Virtual character display method and device, electronic equipment and storage medium

By determining and adjusting the character sub-picture in the virtual screen, the problem of inflexible display of virtual characters and time-consuming updates in the prior art is solved, and more efficient virtual characters are updated and displayed.

CN119925915APending Publication Date: 2025-05-06SHANGHAI JIAOZHAI TECH CO LTD
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Patent Information

Application Number
CN202510196045.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-21
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In the prior art, the virtual role display method is not flexible enough, and the amount of update data is large, which makes the update process more time-consuming.

Method used

By determining the first character sub-picture to be adjusted from the multiple character sub-pictures of the current virtual screen and adjusting it, the second character sub-picture corresponding to the first target virtual character is displayed in the adjusted virtual screen.

Benefits of technology

It realizes updates based on character sub-pictures as granularity, improves the flexibility of virtual characters display, reduces the amount and time-consuming updates, and improves update efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to the field of animation processing, and particularly discloses a virtual character display method and device, electronic equipment and a storage medium. The method comprises the following steps: determining a first role sub-picture to be adjusted from a plurality of role sub-pictures of a current virtual picture; wherein the plurality of role sub-pictures are used for displaying a plurality of virtual roles; the to-be-adjusted first role sub-picture is adjusted, so that a second role sub-picture corresponding to the first target virtual role is displayed in the adjusted virtual picture; the first target virtual role is a to-be-added virtual role determined according to a dialogue process. According to the mode, only the to-be-adjusted role sub-picture in the virtual picture is updated, and the whole virtual picture does not need to be updated, so that the display flexibility of the virtual role is improved, the updating data volume can be effectively reduced, the time consumed in the updating process is shortened, and the updating efficiency is improved.
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Description

Technical Field

[0001] The embodiments of the present disclosure relate to the technical field of animation data processing, and in particular to a method, device, electronic device and storage medium for displaying a virtual character. Background Art

[0002] A virtual character refers to an active object in a virtual environment. A virtual environment is a three-dimensional environment created by computer technology and existing in the digital world. It can simulate the real world or be a purely imaginary space. A virtual environment usually contains one or more virtual characters. A virtual character can be a three-dimensional object or entity simulated by computer technology. It does not exist in the physical world, but in a virtual environment.

[0003] In the related art, the display of virtual characters is usually bound to a virtual screen: one or more virtual characters are displayed through the virtual screen. Accordingly, when updating the virtual characters, the entire virtual screen needs to be updated as a whole. It can be seen that the above display method is not flexible enough and the amount of updated data is large, resulting in a long update process. Summary of the invention

[0004] In view of the above problems, the present disclosure is proposed to provide a method, device, electronic device and storage medium for displaying a virtual character that overcome the above problems or at least partially solve the above problems.

[0005] According to one aspect of an embodiment of the present disclosure, a method for displaying a virtual character is provided, the method comprising:

[0006] Determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters;

[0007] The first character sub-image to be adjusted is adjusted so that the second character sub-image corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

[0008] In an optional implementation, determining the first character sub-picture to be adjusted from the multiple character sub-pictures in the current virtual picture includes:

[0009] Determining a second target virtual character from a plurality of virtual characters displayed on the current virtual screen; wherein the second target virtual character is a virtual character to be retained determined according to the dialogue process;

[0010] According to the second target virtual character, a first character sub-picture to be adjusted is determined from a plurality of character sub-pictures in the current virtual screen.

[0011] In an optional implementation, determining the first character sub-picture to be adjusted from the multiple character sub-pictures in the current virtual picture includes:

[0012] If the number of the multiple virtual characters displayed on the current virtual screen is not less than a preset threshold, determining the character sub-picture corresponding to the third target virtual character as the first character sub-picture to be adjusted; wherein the third target virtual character is the virtual character to be deleted determined according to the dialogue process;

[0013] Furthermore, the adjusting the first character sub-picture to be adjusted includes: replacing the first character sub-picture with the second character sub-picture.

