Wearing display method and device of virtual character and electronic equipment
By updating the appearance data of the virtual wearables in a virtual game, based on the dynamic changes in the game scene, the problem of the fixed appearance of the virtual wearables is solved, and the game experience and player expectations are improved.
Patent Information
- Application Number
- CN202411979472.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-30
- Publication Date
- 2025-02-28
AI Technical Summary
In existing virtual games, the appearance of virtual wearables is usually fixed and lacks flexibility in design, resulting in players' expectations and desire to buy, and the gaming experience is poor.
By displaying the virtual characters and the virtual wearables they wear in the game scene, and updating the appearance data of the virtual wearables based on the dynamic change information in the game scene, including replacement, putting on and taking off, and replacement effects, to present the appearance status of different parts.
It increases the flexibility of virtual wearables in appearance, improves players' gaming experience and purchasing desire, and provides new wear methods and interactive methods.
Smart Images

Figure CN119524412A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual game technology, and in particular to a wearable display method, device and electronic device for a virtual character. Background Art
[0002] In virtual games, game characters (or virtual characters) can wear virtual wearables to dress up the appearance of the game characters. For example, virtual wearables may include clothing, wings, accessories, etc. Players can purchase virtual wearables in the game's store interface and wear the virtual wearables on the game characters. In current game designs, the appearance of the same set of virtual wearables is usually fixed, which makes the appearance of virtual wearables lack of flexibility, reduces players' expectations and desire to buy, and also reduces players' gaming experience.
[0003] In view of this, some embodiments of the present specification provide a wearable display method, device and electronic device for a virtual character, aiming to increase the flexibility of the appearance of virtual wearable objects and enhance the player's gaming experience. Summary of the invention
[0004] One or more embodiments of the present specification provide a method for displaying wearable items of a virtual character, wherein a graphical user interface is provided through a first terminal, and a game screen displayed in the graphical user interface includes at least a portion of a game scene. The method comprises: displaying a first virtual character and a virtual wearable item worn by the first virtual character in the game scene, wherein the first virtual character is controlled through the first terminal; and updating appearance data of the virtual wearable item in response to an operation on a change in the appearance state of the virtual wearable item, wherein the appearance data comprises an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character in the same set of virtual wearable items.
[0005] According to the method provided by one or more embodiments of the present specification, updating the appearance data of a virtual wearable object includes at least one of the following processes: replacing a first appearance model displayed on a target part of a first virtual character with a second appearance model; replacing a first special effect displayed on a target part of the first virtual character with a second special effect; displaying the first appearance model and / or the first special effect on the target part of the first virtual character; canceling the display of the first appearance model and / or the first special effect on the target part of the first virtual character; wherein the target part is any part of different parts of the first virtual character, and the first appearance model, the second appearance model, the first special effect and the second special effect correspond to different appearance data of the same set of virtual wearable objects at the target part.
[0006] According to the method provided by one or more embodiments of the present specification, the operation of changing the appearance state of the virtual wearable object includes: replacing the first appearance model and / or the first special effect displayed on the target part; and / or putting on and taking off the first appearance model and / or the first special effect corresponding to the target part.
[0007] According to the method provided by one or more embodiments of this specification, the method further includes: updating the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene.
[0008] According to the method provided by one or more embodiments of this specification, the activity information of the first virtual character in the game scene includes: the distance information between the first virtual character and the second virtual character, wherein the second virtual character is controlled by the second terminal; and / or information on whether the first virtual character is in combat.
[0009] According to the method provided in one or more embodiments of the present specification, the appearance data of the virtual wearable item is updated based on the activity information of the first virtual character in the game scene, including: based on the different distances between the first virtual character and the second virtual character, different special effects are displayed on the target part and / or the same special effect is displayed at different playback frequencies, wherein the target part is any part of the different parts of the first virtual character.
[0010] According to the method provided by one or more embodiments of the present specification, different special effects are displayed at a target part and / or the same special effect is displayed at different playback frequencies based on different distances between a first virtual character and a second virtual character, including: when the distance between the first virtual character and the second virtual character is greater than a first threshold, a first special effect is displayed at the target part; when the distance between the first virtual character and the second virtual character is between the first threshold and the second threshold, the playback speed of the first special effect is accelerated; when the distance between the first virtual character and the second virtual character is less than the second threshold, the first special effect is replaced by the second special effect; wherein the second threshold is less than the first threshold, and the first special effect and the second special effect correspond to different appearance data of the same set of virtual wearable objects at the target part.
[0011] According to the method provided by one or more embodiments of the present specification, the second virtual character satisfies at least one of the following conditions: the gender of the second virtual character is different from that of the first virtual character; the second virtual character and the first virtual character belong to the same group or the same gang; the social relationship between the second virtual character and the first virtual character is a preset relationship; the second virtual character and the first virtual character wear the same virtual clothing.
[0012] According to the method provided by one or more embodiments of the present specification, the method further includes: updating the appearance data of the virtual wearable object based on environmental information in the game scene, wherein the environmental information includes at least one of the following information: virtual weather, geographical environment.
[0013] According to the method provided by one or more embodiments of the present specification, the method also includes: determining the posture of the first virtual character based on the appearance model and / or special effects displayed on the target part of the first virtual character, the posture including a standing state and / or a floating state, wherein the target part is any part of the different parts of the first virtual character.
[0014] According to the method provided by one or more embodiments of the present specification, the appearance data of the virtual wearable object is dynamically generated by the appearance dynamic component in response to the change operation of the appearance state of the virtual wearable object; wherein the appearance dynamic component includes the appearance models and / or special effects of the same set of virtual wearable objects in different parts, and the execution method corresponding to the change operation of the appearance state of the virtual wearable object.
[0015] According to the method provided by one or more embodiments of this specification, the appearance model includes at least one of the following: clothing, wings, cloak, hat, hair, numbers, equipment, and pendants.
[0016] According to the method provided by one or more embodiments of this specification, the special effect includes at least one of the following: dynamic special effect, pattern, subtitle, color, and the cutting state of clothing.
[0017] One or more embodiments of the present specification also provide a wearable display device for a virtual character, which provides a graphical user interface through a first terminal, and the game screen displayed in the graphical user interface includes at least a part of the game scene. The device includes: a display module, which is used to display a first virtual character and a virtual wearable object worn by the first virtual character in the game scene, wherein the first virtual character is controlled by the first terminal; a first update module, which is used to update the appearance data of the virtual wearable object in response to a change operation on the appearance state of the virtual wearable object, wherein the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character under the same set of virtual wearable objects.
[0018] One or more embodiments of the present specification also provide a computer-readable storage medium, including a computer program, which, when at least a portion of the computer program is executed by a processor, can implement the wearable display method of a virtual character described in some embodiments of the present specification.
[0019] One or more embodiments of the present specification also provide an electronic device, comprising: one or more processors; a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the wearable display method of the virtual character described in some embodiments of the present specification. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] This specification will be further explained by way of exemplary embodiments, which will be described in detail by way of the accompanying drawings. The same numbers in the drawings represent the same structures or steps.
[0021] Figure 1 It is a schematic diagram of a virtual game system according to some embodiments of this specification.
[0022] Figure 2 This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification.
[0023] Figure 3 This is a schematic diagram of an interface of a virtual wearable object worn by a first virtual character according to some embodiments of the present specification.
[0024] Figure 4 It is a schematic diagram of a configuration interface of a virtual wearable object according to some embodiments of this specification.
