includes: obtaining a moving trajectory of the target object, wherein the target object is a moving object; predicting the moving end position of the target object based on the moving trajectory; and controlling the first target part to track the moving end position based on the tracking strategy corresponding to the tracking level.

[0058] Among them, the target object refers to an object moving in the virtual environment, such as a flying ball; the moving trajectory refers to the moving path of the target object in the virtual environment; and the moving end position refers to the position where the target object is expected to finally stop.

[0059] In actual applications, after controlling the first target part to track the interactive position, the system needs to further process the dynamic movement of the target object. First, the system needs to obtain the movement trajectory of the target object, that is, record the movement path of the target object in the virtual environment. For example, in a scene where a virtual character catches a ball, the system will record the flight trajectory of the ball in the air. Next, the system predicts the moving end position of the target object based on the movement trajectory. The method for predicting the end position can be based on physical model calculations, such as considering factors such as gravity acceleration and air resistance to estimate the landing point of the ball. After predicting the moving end position, the system needs to control the first target part to track the moving end position according to the tracking strategy corresponding to the tracking level. If the first target part is the virtual character's eye, the system will adjust the position and direction of the eye so that it always looks at the expected landing point of the ball, so that the virtual character can prepare to catch the ball in advance.

[0060] In a specific embodiment of the present invention, see Figure 4 As shown, Figure 4 : is an interactive schematic diagram of a virtual character provided by an embodiment of the present invention. Assume that a user is playing a virtual reality basketball game, and the virtual character needs to catch a flying basketball. The basketball is defined as the target object, and the eyes of the virtual character are defined as the first target part and have a higher tracking level. The system first obtains the moving trajectory of the basketball, that is, records the flight path of the basketball in the air. The system predicts the expected landing point of the basketball by analyzing parameters such as the initial speed, angle and flight time of the basketball. Based on the moving end position of the basketball, the system controls the eyes of the virtual character to track this landing point. Specifically, the system adjusts the position and direction of the virtual character's eyes so that it always points to the expected landing point of the basketball rather than the basketball itself. For example, when the basketball flies to the virtual character, the system will adjust and update the eye tracking position of the character in real time so that it always follows the expected landing point of the basketball, and then the eye direction of the virtual character will also be adjusted with the eye tracking position, so that the virtual character can show a more flexible ball catching posture.

[0061] Based on this, by obtaining the movement trajectory of the target object and predicting the position of its moving end point, the system can further enhance the interaction effect between the virtual character and the target object. This method not only improves the responsiveness of the virtual character, but also enhances the user experience, making the movements in the virtual environment more natural and smooth. The system can adjust the position of the first target part according to the dynamic movement of the target object to ensure that the virtual character can accurately respond to the movement of the target object, thereby enhancing the realism of the interaction. The system can accurately predict the movement trend of the target object and control the first target part to prepare for the response in advance, so that the actions of the virtual character are more in line with expectations, enhancing the authenticity and immersion of the user's interaction with the virtual environment.

[0062] Furthermore, before determining the interactive position in the virtual environment in response to the user's interactive operation, the method further includes: configuring corresponding tracking levels and initial tracking positions for multiple target parts of the virtual character in response to a configuration instruction for the virtual character.

[0063] Configuration instructions refer to instructions issued by the user or the system for setting the tracking characteristics of various target parts of the virtual character.

[0064] In actual applications, before the system responds to the user's interactive operation and determines the interactive position in the virtual environment, it needs to first configure the corresponding tracking level and initial tracking position for multiple target parts of the virtual character according to the configuration instructions for the virtual character. This process usually occurs in the virtual character initialization stage or the user-defined setting stage. First, the system needs to identify all interactive target parts of the virtual character, such as the head, hands, feet, etc. Next, the system needs to configure the tracking level for each target part. The setting of the tracking level can be determined based on multiple factors, such as the importance of the part in the virtual character, the frequency of user interaction with it, and the relevance to the game logic or application scenario. For example, the head may be assigned a higher tracking level because it is a part that the user often pays attention to, while the feet may be assigned a lower tracking level due to less direct interaction. After the configuration is completed, the system also needs to set the initial tracking position for each target part, that is, the default position of the part when there is no user interaction. The initial tracking position can be set based on the default posture of the virtual character or the user-defined posture. Once the configuration is completed, the system can track the target part in real time according to these settings, and determine the interaction position based on these configuration information and update the position of the target part accordingly when the user performs interactive operations.