[0014] In an optional implementation, determining the first character sub-picture to be adjusted from the multiple character sub-pictures in the current virtual picture includes:

[0015] If the number of the multiple virtual characters displayed on the current virtual screen is less than a preset threshold, determining the multiple character sub-pictures on the current virtual screen as the first character sub-picture to be adjusted;

[0016] Furthermore, the adjusting of the first character sub-picture to be adjusted includes: adjusting the picture size and / or picture display position of the first character sub-picture to be adjusted, so that the second character sub-picture is added to the adjusted virtual screen.

[0017] In an optional implementation, when the maximum number of character sub-pictures included in the current virtual screen is N, the method further includes: pre-generating N+m candidate character sub-pictures, each candidate character sub-picture corresponding to a preset virtual character;

[0018] Before adjusting the first character sub-picture to be adjusted, the method further includes:

[0019] Select the second character sub-picture from the N+m candidate character sub-pictures so that the second character sub-picture is displayed in the adjusted virtual screen; wherein N is a natural number greater than or equal to 2, and m is a natural number greater than or equal to 1.

[0020] In an optional implementation, after selecting the second role sub-image from the N+m candidate role sub-images, the method further includes: preloading the second role sub-image into a preset cache space.

[0021] In an optional implementation, each candidate character sub-image is generated in the following manner:

[0022] Acquire texture image data of the virtual character corresponding to the candidate character sub-image, and three-dimensional model data of the virtual character corresponding to the candidate character sub-image;

[0023] The three-dimensional model data is rendered to the texture image data to obtain the candidate character sub-image.

[0024] In an optional implementation, the method is applicable to a game application supporting multiple language types, and the three-dimensional model data includes: first-level model data corresponding to a lip area, and second-level model data corresponding to a non-lip area; wherein the non-lip area includes: a facial area, and / or a limb area;

[0025] The updating frequency of the first-level model data is greater than the updating frequency of the second-level model data; and the first-level model data is dynamically determined according to the detected current language type.

[0026] In an optional implementation, the adjusting the first character sub-picture to be adjusted so that the second character sub-picture corresponding to the first target virtual character is displayed in the adjusted virtual screen includes:

[0027] Determining the entry direction of the first target virtual character according to the orientation information of the first character sub-picture to be adjusted and a preset character entry strategy;

[0028] According to the entrance direction of the first target virtual character, the first character sub-picture to be adjusted is adjusted so that the first target virtual character is displayed in the adjusted virtual picture along the entrance direction;

[0029] The character entry strategy is used to set the entry direction of virtual characters with different position information.

[0030] In an optional implementation, the virtual screen includes: a dynamic comic-type screen in a game application; the method further includes:

[0031] When it is detected that the current dynamic comic picture meets the preset interaction condition, the next dynamic comic picture is obtained according to the dialogue process; wherein, if the next dynamic comic picture is configured with a split-screen display mark, the first dynamic comic picture and the second dynamic comic picture that are mutually related are obtained according to the split-screen display mark;

[0032] The first dynamic comic picture and the second dynamic comic picture are displayed on the same screen in a split-screen display manner.

[0033] In an optional implementation, the detecting that the current dynamic comic picture meets a preset interaction condition includes:

[0034] It is detected that a text interaction element included in the current dynamic comic picture is triggered; and / or it is detected that the display time of the text interaction element included in the current dynamic comic picture reaches a preset time.

[0035] In an optional implementation, the split-screen display mark is configured by a preset configuration tool; wherein the preset configuration tool is used to provide a plurality of configuration tracks corresponding to a plurality of task types, and each configuration track is used to configure a trigger task of a corresponding task type based on a timeline;

[0036] The task type includes at least one of the following: a picture triggering task for displaying a picture, a text triggering task for playing text and speech, and a special effect triggering task for displaying special effects.

[0037] According to another aspect of the present disclosure, there is provided a display device for a virtual character, comprising:

[0038] A detection module, adapted to determine a first character sub-picture to be adjusted from a plurality of character sub-pictures in a current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters;

[0039] The adjustment module is adapted to adjust the first character sub-image to be adjusted so that the second character sub-image corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

[0040] According to another aspect of the present disclosure, there is provided an electronic device, comprising: a processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus;

[0041] The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute the above-mentioned method for displaying a virtual character.