[0025] Figure 5 It is a schematic diagram of another configuration interface of a virtual wearable object according to some embodiments of this specification.
[0026] Figure 6 This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification.
[0027] Figure 7 This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification.
[0028] Figure 8 This is an exemplary block diagram of a wearable display device for a virtual character according to some embodiments of the present specification. DETAILED DESCRIPTION
[0029] In order to more clearly illustrate the technical solutions of the embodiments of this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the contents described below are some examples or embodiments of this specification. For ordinary technicians in this field, without paying creative work, the technical solutions or means disclosed in this specification can also be applied to other scenarios based on these technical contents.
[0030] It should be understood that the "system", "device", "unit" and / or "module" used in this specification is a method for distinguishing different components, elements, parts, portions or assemblies at different levels. However, if other words can achieve the same purpose, the words can be replaced by other expressions.
[0031] Unless otherwise specified, technical terms used in this specification to describe components, elements, etc. do not refer to the singular, but may also include the plural. Generally speaking, terms such as "include", "comprise", etc. only indicate that the steps, elements, or components that have been clearly identified are included, and these steps, elements, and components do not constitute an exclusive list, such as the method or device described may also include other steps or components.
[0032] Flowcharts are used in this specification to illustrate the operation steps performed by the device or system of the relevant embodiments, but unless otherwise specified, the order used to describe these steps should not be understood as a limitation on the order in which the steps are performed. A person of ordinary skill in the art can adjust the order in which these steps are performed based on the knowledge and information conveyed by the embodiments of this specification, and the adjustment includes but is not limited to swapping the order, merging multiple steps, and splitting a certain step.
[0033] Virtual games, also known as video games or electronic games, are games that run on electronic devices and are controlled by computer programs (such as game applications) for educational or entertainment purposes. The game scenes of virtual games can be presented through a graphical user interface (GUI). The game scenes include elements such as the environment, characters, buildings, machinery, and props in the virtual game, which can restore at least part of the virtual world in the game. Users can input game operations or game control instructions through human-computer interface devices (such as game controllers, keyboards, mice, touch screens, cameras, etc.), and the computer program responds to the game operations and presents them to the user through a graphical user interface.
[0034] Figure 1 Schematic diagram of a virtual game system according to some embodiments of this specification. Figure 1 As shown, the virtual game system 100 may include a server 110, a network 120, a storage medium 130, and a user terminal 140. The server 110 and the user terminal 140 may perform data transmission via the network 120.
[0035] The server 110 (or game server) may be a computer device with high computing performance, used to maintain and manage game data and game player data, synchronize and broadcast the interactive data of game players in the game, or complete some relatively complex calculations or logic processing in the virtual game. In some embodiments, the server 110 may also publish various versions of game applications for game players to download or update. In some embodiments, the server 110 may be a single computer device or a computing cluster composed of multiple computer devices, so as to provide more powerful computing power and more efficient response to service requests of game players.
[0036] The network 120 may be any form of wired or wireless network, or any combination thereof. As just an example, the network 120 may be one or more combinations of a wired network, an optical fiber network, a telecommunications network, an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless local area network (WLAN), a metropolitan area network (MAN), a wide area network (WAN), a public switched telephone network (PSTN), a Bluetooth network, etc. The network 120 may have multiple access points, and the server 110 and the user terminal 140 may access the network 120 through the access points.
[0037] The storage medium 130 may be used to store data and / or instructions related to the virtual game system 100. In some embodiments, the storage medium 130 may store data and / or information obtained from the server 110, the user terminal 140, etc. As an example, the storage medium 130 may store game player data, etc. In some embodiments, the storage medium 130 may include one or more storage components, each of which may be an independent device or part of other devices. In some embodiments, the storage medium 130 may be set in the server 110. In some embodiments, the storage medium 130 may include a random access memory (RAM), a read-only memory (ROM), a large capacity memory, a removable memory, a volatile read-write memory, etc., or any combination thereof. Exemplarily, the large capacity storage may include a magnetic disk, an optical disk, a solid-state disk, etc. In some embodiments, the storage medium 130 may be implemented on a cloud platform.
[0038] The user terminal 140 may include, but is not limited to, a desktop computer, a smart phone, a laptop computer, a VR (Virtual Reality) device, a game console, a game controller, and a tablet computer. Game players can install and run game applications on the user terminal 140, display the game screen through the user terminal or a display device separated from the user terminal (such as a TV screen or projection device connected to the game console), and participate in the game through a human-computer interface device. As an example, the user terminal 140 may have a signal connection with the server 110 through the network 120, and the game player may download the game from the server 110 for installation. The human-computer interface device may be a part of the user terminal 140 (such as a touch display screen and / or touch button control of a mobile terminal), or may be separated from the user terminal 140 (such as a game controller), but have a signal connection with each other. In some embodiments, the virtual game may be a networked game, and the user terminals 140 of multiple game players may be connected to the server 110 through the network 120. With the participation of the server 110, multiple game players may interactively participate in the game.
[0039] It should be noted that Figure 1 The scene diagram of the virtual game system shown is only an example. The virtual game system and scene described in the embodiment of this specification are to more clearly illustrate the technical solution of the embodiment of this specification, and do not constitute a limitation on the technical solution provided by the embodiment of this specification. For example, in a stand-alone game scene, Figure 1 The server 110, network 120 and storage medium 130 shown in the figure may be omitted. A person skilled in the art will appreciate that, with the evolution of wearable display devices for virtual characters and the emergence of new business scenarios, the technical solutions provided in the embodiments of this specification are also applicable to similar technical problems.
[0040] The embodiments of this specification provide a wearable display method, device and electronic device for a virtual character. Specifically, the method of the embodiments of this specification can be executed by a computer device, wherein the computer device can be a terminal (such as a user terminal) or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a game controller, a VR device, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Distribute Network, content distribution network), and big data and artificial intelligence platforms.
[0041] For example, when the wearable display method of the virtual character is run on the terminal, the terminal device stores a game application and is used to present the virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface is presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen. The terminal device can also be separated from the display device, the running body of the game application can be run on the terminal device, and the game screen is displayed on another display device. For example, the running body of the game application can be PS, X-Box, and the game screen is presented through a TV screen or through holographic projection.
[0042] For example, when the wearable display method of the virtual character is run on the server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the wearable display method of the virtual character are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0043] The embodiment of the present application provides a wearable display method for a virtual character, which can be executed by a terminal device or a server. The embodiment of the present application takes the wearable display method for a virtual character executed by a terminal device as an example for explanation. Among them, the terminal device includes a display screen and a processor, and the display screen is used to present a graphical user interface. In some embodiments, the display screen can only provide a display function, the terminal device can be connected to a human-machine interface device (such as a mouse, a keyboard, a game controller, etc.), the user can operate the graphical user interface through the human-machine interface device, and the terminal device can receive the operation instructions generated by the human-machine interface device operating the graphical user interface. In other embodiments, the display screen can be a touch screen, and the operation instructions generated by the user acting on the graphical user interface can be received through the touch screen. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal device by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface can include instructions for starting a game application, and the processor can be configured to start the game application after receiving the instructions provided by the user to start the game application. In addition, the processor can be configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch screen that can sense touch or sliding operations performed on multiple points on the screen at the same time. The user can use his fingers to perform touch operations on the graphical user interface displayed on the touch display screen or the touch button controls provided by the terminal device. When the terminal device detects the touch operation on the graphical user interface or the touch button controls, it can control different virtual objects in the game to perform actions corresponding to the touch operation.