[0065] Based on this, by responding to the configuration instructions for the virtual character and configuring the corresponding tracking level and initial tracking position for multiple target parts of the virtual character, the system can be fully prepared before the user performs interactive operations. This method not only improves the response speed and accuracy of the virtual character, but also enhances the user experience, making the actions of the virtual character more in line with the user's expectations. The system can flexibly adjust the tracking characteristics of each part according to the user's needs to ensure the best performance in different application scenarios. The system can accurately adjust the tracking level and initial position of the target part according to the user's configuration instructions, so that the virtual character can respond to the user's operations more naturally and efficiently during the interaction process.

[0066] An embodiment of the present invention realizes determining the interactive position in a virtual environment in response to the user's interactive operation; determining multiple target parts in a virtual character, and determining the tracking level corresponding to the first target part for the first target part, wherein the first target part is any target part among the multiple target parts, and the target part is the part of the virtual character that responds to the interaction; and controlling the first target part to track the interactive position based on the tracking strategy corresponding to the tracking level. By setting different tracking levels and strategies for each part, it is ensured that each part performs an independent interactive response according to its importance and needs, so that each part can process the tracking information separately, avoiding the rigidity of the overall tracking. This improves the naturalness and accuracy of the overall interaction and avoids the rigidity caused by unified tracking.

[0067] The following combination Figure 5 , taking the application of the virtual character interaction method provided by the present invention to the head and eyes of the virtual character as an example, the virtual character interaction method is further described. Figure 5 It is a process flow chart of a virtual character interaction method provided by an embodiment of the present invention, which specifically includes the following steps.

[0068] Step 502: The eye tracking position moves to the interaction position.

[0069] It can be understood that the eye tracking level is the aforementioned precise tracking level, and the eye tracking strategy is the same as the tracking strategy of the aforementioned precise tracking level, which will not be repeated here.

[0070] Step 504: Eye heading follows eye tracking position.

[0071] Step 506: Determine whether the interaction position exceeds the head tracking range.

[0072] It can be understood that the tracking level of the head is the aforementioned inaccurate tracking level, and the tracking strategy of the head is the same as the tracking strategy of the aforementioned inaccurate tracking level, which will not be repeated here.

[0073] Step 508: The head tracking position moves to the interaction position.

[0074] Step 510: Calculate the average coordinates of the interaction position within 1 second.

[0075] It can be understood that the "1 second" in step 510 is the aforementioned preset time period, and the average coordinate is the aforementioned average position, which will not be repeated here.

[0076] Step 512: The head tracking position moves to the average position.

[0077] See also Figure 6 As shown, Figure 6 This is another interaction schematic diagram of a virtual character provided by an embodiment of the present invention, wherein the solid line is the head direction of the virtual character, and the dotted line is the eye direction trajectory of the virtual character. It can be seen that the eye direction of the virtual character always changes with the interaction position. When the interaction position is within the current field of view, the head direction of the virtual character is toward the average position of the interaction position; when the interaction position is outside the current field of view (such as below), the head direction is toward the interaction position.

[0078] Step 514: The head orientation follows the head tracking position.

[0079] Corresponding to the above method embodiment, the present invention also provides an embodiment of a virtual character interaction device, Figure 7 FIG. 1 is a schematic diagram of a structure of a virtual character interaction device provided by an embodiment of the present invention. Figure 7 As shown, the device comprises: A first determination module 702 is configured to determine an interaction position in the virtual environment in response to an interaction operation of the user; The second determination module 704 is configured to determine multiple target parts in the virtual character, and determine a tracking level corresponding to a first target part, wherein the first target part is any target part among the multiple target parts, and the target part is a part of the virtual character that responds to the interaction; The control module 706 is configured to control the first target part to track the interaction position based on the tracking strategy corresponding to the tracking level.