[0042] According to another aspect of the present disclosure, a computer storage medium is provided, wherein the storage medium stores at least one executable instruction, and the executable instruction enables a processor to execute the above-mentioned method for displaying a virtual character.

[0043] According to another aspect of the present disclosure, a computer program product is provided, characterized in that it includes a computer-readable code, or a non-volatile computer-readable storage medium carrying the computer-readable code, and when the computer-readable code runs in a processor of an electronic device, the processor in the electronic device executes the virtual character display method as described above.

[0044] In the embodiment of the present disclosure, the first character sub-picture to be adjusted can be determined from multiple character sub-pictures of the current virtual screen, and the first character sub-picture to be adjusted can be adjusted so that the first target virtual character is displayed in the adjusted virtual screen. It can be seen that since the virtual screen includes multiple character sub-pictures, this method can be updated with the character sub-picture as the granularity without updating the entire virtual screen, thereby improving the flexibility of virtual character display, and can effectively reduce the amount of update data, shorten the time consumption of the update process, and improve the update efficiency.

[0045] The above description is only an overview of the technical solution of the present disclosure. In order to more clearly understand the technical means of the present disclosure, it can be implemented according to the contents of the specification. In order to make the above and other purposes, features and advantages of the present disclosure more obvious and easy to understand, the specific implementation methods of the present disclosure are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] Various other advantages and benefits will become apparent to those of ordinary skill in the art by reading the detailed description of the preferred embodiments below. The accompanying drawings are only for the purpose of illustrating the preferred embodiments and are not to be considered as limiting the present disclosure. Also, the same reference symbols are used throughout the accompanying drawings to represent the same components. In the accompanying drawings:

[0047] Figure 1 A flowchart of a method for displaying a virtual character provided by an embodiment of the present disclosure is shown;

[0048] Figure 2 A schematic diagram of a dialogue performance is shown;

[0049] Figure 3 A schematic diagram of a virtual screen of a dialogue type is shown;

[0050] Figure 4 A schematic diagram showing the place-taking principle of dialogue presentation is shown;

[0051] Figure 5 It shows a schematic diagram of the entry direction of the new NPC when a third NPC is added when two NPCs are present at the same time;

[0052] Figure 6 A flowchart of an algorithm for NPC automatic occupancy is shown;

[0053] Figure 7 A schematic diagram showing an NPC entering the scene;

[0054] Figure 8 A schematic diagram showing the entrance of two NPCs;

[0055] Fig. 9 A schematic diagram showing the entrance of three NPCs;

[0056] Fig. 10A A schematic diagram of a virtual screen without split screen is shown;

[0057] Fig. 10B A schematic diagram of a virtual screen after splitting the screen is shown;

[0058] Fig.11 A schematic diagram of split-screen display of three screens is shown;

[0059] Fig.12 A schematic diagram of upper and lower split screen display is shown;

[0060] Fig.13 A schematic diagram showing the structure of a display device for a virtual character provided by an embodiment of the present disclosure is shown;

[0061] Fig.14 A schematic structural diagram of an electronic device provided by yet another embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0062] The exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided to enable a more thorough understanding of the present disclosure and to fully convey the scope of the present disclosure to those skilled in the art.

[0063] Figure 1 FIG. 1 is a flow chart showing a method for displaying a virtual character provided by an embodiment of the present disclosure. Figure 1 As shown, the method specifically comprises the following steps:

[0064] Step S110: determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters.

[0065] Among them, virtual characters usually refer to human characters, animated characters, etc. in virtual scenes of games. For example, a virtual character can be a controlled character in a virtual scene of a game, and the controlled character can achieve different action performances according to the interactive operations of the player user. For another example, a virtual character can also be an NPC (non-player character), that is, a game character in an electronic game that is not controlled by a real player. Among them, the current virtual screen is usually a screen used to display the dialogue scene in the game. The game dialogue is used to connect the various parts of the game and can be used to advance the plot. Considering that at least two dialogue participants are required in the dialogue scene, the virtual screen contains at least two character sub-pictures, each character sub-picture is used to display a corresponding virtual character, and the virtual character is used as a dialogue participant in the dialogue scene.