[0044] In some embodiments, the game may be any of a casual game, an action game, a role-playing game, a strategy game, a sports game, a puzzle game, and the like. Among them, the game may include a game scene (or referred to as a virtual scene). In addition, the virtual scene of the game may include one or more virtual objects, such as virtual characters, controlled by a user (or player) through a terminal device. In addition, the virtual scene of the game may also include virtual items, such as virtual wearable objects that can be worn on a virtual character, such as clothing, wings, cloaks, hats, hair, numbers, equipment, pendants, and the like. The virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, and the like, to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game may also include one or more elements, such as skills, scores, character health status, energy, and the like, to provide help to the player, provide virtual services, increase scores related to the player's performance, and the like. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by the player and one or more other virtual objects (such as an enemy character). In some embodiments, one or more other virtual objects may be controlled by other players of the game. In some embodiments, one or more other virtual objects may also be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to implement a human-machine battle mode. Virtual objects may have various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities may be activated by a game player using one of a plurality of preset touch operations of a touch display screen or a touch button control of a terminal device. The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0045] In some embodiments, a game character (or virtual character) can wear virtual wearables to dress up the appearance of the game character. For example, the virtual wearables may include clothing, wings, accessories, etc. Players can purchase virtual wearables in the game's store interface and wear the virtual wearables for the game character. In current game designs, the appearance of the same set of virtual wearables is usually fixed, which makes the virtual wearables lack flexibility in appearance design, reduces players' expectations and desire to buy, and also reduces players' gaming experience.
[0046] To this end, some embodiments of the present specification propose a method for displaying wearable items of a virtual character, by displaying a first virtual character and a virtual wearable item worn by the first virtual character in a game scene, and modifying the appearance data of the virtual wearable item based on dynamic change information in the game scene, so that the appearance state of the virtual wearable item changes, wherein the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character in the same set of virtual wearable items, thereby increasing the flexibility of the appearance performance of the virtual wearable item and enhancing the player's gaming experience.
[0047] Figure 2 This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification. Figure 2 The process 200 shown may be executed by a first terminal, which may be, for example, Figure 1 The user terminal 140 shown. Or, Figure 2 The process 200 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 200 may be implemented by a wearable display device 800 of a virtual character deployed on a processing device or a first terminal. Figure 2 As shown, process 200 may include the following steps.
[0048] Step 210 , displaying the first virtual character and the virtual wearable object worn by the first virtual character in the game scene. In some embodiments, step 210 may be implemented by the display module 810 .
[0049] In some embodiments, a graphical user interface may be provided by the first terminal, and the game screen displayed in the graphical user interface may include at least part of the game scene. According to one example, the first terminal may generate a graphical user interface and present the graphical user interface through a display device (such as a touch screen) of the first terminal. According to another example, the first terminal may generate a graphical user interface, but does not include a display device, but presents the graphical user interface through other display devices, for example, through a television screen or through a holographic projection.
[0050] In some embodiments, a first virtual character may be displayed in a game scene. The first virtual character may be controlled by a first terminal. For example, a player may control the behavior of the first virtual character in a game scene by using a first terminal (such as a user terminal 140). Exemplarily, the behavior of the first virtual character in a game scene may include movement (such as walking, running, jumping, crawling, etc.), interaction (such as purchasing virtual wearables, putting on and taking off virtual wearables, customizing the appearance of virtual wearables, etc.), fighting, and executing tasks, etc.
[0051] In some embodiments, the virtual wearable item may be a virtual object used to dress up the appearance of the first virtual character, such as clothing, wings, cape, hat, hair, numbers, equipment, pendants, etc. A set of virtual wearable items may include only one virtual object, or may be a combination of multiple virtual objects. For example, a set of virtual wearable items may include only clothing, or may be a combination of clothing, wings, hat, and pendants. Figure 3 is a schematic diagram of an interface of a virtual wearable object worn by a first virtual character according to some embodiments of this specification, such as Figure 3 As shown, the virtual wearable item worn by the first virtual character is a set of hooded raincoat, which includes a raincoat and a hat. It should be understood that Figure 3 The directional lines in are only identifiers to assist understanding, to clarify the annotated objects in the display interface, and should not be understood as part of the display interface. There are also directional lines with similar functions in the subsequent display interface schematics, and their functions are similar to this, and will not be repeated in the subsequent description.
[0052] In some embodiments, the appearance state of the virtual wearable object can be represented by appearance data, and the appearance data can present the shape, color, material, texture, pattern, details, dynamic effects, etc. of the virtual wearable object. By loading different appearance data, virtual wearable objects with different appearance states can be presented.
[0053] In some embodiments, the appearance data may include an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character under the same set of virtual wearable objects. The appearance model may be, for example, a three-dimensional model created by three-dimensional modeling software, used to present the shape of the virtual wearable object. Exemplarily, the appearance model may include at least one of the following: clothing, wings, cloaks, hats, hair, numbers, equipment, and pendants. The special effects may be used to present the appearance state of the surface of the first virtual character or the surface of the virtual wearable object. Exemplarily, the special effects may include at least one of the following: dynamic special effects, patterns, subtitles, colors, and the cutting state of clothing. The dynamic special effects may be, for example, particle special effects created by a particle system or animation special effects created by an animation system, the pattern may be, for example, a texture or decorative pattern displayed on the surface of the first virtual character or the surface of the appearance model, and the cutting state of clothing may be, for example, clothing models of different shapes created by three-dimensional modeling software.
[0054] In some embodiments, the part of the first virtual character may include a body part of the first virtual character, such as the head, body, back, arms, legs, hands, feet, etc. The part of the first virtual character may also include a part around the first virtual character, such as above the head of the first virtual character, above the shoulder of the first virtual character, a part around the body of the first virtual character, or a part on the appearance model, etc.
[0055] In some embodiments, the appearance data of a certain part of the first virtual character may be empty, indicating that the virtual wearable object has no displayable appearance data at that part. The appearance data of the same part may include more than one appearance model and / or more than one special effect. For example, the virtual wearable object may be, for example, a piece of clothing A. The appearance data of the piece of clothing A on the head of the first virtual character includes the appearance model "hat". The appearance data of the piece of clothing A on the body of the first virtual character includes the appearance model "raincoat" and the appearance model "swimsuit". The appearance data of the piece of clothing A on the part above the head of the first virtual character includes two dynamic special effects a1 and a2 for presenting the appearance performance of the appearance model "hat". The dynamic special effect a1 may be, for example, a signal flashing special effect, and the dynamic special effect a2 may be, for example, a heart lighting special effect. Among them, the display of the appearance model "hat" is related to the display of the appearance model "raincoat". When the appearance model "raincoat" is displayed, the appearance model "hat" may be displayed or not displayed. When the appearance model "raincoat" is not displayed, the appearance model "hat" cannot be displayed. For another example, for another set of virtual wearable items, Jinyi B, the appearance data of Jinyi B on the body of the first virtual character includes four appearance models "Clothing B1, Clothing B2, Clothing B3 and Clothing B4" in different cutting states, and the appearance data of Jinyi B on the back of the first virtual character includes an appearance model "wings" and twelve constellation patterns used to present the appearance of the appearance model "wings".