[0080] Optionally, the control module 706 is further configured to obtain an initial tracking position of the first target part; update the initial tracking position based on a tracking strategy corresponding to the interaction position and the tracking level to obtain an updated tracking position; and control the first target part to move toward the updated tracking position.

[0081] Optionally, the control module 706 is further configured to update the initial tracking position to the interactive position to obtain an updated tracking position when the tracking level is the precise tracking level.

[0082] Optionally, the control module 706 is also configured to determine the tracking range of the first target part when the tracking level is a non-precise tracking level; when the interaction position is outside the tracking range, update the initial tracking position to the interaction position; when the interaction position is within the tracking range, calculate the average position of the interaction position within a preset time period, and update the initial tracking position to the average position.

[0083] Optionally, the control module 706 is also configured to determine the tracking range of the first target part when the tracking level is a fixed level; retain the initial tracking position when the interaction position is within the tracking range; and update the initial tracking position to the interaction position when the interaction position is outside the tracking range.

[0084] Optionally, the interaction device of the virtual character also includes a prediction tracking module, which is configured to obtain a moving trajectory of a target object, wherein the target object is a moving object; predict a moving end position of the target object based on the moving trajectory; and control the first target part to track the moving end position based on a tracking strategy corresponding to a tracking level.

[0085] Optionally, the virtual character interaction device further comprises a configuration module configured to configure corresponding tracking levels and initial tracking positions for multiple target parts of the virtual character in response to a configuration instruction for the virtual character.

[0086] The interactive device applied to the virtual character realizes independent tracking and natural interactive response of each part through the coordinated work of its different modules. First, the first determination module 702 responds to the user's interactive operation and determines the interactive position in the virtual environment. Subsequently, the second determination module 704 is responsible for identifying multiple target parts in the virtual character and assigning a corresponding tracking level to the first target part. This level is used to determine the tracking requirements and strategies of the target part. Finally, the control module 706 controls the first target part to accurately track the interactive position based on the assigned tracking level and strategy. Through this mechanism, each target part performs independent tracking response according to its importance and needs, avoiding the rigidity of overall tracking, thereby improving the naturalness and accuracy of the interaction.

[0087] The above is a schematic scheme of a virtual character interaction device of this embodiment. It should be noted that the technical scheme of the virtual character interaction device and the technical scheme of the virtual character interaction method described above belong to the same concept, and the details of the technical scheme of the virtual character interaction device that are not described in detail can all be referred to the description of the technical scheme of the virtual character interaction method described above.

[0088] Figure 8The block diagram of a computing device 800 provided according to an embodiment of the present invention is shown. The components of the computing device 800 include but are not limited to a memory 810 and a processor 820. The processor 820 is connected to the memory 810 via a bus 830, and a database 850 is used to store data.

[0089] The computing device 800 also includes an access device 840 that enables the computing device 800 to communicate via one or more networks 860. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 840 may include one or more of any type of network interface (e.g., a network interface card (NIC)) of wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a world-wide interoperability for microwave access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, and a near field communication (NFC).

[0090] In one embodiment of the present invention, the above components of the computing device 800 and Figure 8 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 8 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present invention. Those skilled in the art may add or replace other components as needed.

[0091] The computing device 800 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 800 may also be a mobile or stationary server.

[0092] The processor 820 is used to execute the following computer program / instruction, which, when executed by the processor, implements the steps of the above-mentioned virtual character interaction method.

[0093] The various embodiments of the present invention are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computing device embodiment, since it is basically similar to the virtual character interaction method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the virtual character interaction method embodiment.

[0094] An embodiment of the present invention further provides a computer-readable storage medium storing a computer program / instruction, which implements the steps of the above-mentioned virtual character interaction method when executed by a processor.

[0095] Each embodiment of the present invention is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computer-readable storage medium embodiment, since it is basically similar to the virtual character interaction method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the virtual character interaction method embodiment.

[0096] An embodiment of the present invention further provides a computer program product, including a computer program / instruction, which implements the steps of the above-mentioned virtual character interaction method when executed by a processor.