[0066] Among them, multiple character sub-pictures correspond to multiple character display areas in the virtual screen. It can be seen that the present application divides the virtual screen into multiple character display areas and configures corresponding character sub-pictures for each character display area, so that in the subsequent process, the character display area (i.e., the local area in the virtual screen) can be updated with the character sub-picture as the granularity.

[0067] Among them, the character sub-picture refers to: a picture used to display the image, details or shape of a virtual character, and the corresponding virtual character can be displayed through the character sub-picture. The area size of each character display area is usually not larger than the preset ratio of the virtual screen. Correspondingly, the proportion of each character sub-picture in the virtual screen is usually not larger than the above preset ratio. Among them, the preset ratio is usually a value not greater than 50%, and its specific value can be set according to the maximum number of character sub-pictures supported by the virtual screen. Assuming that the maximum number of character sub-pictures supported by the virtual screen is N, the preset ratio can be determined according to 1 / N. For example, if the maximum number of character sub-pictures supported by the virtual screen is 3 (that is, a maximum of 3 virtual characters are displayed on the same screen), the preset ratio can be 30%-40%.

[0068] Among them, the first character sub-image to be adjusted can be one or more of multiple character sub-images, depending on the actual application scenario, and this application does not limit this.

[0069] Step S120: adjusting the first character sub-picture to be adjusted so that the second character sub-picture corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

[0070] Among them, in the embodiment of the present disclosure, it is possible to dynamically detect whether there is a newly added dialogue participant, that is, a virtual character to be added, according to a pre-configured dialogue process. If the detection result is yes, the virtual character to be added is determined as the first target virtual character. Correspondingly, step S110 can be triggered when the first target virtual character is detected. For example, when there is a newly appeared dialogue participant in the dialogue scene, it is determined that the first target virtual character is detected.

[0071] It can be seen that the first target virtual character refers to a virtual character that is not included in the current virtual screen and needs to be added according to the setting of the dialogue process. The specific detection method of the first target virtual character can be implemented in many ways, for example, it can be detected according to a pre-configured character addition mark.

[0072] In addition, when determining the first character sub-picture to be adjusted from the multiple character sub-pictures of the current virtual screen, the first character sub-picture to be adjusted can be determined from the multiple character sub-pictures based on factors such as the character relationship, dialogue frequency, etc. between the first target virtual character and the multiple virtual characters in the multiple character sub-pictures of the current virtual screen, so as to ensure that the first target virtual character is adjacent to a virtual character that is closely related to the character and has a high dialogue frequency.

[0073] Among them, the adjustment method of the first character sub-picture to be adjusted includes at least one of the following: adjusting the area size and / or area orientation of the character sub-picture to be adjusted to change the size and / or position of the character sub-picture to be adjusted, so as to reduce the character sub-picture to be adjusted, and thereby enable the first target virtual character to be displayed in the adjusted virtual screen; replacing the character sub-picture to be adjusted to display the first target virtual character.

[0074] It can be seen that the adjustment method of the first character sub-picture to be adjusted can be flexibly set as needed, and is not limited to adjustments to the picture size, picture orientation, picture proportion, etc., and can also be a replacement process of the sub-picture. In addition, usually, the character sub-picture to be adjusted corresponds to a partial area in the virtual screen. For example, assuming that the number of multiple character sub-pictures supported by the virtual screen is the first number, the number of areas of the first character sub-picture to be adjusted can be the second number, and the second number is less than the first number. By adjusting only some of the sub-pictures in the current virtual screen, the problem of time-consuming updates caused by updating all screen data can be avoided.