[0056] In some embodiments, when the first virtual character wears a set of virtual wearable items, the appearance state of the virtual wearable items can be presented according to the default appearance data. For example, when the first virtual character wears the brocade clothing A, the appearance model "hat" of the brocade clothing A on the head of the first virtual character, the appearance model "raincoat" of the brocade clothing A on the body of the first virtual character, and the dynamic special effect a1 of the brocade clothing A above the head of the first virtual character can be loaded and displayed as the default appearance data. At this time, the appearance state of the virtual wearable items can be as follows: Figure 3 When the player performs certain operations to update the appearance data of each part of the virtual wearable object displayed on the first virtual character, the updated appearance data can also be saved so that the virtual wearable object worn by the first virtual character can be displayed based on the updated appearance data when the first virtual character is loaded and displayed next time.
[0057] Step 220 , in response to the change operation on the appearance state of the virtual wearable object, update the appearance data of the virtual wearable object. In some embodiments, step 220 may be implemented by the first updating module 820 .
[0058] In some embodiments, updating the appearance data of the virtual wearable object may include replacing a first appearance model displayed at a target part of the first virtual character with a second appearance model. The target part may be any part of different parts of the first virtual character, and the first appearance model and the second appearance model may correspond to different appearance data of the same set of virtual wearable objects at the target part. For example, for the Jinyi A in the above example, the first appearance model displayed at the body part of the first virtual character is a "raincoat", and updating the appearance data of the virtual wearable object may be replacing the first appearance model "raincoat" with the second appearance model "swimsuit".
[0059] In some embodiments, updating the appearance data of the virtual wearable object may further include replacing the first special effect displayed on the target part of the first virtual character with the second special effect. The first special effect and the second special effect may correspond to different appearance data of the same set of virtual wearable objects at the target part. For example, for Jinyi B in the above example, the first virtual character has an appearance model "wings" displayed on his back, and the first special effect "Gemini pattern" is displayed on the appearance model "wings". Then, updating the appearance data of the virtual wearable object may be replacing the first special effect "Gemini pattern" with any of the other eleven constellation patterns.
[0060] In some embodiments, updating the appearance data of the virtual wearable object may also include displaying the first appearance model and / or the first special effect on the target part of the first virtual character, or canceling the display of the first appearance model and / or the first special effect on the target part of the first virtual character. Exemplarily, for Jinyi A in the above example, when the appearance model "raincoat" is displayed on the body of the first virtual character, but the appearance model "hat" is not displayed on the head, updating the appearance data of the virtual wearable object may be displaying the appearance model "hat" on the head of the first virtual character; when the appearance model "raincoat" is displayed on the body of the first virtual character, and the appearance model "hat" is displayed on the head, updating the appearance data of the virtual wearable object may be canceling the display of the appearance model "hat" on the head of the first virtual character.
[0061] In some embodiments, the operation of changing the appearance state of the virtual wearable object may include the operation of putting on and taking off the first appearance model and / or the first special effect corresponding to the target part. The operation of putting on and taking off the first appearance model and / or the first special effect may be, for example, a triggering operation on the relevant control. Exemplarily, the configuration interface of the virtual wearable object may be displayed in the graphical user interface, and the configuration interface may include icons corresponding to the parts of the first virtual character. When the player clicks the icon corresponding to the target part, the configuration interface of the virtual wearable object displays a virtual button for controlling the putting on and taking off of the first appearance model (or the first special effect) corresponding to the target part. The player can click the virtual button to control the putting on and taking off of the first appearance model (or the first special effect), or replace the first appearance model (or the first special effect) displayed at the target part with the second appearance model (or the second special effect).
[0062] Figure 4 is a schematic diagram of a configuration interface of a virtual wearable object according to some embodiments of this specification, such as Figure 4 As shown, the configuration interface is the configuration interface of Jinyi A, which includes an icon 1 corresponding to the head of the first virtual character and an icon 2 corresponding to the body part. When the player clicks icon 1, the configuration interface of Jinyi A displays a virtual button 31 for controlling whether to wear a hat. The "XXX" displayed in the configuration interface of Jinyi A can be, for example, a text message "wear a hat" to explain the function of the virtual button 31. Figure 4 As shown, at this time, the circular icon "●" of the virtual button 31 is displayed at the rightmost end of the virtual button 31, indicating that the appearance model "hat" has been displayed on the head of the first virtual character. The player can click on the virtual button 31 to make the circular icon "●" of the virtual button 31 slide to the leftmost end of the virtual button 31. The user terminal 140 responds to the operation of clicking the virtual button 31 to cancel the display of the appearance model "hat", and the first virtual character accordingly presents the appearance of taking off the hat. For another example, when the player clicks on icon 2, the configuration interface of Jinyi A displays the virtual button 31 for controlling whether to take off the raincoat. The "XXX" displayed on the configuration interface of Jinyi A can be, for example, the text message "wear a raincoat" to explain the function of the virtual button 31. Figure 4 As shown, at this time, the circular icon “●” of the virtual button 31 is displayed at the rightmost end of the virtual button 31, indicating that the head and body parts of the first virtual character have displayed the appearance model “hat” and the appearance model “raincoat” respectively. Figure 5 is a schematic diagram of another configuration interface of a virtual wearable object according to some embodiments of this specification. For example, when a player clicks on Figure 4 When the virtual button 31 is shown, the circular icon “●” of the virtual button 31 changes from Figure 4 The rightmost end of the virtual button 31 shown slides to Figure 5At the far left end of the virtual button 31 shown in FIG. 1 , the user terminal 140 cancels the display of the appearance model “hat” in response to the operation of clicking the virtual button 31, and replaces the appearance model “raincoat” with the appearance model “swimsuit”. The first virtual character is displayed as shown in FIG. Figure 5 Shown is the appearance of the raincoat being removed.
[0063] In other embodiments, the operation of changing the appearance state of the virtual wearable object may also include an operation of replacing the first appearance model and / or the first special effect displayed on the target part. The operation of replacing the first appearance model and / or the first special effect may be, for example, a triggering operation on the relevant control. Exemplarily, the configuration interface of the virtual wearable object may be displayed in the graphical user interface, and the configuration interface may include icons corresponding to the parts of the first virtual character. When the player clicks the icon corresponding to the target part, the configuration interface of the virtual wearable object may display multiple appearance models and / or multiple special effect icons corresponding to the target part. Among them, the multiple appearance models corresponding to the target part may include the first appearance model currently displayed at the target part and one or more second appearance models not displayed, and the multiple special effects corresponding to the target part may include the first special effect currently displayed at the target part and one or more second special effects not displayed. When the player clicks the icon corresponding to any second appearance model (or second special effect), the user terminal 140 replaces the first appearance model (or first special effect) displayed at the target part with the second appearance model (or second special effect) in response to the operation.
[0064] By responding to the operation of putting on and taking off the first appearance model and / or the first special effect corresponding to the target part to control the putting on and taking off of the first appearance model and / or the first special effect, the flexibility of the design of the appearance of the virtual wearable object can be increased, so that the virtual wearable object presents a variety of appearance states, and the fun of the player wearing the virtual wearable object for the first virtual character is increased. In addition, by responding to the operation of putting on and taking off or replacing the first appearance model and / or the first special effect corresponding to the target part, the first appearance model and / or the first special effect displayed on the target part is replaced with the second appearance model and / or the second special effect, further increasing the flexibility of the design of the appearance of the virtual wearable object, and creating a new wearing method for the virtual wearable object, so that the player can realize the interesting wearing gameplay of "one piece of clothing, two wears" on a set of virtual wearable objects, effectively enhancing the player's expectations and purchasing desire, and also bringing a new game experience to the player.