[0097] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the above-mentioned virtual character interaction method belong to the same concept, and the details not described in detail in the technical scheme of the computer program product can be referred to the description of the technical scheme of the above-mentioned virtual character interaction method.

[0098] The above describes specific embodiments of the present invention. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0099] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0100] It should be noted that, for the convenience of description, the aforementioned method embodiments are all described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the described action sequence, because according to the embodiments of the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of the present invention.

[0101] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0102] The preferred embodiments of the present invention disclosed above are only used to help explain the present invention. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of the present invention. The present invention selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of the present invention, so that those skilled in the art can understand and use the present invention well. The present invention is limited only by the claims and their full scope and equivalents.

Claims

1. A virtual character interaction method, characterized in that: include: In response to the user's interactive operation, determining an interactive position in the virtual environment; Determine multiple target parts in the virtual character, and determine a tracking level corresponding to a first target part, wherein the first target part is any target part among the multiple target parts, and the target part is a part of the virtual character that responds to the interaction; Based on the tracking strategy corresponding to the tracking level, the first target part is controlled to track the interaction position.

2. The method according to claim 1, characterized in that The controlling the first target part to track the interaction position based on the tracking strategy corresponding to the tracking level includes: Acquiring an initial tracking position of the first target part; Based on the interactive position and the tracking strategy corresponding to the tracking level, the initial tracking position is updated to obtain an updated tracking position; The first target part is controlled to move toward the updated tracking position.

3. The method according to claim 2, characterized in that The updating of the initial tracking position based on the tracking strategy corresponding to the interaction position and the tracking level to obtain an updated tracking position includes: When the tracking level is a precise tracking level, the initial tracking position is updated to the interactive position to obtain an updated tracking position.

4. The method according to claim 2, characterized in that: The updating of the initial tracking position based on the tracking strategy corresponding to the interaction position and the tracking level to obtain an updated tracking position includes: When the tracking level is an inaccurate tracking level, determining a tracking range of the first target part; When the interaction position is outside the tracking range, updating the initial tracking position to the interaction position; In a case where the interaction position is within the tracking range, an average position of the interaction position within a preset time period is calculated, and the initial tracking position is updated to the average position.

5. The method according to claim 2, characterized in that: The updating of the initial tracking position based on the tracking strategy corresponding to the interaction position and the tracking level to obtain an updated tracking position includes: When the tracking level is a fixed level, determining a tracking range of the first target part; When the interaction position is within the tracking range, retaining the initial tracking position; When the interaction position is outside the tracking range, the initial tracking position is updated to the interaction position.

6. The method according to claim 1, characterized in that After controlling the first target part to track the interaction position based on the tracking strategy corresponding to the tracking level, the method further includes: Acquire a moving trajectory of a target object, wherein the target object is a moving object; Predicting a moving end point position of the target object based on the moving trajectory; Based on the tracking strategy corresponding to the tracking level, the first target part is controlled to track the moving end point position.

7. The method according to claim 1, characterized in that Before determining the interactive position in the virtual environment in response to the user's interactive operation, the method further includes: In response to the configuration instruction for the virtual character, corresponding tracking levels and initial tracking positions are configured for multiple target parts of the virtual character.

8. A virtual character interaction device, characterized in that: include: A first determination module is configured to determine an interaction position in the virtual environment in response to an interaction operation of the user; A second determination module is configured to determine a plurality of target parts in the virtual character, and determine a tracking level corresponding to a first target part, wherein the first target part is any one of the plurality of target parts, and the target part is a part of the virtual character that responds to the interaction; The control module is configured to control the first target part to track the interaction position based on a tracking strategy corresponding to the tracking level.

9. A computing device, characterized in that include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the virtual character interaction method according to any one of claims 1 to 7 are implemented.

10. A computer-readable storage medium, characterized in that: It stores a computer program / instruction, which, when executed by a processor, implements the steps of the virtual character interaction method described in any one of claims 1 to 7.

11. A computer program product, characterized in that The method comprises a computer program / instruction, which, when executed by a processor, implements the steps of the virtual character interaction method according to any one of claims 1 to 7.