[0065] In some embodiments, the posture of the first virtual character can also be determined based on the appearance model and / or special effects displayed on the target part of the first virtual character. Wherein, the target part is any part of the different parts of the first virtual character. The posture can include a standing state and / or a floating state. The standing state can be a state in which the first virtual character stands on the ground in the game scene and contacts the ground, and the floating state can be a state in which the first virtual character is suspended on the ground in the game scene and separated from the ground. In some embodiments, different appearance models (or special effects) corresponding to the target part of the same set of virtual wearables can correspond to different postures, such as the posture corresponding to a certain appearance model (or special effect) corresponding to the target part is a standing state, and the posture corresponding to another appearance model (or special effect) corresponding to the target part is a floating state. When the target part of the first virtual character displays different appearance models (or special effects), the first virtual character can present different postures. Exemplarily, for the same set of virtual wearables, the appearance data corresponding to the back of the first virtual character may include an appearance model of "big wings" and an appearance model of "small wings". When the back of the first virtual character displays the appearance model of "big wings", the posture of the first virtual character is a floating state, and when the back of the first virtual character displays the appearance model of "small wings", the posture of the first virtual character is a standing state. In other embodiments, the same appearance model (or special effect) corresponding to the target part of the same set of virtual wearables may also correspond to different postures. For example, the posture corresponding to the same appearance model (or special effect) corresponding to the target part may include a standing state and a floating state. The posture corresponding to the appearance model (or special effect) may be determined by performing corresponding configuration operations on the configuration interface of the virtual wearables. For example, for a certain set of virtual wearables corresponding to the appearance model "big wings" on the back of the first virtual character, an icon corresponding to the appearance model "big wings" can be displayed on the configuration interface of the virtual wearables. When the player clicks on the icon, a control for controlling the first virtual character to stand or float is displayed on the configuration interface of the virtual wearables. In response to the triggering operation of the control, the posture corresponding to the appearance model "big wings" is determined to switch from a standing state to a floating state, or from a floating state to a standing state, thereby making the first virtual character present different postures. It can be seen that different appearance states of the same virtual wearable can allow the first virtual character to present different postures in the game scene, thereby creating a new wearing method for the virtual wearable, increasing the fun of the game, effectively enhancing the player's expectations and desire to buy, and greatly improving the player's gaming experience.
[0066] In some embodiments, the virtual wearable item worn by the first virtual character may also be made to present different appearance states based on the activity information of the first virtual character in the game scene. Figure 6This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification. Figure 6 The process 600 shown may be executed by a first terminal, which may be, for example, Figure 1 The user terminal 140 shown. Or, Figure 6 The process 600 shown may also be executed by other processing devices, such as Figure 1 In some embodiments, the process 600 may be implemented by a wearable display device 800 of a virtual character deployed on a processing device or a first terminal. Figure 6 As shown, process 600 may include the following steps.
[0067] Step 610 : Display the first virtual character and the virtual wearable object worn by the first virtual character in the game scene. In some embodiments, step 610 may be implemented by the display module 810 .
[0068] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 210, which will not be repeated here.
[0069] Step 620 : Update the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene. In some embodiments, step 620 may be implemented by the second updating module 830 .
[0070] In some embodiments, the appearance data includes appearance models and / or special effects for presenting the appearance states of different parts of the first virtual character in the same set of virtual clothing. For more description of the appearance data, please refer to the description of the above process 200, which will not be repeated here.
[0071] In some embodiments, the activity information of the first virtual character in the game scene may include the distance information between the first virtual character and the second virtual character, wherein the second virtual character can be controlled by the second terminal. In some embodiments, the second virtual character can be any virtual character controlled by the second terminal, for example, the second virtual character can be of the same gender or different gender as the first virtual character, and for another example, the second virtual character can have a certain social relationship with the first virtual character or have no social relationship. In other embodiments, the second virtual character can meet at least one of the following conditions: the gender of the second virtual character is different from that of the first virtual character; the second virtual character and the first virtual character belong to the same group or the same gang; the social relationship between the second virtual character and the first virtual character is a preset relationship; the second virtual character and the first virtual character wear the same virtual wearable object. For example, when the gender of the first virtual character is female, the gender of the second virtual character must be male. For another example, the first virtual character and the second virtual character must be in the same chat group or join the same gang together. For another example, the social relationship between the second virtual character and the first virtual character is a close friend, an ally, etc. Or, the virtual wearable objects worn by the second virtual character and the first virtual character are both Jinyi A.
[0072] In some embodiments, different special effects can be displayed at target parts and / or the same special effect can be displayed at different playback frequencies based on the different distances between the first virtual character and the second virtual character, wherein the target part is any part of the different parts of the first virtual character. Exemplarily, the special effect can be a dynamic special effect, such as a dynamically displayed particle special effect or animation special effect. For particle special effects, the playback frequency can be adjusted by adjusting the emission rate of the particle special effect. For animation special effects, the playback frequency can be adjusted by adjusting the frame rate of the animation special effect. The following specifically describes how to present different special effect states based on the different distances between the first virtual character and the second virtual character.
[0073] In some embodiments, when the distance between the first virtual character and the second virtual character is greater than a first threshold, a first special effect may be displayed at the target part; when the distance between the first virtual character and the second virtual character is between the first threshold and the second threshold, the playing speed of the first special effect may be accelerated; when the distance between the first virtual character and the second virtual character is less than the second threshold, the first special effect may be replaced by the second special effect. The second threshold is less than the first threshold, and the first special effect and the second special effect correspond to different appearance data of the same set of virtual wearable objects at the target part.
[0074] Exemplarily, the target part may be the top of the head of the first virtual character, the first special effect may be the signal flashing special effect displayed above the head of the first virtual character, the second special effect may be the heart lighting special effect, the first threshold may be set to, for example, fifteen meters, and the second threshold may be set to, for example, ten meters. Taking Jinyi A as an example, the first virtual character may wear Jinyi A and choose to wear a raincoat and a hat in the configuration interface of Jinyi A. When there is no second virtual character within a range of fifteen meters from the first virtual character, it is determined that the distance between the first virtual character and the second virtual character is greater than fifteen meters, and the signal flashing special effect may be displayed above the head of the first virtual character; when there is a second virtual character within a range of fifteen meters to ten meters from the first virtual character, it is determined that the distance between the first virtual character and the second virtual character is between ten meters and fifteen meters, and the playing speed of the signal flashing special effect may be accelerated; when there is a second virtual character within a range of ten meters from the first virtual character, it is determined that the distance between the first virtual character and the second virtual character is less than ten meters, and the signal flashing special effect may be replaced with the heart lighting special effect.
[0075] In some embodiments, after the first virtual character wears the virtual wearable object, a repeating timer may be created to detect whether the first virtual character takes off the virtual wearable object. When the first virtual character takes off the virtual wearable object within a time period of the timer, the timer and the appearance data of the virtual wearable object at various parts of the first virtual character are deleted. If the first virtual character does not take off the virtual wearable object within a time period of the timer, when a time period of the timer is exceeded, step 620 is executed to update the appearance data of the virtual wearable object based on the different distances between the first virtual character and the second virtual character. In some embodiments, a virtual radar may be bound to the first virtual character, and the sensing range of the virtual radar may be set. When the second virtual character enters the sensing range of the virtual radar, it is determined that the second virtual character appears within the sensing range of the virtual radar, and the corresponding special effects are triggered. When the first virtual character takes off the virtual wearable object, the virtual radar bound to the first virtual character and the appearance data of the virtual wearable object at various parts of the first virtual character are deleted.
[0076] By determining the special effects of different appearance states displayed on the target part based on the different distances between the first virtual character and the second virtual character, it is possible to interact with other virtual characters in the game scene based on virtual wearable objects, thereby creating an innovative dynamic interaction method, increasing the fun of interaction between virtual characters, bringing players a new wearing experience of virtual wearable objects, and improving the players' gaming experience.
[0077] In some embodiments, the activity information of the first virtual character in the game scene may also include information on whether the first virtual character is in a combat state. Exemplarily, it is possible to monitor whether a predetermined event occurs to determine whether the first virtual character is in a combat state. For example, when an event of the first virtual character initiating an attack is monitored, it is determined that the first virtual character is in a combat state. For another example, when an event of the first virtual character releasing a skill is monitored, it is determined that the first virtual character is in a combat state.
[0078] In some embodiments, when the first virtual character is in a combat state, the appearance model and / or special effects displayed on each part of the first virtual character can be determined based on the appearance data corresponding to the combat state in the virtual wearable object. Exemplarily, the appearance data of the virtual wearable object Jinyi C on the body part of the first virtual character includes two appearance models "battle suit" and "basic clothes", the appearance model "battle suit" corresponds to the combat state, and the appearance model "basic clothes" corresponds to the non-combat state. When the first virtual character is in a combat state, if the appearance model displayed on the body part of the first virtual character is "basic clothes", the appearance model "basic clothes" is replaced with the appearance model "battle suit". In some embodiments, the appearance model and / or special effects displayed on each part of the first virtual character when it is in a combat state can also be determined based on the comprehensive combat effectiveness of the appearance model. Exemplarily, assuming that the comprehensive combat effectiveness of the appearance model "battle suit" is higher than the comprehensive combat effectiveness of the "basic clothes", when the first virtual character is in a combat state, if the appearance model displayed on the body part of the first virtual character is "basic clothes", the appearance model "basic clothes" is replaced with the appearance model "battle suit". Among them, the comprehensive combat effectiveness of the appearance model can be determined based on the attribute data of the appearance model. The attribute data of the appearance model may include, for example, attack power, defense power, dodge value, hit rate, etc. Exemplarily, the comprehensive combat effectiveness of the appearance model can be determined by performing a comprehensive weighted calculation based on the attribute data of the appearance model.
[0079] In some embodiments, the appearance data of the virtual wearable object may also be updated based on the environmental information in the game scene, so that the virtual wearable object worn by the first virtual character presents different appearance states. Figure 7 This is an exemplary flow chart of a method for wearing and displaying a virtual character according to some embodiments of this specification. Figure 7 The process 700 shown may be executed by the first terminal or the processing device. In some embodiments, the process 700 may be implemented by a wearable display device 800 of a virtual character deployed on the first terminal or the processing device. Figure 7 As shown, process 700 may include the following steps.
[0080] Step 710 : Display the first virtual character and the virtual wearable object worn by the first virtual character in the game scene. In some embodiments, step 710 may be implemented by the display module 810 .
[0081] The description of this step is similar to that in the previous text. For details, please refer to the description in the previous step 210, which will not be repeated here.
[0082] Step 720 : Update the appearance data of the virtual wearable object based on the environment information in the game scene. In some embodiments, step 720 may be implemented by the third updating module 840 .
[0083] In some embodiments, the environmental information may include at least one of the following information: virtual weather, geographical environment. Among them, the virtual weather may include, for example, sunny days, cloudy days, light rain, heavy rain, snow, sandstorms, etc. The geographical environment may include, for example, forests, mountains, cities, deserts, waters, etc. In some embodiments, the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character under the same set of virtual wearable objects. The description of appearance data and updating the appearance data of virtual wearable objects is similar to the above, and the specific description may refer to the description in the above process 200, which will not be repeated here.
[0084] The following further illustrates how to update the appearance data of a virtual wearable object based on the environmental information in the game scene with reference to specific examples.
[0085] In some embodiments, different virtual weather or geographical environments may correspond to different appearance data. Exemplarily, for Jinyi A, the appearance model "raincoat" of the first virtual character's body part may correspond to the virtual weather "light rain" and "heavy rain", the appearance model "hat" of the first virtual character's head part may correspond to the virtual weather "heavy rain", and the appearance model "swimsuit" of the first virtual character's body part may correspond to the geographical environment "water area". For example, when the virtual weather in the game scene is "light rain", if the appearance model displayed on the first virtual character's body part is "swimsuit", the appearance model "swimsuit" is replaced with the appearance model "raincoat", so that the first virtual character switches from the appearance state of wearing a swimsuit to the appearance state of wearing a raincoat to adapt to the virtual weather "light rain" in the game scene. For another example, when the virtual weather in the game scene is "heavy rain", if the appearance model displayed on the body of the first virtual character is "swimsuit", the appearance model "swimsuit" is replaced with the appearance model "raincoat", and the appearance model "hat" is displayed on the head of the first virtual character, so that the first virtual character switches from the appearance state of wearing a swimsuit to the appearance state of wearing a hooded raincoat to adapt to the virtual weather "heavy rain" in the game scene. For another example, when the first virtual character is in a water area, if the appearance model displayed on the body of the first virtual character is "raincoat", the appearance model "raincoat" is replaced with the appearance model "swimsuit", and the appearance model "hat" displayed on the head of the first virtual character is deleted, so that the first virtual character switches from the appearance state of wearing a hooded raincoat to the appearance state of wearing a swimsuit to adapt to the geographical environment "water area" where the first virtual character is located.
[0086] By updating the appearance data of the virtual wearable object based on the environmental information in the game scene, the virtual wearable object can dynamically update the appearance state of the virtual wearable object worn by the first virtual character according to the dynamic changes of the game scene, thereby increasing the player's immersion in the game, improving the game fun and the player's gaming experience.
[0087] In some embodiments, the appearance data of the virtual wearable object may be dynamically generated by the appearance dynamic component in response to the change operation of the appearance state of the virtual wearable object. The appearance dynamic component may include the appearance models and / or special effects of the same set of virtual wearable objects at different parts, and the execution method corresponding to the change operation of the appearance state of the virtual wearable object, and the execution method may be a computer program running in a computer code. The appearance model and / or special effects in the appearance dynamic component and the related execution method are described in detail below.
[0088] In some embodiments, the appearance dynamic component may include an appearance data table, which may include an appearance model list and / or a special effect list, for presenting the appearance states of different parts of the same set of virtual wearable objects of the first virtual character. The appearance data of the same part may include one or more appearance models (and / or special effects). For more descriptions of the appearance data, please refer to the description in the above process 200, which will not be repeated here. In some embodiments, the data in the appearance data table may be exported into a specific data format and participate in the operation of the computer code.
[0089] In some embodiments, the appearance dynamic component may include multiple execution methods, specifically, the appearance dynamic component may include a static execution method, a change execution method, a load execution method, and a destroy execution method. These execution methods are described in detail below.
[0090] In some embodiments, the static execution method may be a method defined in a class, which can be called without instantiating an object of the class. The static execution method may be called before the entity of the first virtual character is instantiated, and is used to modify the appearance model list and / or the special effects list to determine the appearance model and / or special effects to be displayed in the appearance data table. For example, the appearance model and / or special effects to be displayed are determined based on the player's last configuration of the virtual wearable object in the configuration interface of the virtual wearable object.
[0091] In some embodiments, after the first virtual character entity is loaded, the change execution method can determine whether to call the change execution method by monitoring whether the appearance data is changed. For example, when an event of a change operation on the appearance state of the virtual wearable object is monitored, the change execution method is called to update the appearance data of the virtual wearable object. For specific instructions on updating the appearance data of the virtual wearable object based on the change operation on the appearance state of the virtual wearable object, please refer to the description in the previous step 220, which will not be repeated here.
[0092] In some embodiments, the loading execution method may be a method executed after the first virtual character entity is loaded. For example, after the first virtual character entity is loaded, the loading execution method is called to update the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene. For another example, after the first virtual character entity is loaded, the loading execution method is called to update the appearance data of the virtual wearable object based on the environmental information in the game scene. For specific instructions on updating the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene, please refer to the description in the previous step 620. For specific instructions on updating the appearance data of the virtual wearable object based on the environmental information in the game scene, please refer to the description in the previous step 720, which will not be repeated here. In some embodiments, the change execution method and the loading execution method may be asynchronous processes. The loading execution method may be executed after the first virtual character entity is loaded. The change execution method may be determined by monitoring whether the appearance data is changed after the first virtual character entity is loaded. It may also be determined based on the change operation of the appearance state of the virtual wearable object to determine whether to execute the change execution method, such as when the player triggers the control corresponding to the appearance model (and / or special effect) in the configuration interface of the virtual wearable object, the corresponding change execution method is executed.
[0093] In some embodiments, after the first virtual character entity is loaded, the destruction execution method can determine whether to execute the destruction execution method based on whether the virtual wearable object is taken off. For example, when the player takes off the virtual wearable object in the graphical user interface of the first terminal, the destruction execution method is called to delete the corresponding data and no longer execute various logics in the dynamic component, such as canceling the monitoring of weather change events, deleting timers, etc.
[0094] In some embodiments, different virtual wearable objects may correspond to different dynamic components, and different static execution methods, loading execution methods, changing execution methods, and destroying execution methods may be defined in their respective dynamic components. Each virtual wearable object may have an identifier corresponding thereto, and the corresponding dynamic component may be called according to the identifier corresponding to the virtual wearable object to implement the execution logic corresponding to the virtual wearable object, thereby controlling the display logic of different virtual wearable objects.
[0095] This specification also provides a wearable display device 800 for a virtual character. Figure 8 8 is an exemplary block diagram of a wearable display device 800 for a virtual character according to some embodiments of this specification. Figure 8 As shown, in some embodiments, the wearable display device 800 of the virtual character may include a display module 810 and a first update module 820.
[0096] The display module 810 is used to display a first virtual character and a virtual wearable object worn by the first virtual character in the game scene, wherein the first virtual character is controlled by the first terminal.
[0097] The first updating module 820 is used to update the appearance data of the virtual wearable object in response to the change operation on the appearance state of the virtual wearable object, wherein the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character in the same set of the virtual wearable object.
[0098] In some optional embodiments, the first update module 820 can also be used to perform at least one of the following processing: replacing the first appearance model displayed on the target part of the first virtual character with the second appearance model; replacing the first special effect displayed on the target part of the first virtual character with the second special effect; displaying the first appearance model and / or the first special effect on the target part of the first virtual character; canceling the display of the first appearance model and / or the first special effect on the target part of the first virtual character; wherein the target part is any part of the different parts of the first virtual character, and the first appearance model, the second appearance model, the first special effect and the second special effect correspond to different appearance data of the same set of virtual wearable objects at the target part.
[0099] In some optional embodiments, the wearable display device 800 for the virtual character may further include a second updating module 830 for updating the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene.
[0100] In some optional embodiments, the second update module 830 can also be used to display different special effects at a target part and / or display the same special effect at different playback frequencies based on different distances between the first virtual character and the second virtual character, wherein the target part is any part of the different parts of the first virtual character.
[0101] In some optional embodiments, the second update module 830 may also be used to display a first special effect at a target location when the distance between the first virtual character and the second virtual character is greater than a first threshold; speed up the playback of the first special effect when the distance between the first virtual character and the second virtual character is between the first threshold and the second threshold; replace the first special effect with the second special effect when the distance between the first virtual character and the second virtual character is less than the second threshold; wherein the second threshold is less than the first threshold, and the first special effect and the second special effect correspond to different appearance data of the same set of virtual wearable objects at the target location.
[0102] In some optional embodiments, the wearable display device 800 of the virtual character may further include a third update module 840 for updating the appearance data of the virtual wearable object based on environmental information in the game scene, wherein the environmental information includes at least one of the following information: virtual weather, geographical environment.
[0103] In some optional embodiments, the wearable display device 800 of the virtual character may further include a posture determination module 850, which is used to determine the posture of the first virtual character based on the appearance model and / or special effects displayed at the target part of the first virtual character, the posture including a standing state and / or a floating state, wherein the target part is any part of the different parts of the first virtual character.
[0104] For more information about each module, see Figures 2 to 7 The relevant description of will not be repeated here. It should be understood that Figure 8 The device and its modules shown can be implemented in various ways. For example, in some embodiments, the device and its modules can be implemented by hardware, software, or a combination of software and hardware. Among them, the hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated design hardware. Those skilled in the art can understand that the above methods and devices can be implemented using computer executable instructions and / or control codes contained in a processor, such as a carrier medium such as a disk, CD or DVD-ROM, or a memory of a programmable device. Such codes are provided. The device and its modules of this specification can not only be implemented by hardware circuits such as very large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or programmable hardware devices such as field programmable gate arrays, programmable logic devices, etc., but can also be implemented by software executed by various types of processors, and can also be implemented by a combination of the above hardware circuits and software (for example, firmware).
[0105] It should be noted that the above description of the device and its modules is only for convenience of description and does not limit this specification to the scope of the embodiments. It is understandable that for those skilled in the art, after understanding the principle of the device, it is possible to arbitrarily combine the modules without deviating from this principle to form a sub-device connected to other modules. Or some modules can be split to obtain more modules or multiple units under the module. Such variations are all within the scope of the disclosure of this specification.
[0106] Some embodiments of the present specification also provide a computer-readable storage medium, including a computer program. When at least part of the computer program is executed by a processor, the present specification can be implemented. Figures 2 to 7In some embodiments, the computer-readable storage medium may only involve computer instructions, which may be carried by a storage medium or a processing device. In other embodiments, the computer-readable storage medium may also be a storage medium or a processing device containing the aforementioned computer program. The processing device may include one or more processors and a storage medium.
[0107] In some embodiments, the processor may be a combination of one or more of the following processors: a central processing unit (CPU), an application specific integrated circuit (ASIC), an application specific instruction set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a programmable logic controller (PLC), a reduced instruction set computer (RISC), and a microprocessor.
[0108] In some embodiments, the storage medium may include a combination of one or more of the following: a mass storage, a removable storage, a volatile read-write memory, and a read-only memory (ROM). Exemplary mass storage may include a magnetic disk, an optical disk, a solid-state hard disk, and the like. Exemplary removable storage may include a flash disk, a floppy disk, an optical disk, a memory card, a compressed hard disk, a magnetic tape, and the like. Exemplary volatile read-write memory may include a random access memory (RAM). Exemplary random access memory may include a dynamic random access memory (DRAM), a double data rate synchronous dynamic random access memory (DDRSDRAM), a static random access memory (SRAM), a thyristor random access memory (T-RAM), and a zero capacitance memory (Z-RAM), and the like. Exemplary read-only memory may include a masked read-only memory (MROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a compact disk read-only memory (CD-ROM), and a digital multifunction hard disk read-only memory, and the like.
[0109] The beneficial effects that may be brought about by the embodiments of this specification include but are not limited to: (1) by displaying the first virtual character and the virtual wearables worn by the first virtual character in the game scene, and modifying the appearance data of the virtual wearables based on the dynamic change information in the game scene, the appearance state of the virtual wearables changes, thereby increasing the flexibility of the virtual wearables in appearance performance and improving the game experience of the player; (2) by responding to the operation of putting on and taking off the first appearance model and / or the first special effect corresponding to the target part to control the putting on and taking off of the first appearance model and / or the first special effect, the flexibility of the virtual wearables in appearance performance can be increased, so that the virtual wearables present a variety of appearance states, and increase the fun of players wearing virtual wearables for the first virtual character; (3) by responding to the operation of putting on and taking off or replacing the first appearance model and / or the first special effect corresponding to the target part, the first appearance model and / or the first special effect displayed in the target part is replaced with the second appearance model and / or the second special effect, further increasing the flexibility of the virtual wearables in appearance performance, and creating a new wearing method for the virtual wearables, so that players can realize the interesting wearing gameplay of "one piece of clothing, two wears" on a set of virtual wearables, effectively improving the players' expectations. (4) by determining the posture of the first virtual character based on the appearance model and / or special effects displayed on the target part of the first virtual character, different appearance states of the same virtual wearable object can allow the first virtual character to present different postures in the game scene, thereby creating a new wearing method for the virtual wearable object, increasing the fun of the game, effectively enhancing the players' expectations and purchasing desire, and greatly improving the players' game experience; (5) by determining the special effects of different appearance states displayed on the target part based on the different distances between the first virtual character and the second virtual character, it is possible to interact with other virtual characters based on the virtual wearable object in the game scene, thereby creating an innovative dynamic interaction method, increasing the fun of interaction between virtual characters, bringing new wearing experience of virtual wearable objects to players, and improving the players' game experience; (6) by updating the appearance data of the virtual wearable object based on the environmental information in the game scene, the virtual wearable object can dynamically update the appearance state of the virtual wearable object worn by the first virtual character according to the dynamic changes of the game scene, thereby increasing the players' immersion in the game, improving the fun of the game and the players' game experience. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced may be any one or a combination of the above, or any other beneficial effects that may be obtained.
[0110] The basic concepts have been described above. Obviously, for those skilled in the art, the above detailed disclosure is only for example and does not constitute a limitation of this specification. Although not explicitly stated here, those skilled in the art may make various modifications, improvements and corrections to this specification. Such modifications, improvements and corrections are taught in this specification, so such modifications, improvements and corrections still belong to the spirit and scope of the exemplary embodiments of this specification.
Claims
1. A method for displaying a virtual character, characterized in that: Providing a graphical user interface through a first terminal, wherein a game screen displayed in the graphical user interface includes at least a portion of a game scene, the method comprising: Displaying a first virtual character and a virtual wearable object worn by the first virtual character in the game scene, wherein the first virtual character is controlled by the first terminal; In response to an operation on changing the appearance state of the virtual wearable object, the appearance data of the virtual wearable object is updated, wherein the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character wearing the same set of the virtual wearable object.
2. The method according to claim 1, characterized in that The updating of the appearance data of the virtual wearable object includes at least one of the following processes: replacing a first appearance model displayed at a target part of the first virtual character with a second appearance model; The first special effect displayed on the target part of the first virtual character is replaced by the second special effect; Displaying a first appearance model and / or a first special effect at a target part of the first virtual character; canceling display of the first appearance model and / or the first special effect on the target part of the first virtual character; The target part is any part of different parts of the first virtual character, and the first appearance model, the second appearance model, the first special effect and the second special effect correspond to the same set of different appearance data of the virtual wearable object at the target part.
3. The method according to claim 2, characterized in that The operation of changing the appearance state of the virtual wearable object includes: replacing the first appearance model and / or the first special effect displayed on the target part; and / or The first appearance model and / or the first special effect corresponding to the target part are put on and taken off.
4. The method according to claim 1, characterized in that The method further comprises: The appearance data of the virtual wearable object is updated based on the activity information of the first virtual character in the game scene.
5. The method according to claim 4, characterized in that The activity information of the first virtual character in the game scene includes: distance information between the first virtual character and a second virtual character, wherein the second virtual character is controlled by a second terminal; and / or Information on whether the first virtual character is in a combat state.
6. The method according to claim 5, characterized in that The updating of the appearance data of the virtual wearable object based on the activity information of the first virtual character in the game scene includes: Based on the different distances between the first virtual character and the second virtual character, different special effects are displayed at the target part and / or the same special effect is displayed at different playback frequencies, wherein the target part is any part of the different parts of the first virtual character.
7. The method according to claim 6, characterized in that The displaying of different special effects at the target part and / or displaying the same special effect at different playback frequencies based on the different distances between the first virtual character and the second virtual character includes: When the distance between the first virtual character and the second virtual character is greater than a first threshold, displaying a first special effect at the target part; When the distance between the first virtual character and the second virtual character is between the first threshold and the second threshold, speeding up the playing speed of the first special effect; When the distance between the first virtual character and the second virtual character is less than the second threshold, replacing the first special effect with the second special effect; The second threshold is smaller than the first threshold, and the first special effect and the second special effect correspond to different appearance data of the same set of the virtual wearable object at the target part.
8. The method according to claim 5, characterized in that The second virtual character satisfies at least one of the following conditions: The gender of the second virtual character is different from that of the first virtual character; The second virtual character and the first virtual character belong to the same group or the same gang; The social relationship between the second virtual character and the first virtual character is a preset relationship; The second virtual character wears the same virtual clothing as the first virtual character.
9. The method according to claim 1, characterized in that: The method further comprises: The appearance data of the virtual wearable object is updated based on the environmental information in the game scene, wherein the environmental information includes at least one of the following information: virtual weather and geographical environment.
10. The method according to claim 1, characterized in that The method further comprises: Based on the appearance model and / or special effects displayed by the target part of the first virtual character, the posture of the first virtual character is determined, the posture including a standing state and / or a floating state, wherein the target part is any part of different parts of the first virtual character.
11. The method according to claim 1, characterized in that: The appearance data of the virtual wearable object is dynamically generated by the appearance dynamic component in response to a change operation on the appearance state of the virtual wearable object; The appearance dynamic component includes a set of appearance models and / or special effects of the same virtual wearable object at different parts, and an execution method corresponding to the change operation on the appearance state of the virtual wearable object.
12. The method according to claim 1, characterized in that The appearance model includes at least one of the following: Costumes, wings, capes, hats, hair, numbers, equipment, pendants.
13. The method according to claim 1, characterized in that The special effects include at least one of the following: Dynamic effects, patterns, subtitles, colors, and clothing cropping status.
14. A wearable display device for a virtual character, characterized in that: A graphical user interface is provided by a first terminal, wherein a game screen displayed in the graphical user interface includes at least a part of a game scene, and the device includes: A display module, configured to display a first virtual character and a virtual wearable object worn by the first virtual character in the game scene, wherein the first virtual character is controlled by the first terminal; A first updating module is used to update the appearance data of the virtual wearable object in response to a change operation on the appearance state of the virtual wearable object, wherein the appearance data includes an appearance model and / or special effects for presenting the appearance states of different parts of the first virtual character wearing the same set of the virtual wearable object.
15. A computer-readable storage medium, characterized in that: The invention comprises a computer program, and when at least a part of the computer program is executed by a processor, the method according to any one of claims 1 to 13 can be implemented.
16. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 13.