[0075] It can be seen that this method can determine the first character sub-picture to be adjusted from multiple character sub-pictures in the current virtual screen, and adjust the character sub-picture to be adjusted so that the first target virtual character is displayed in the adjusted virtual screen. It can be seen that this method can update with virtual characters as the granularity, that is, only the character sub-picture to be adjusted in the virtual screen (usually a local area) is updated without updating the entire virtual screen, thereby improving the flexibility of virtual character display, and can effectively reduce the amount of update data, shorten the time-consuming update process, and improve update efficiency.

[0076] In addition, in order to achieve better technical effects, those skilled in the art may also make various changes and modifications to the above embodiments:

[0077] In an optional implementation, the first character sub-picture to be adjusted is determined from multiple character sub-pictures of the current virtual screen in the following manner: a second target virtual character is determined from multiple virtual characters displayed on the current virtual screen; wherein the second target virtual character is a virtual character to be retained determined according to the dialogue process; and according to the second target virtual character, the first character sub-picture to be adjusted is determined from multiple character sub-pictures of the current virtual screen. Since the embodiment of the present disclosure aims to achieve the purpose of reducing the amount of data by partial updating, each time the virtual screen is updated, part of the content in the virtual screen is retained to reduce the amount of updated data. In other words, since the virtual screen contains multiple virtual characters, each time a new virtual character appears, it is not necessary to update all virtual characters in the virtual screen, but at least one virtual character in the virtual screen is used as a virtual character to be retained. This implementation has at least the following advantages: (1) because the character data of the virtual character to be retained does not need to be loaded repeatedly, the time consumption of the screen update process can be greatly reduced; (2) because the virtual character to be retained remains unchanged, it is possible for the user to visually more easily notice the changed part, i.e., the newly added first target virtual character, thereby improving the visual effect of the newly added character during the display process and making it easier for the user to perceive the character switching process.

[0078] Specifically, the virtual character to be retained, that is, the second target virtual character, can be determined according to the pre-configured dialogue process. It can be seen that the second target virtual character refers to: a virtual character that has appeared in the current virtual screen and still exists in the adjusted virtual screen. For example, according to the dialogue process, the virtual character that appears in both the i-th dialogue corresponding to the current virtual screen and the i+1-th dialogue corresponding to the adjusted virtual screen can be used as the second target virtual character. Similarly, according to the dialogue process, the virtual character that appears in the i+1-th dialogue corresponding to the adjusted virtual screen but does not appear in the i-th dialogue corresponding to the current virtual screen can be used as the first target virtual character, where i is a natural number.

[0079] In an optional implementation, the first character sub-picture to be adjusted can be determined from the multiple character sub-pictures of the current virtual screen in the following manner: if the number of multiple virtual characters displayed on the current virtual screen is not less than the preset threshold, the third target virtual character is determined according to the second target virtual character; wherein the third target virtual character is the virtual character to be deleted determined according to the dialogue process; the character sub-picture corresponding to the third target virtual character in the multiple character sub-pictures of the current virtual screen is determined as the first character sub-picture to be adjusted. Wherein, the preset threshold can be the maximum number of virtual characters displayed on the same screen supported by the virtual screen, which can be specifically configured according to the size of the display device. For example, the preset threshold corresponding to the mobile phone display device can be less than the preset threshold corresponding to the computer display device. Correspondingly, when the number of multiple virtual characters displayed on the current virtual screen is not less than the preset threshold, it means that the virtual characters displayed in the current virtual screen have reached the maximum number, therefore, it is necessary to determine the virtual character to be deleted (i.e., the third target virtual character) according to the dialogue process, and then adjust the character sub-picture corresponding to the third target virtual character. Among them, the first character sub-image can be replaced with the second character sub-image, so as to achieve the purpose of adjusting the image content corresponding to the character sub-image to be adjusted, and achieve the effect of the third target virtual character exiting and the first target virtual character entering. Among them, according to the dialogue process, the virtual character that appears in the i-th dialogue corresponding to the current virtual screen but does not appear in the i+1-th dialogue corresponding to the adjusted virtual screen can be used as the third target virtual character. Alternatively, the character other than the second target virtual character can be directly used as the third target virtual character.

[0080] In an optional implementation, the first character sub-picture to be adjusted can be determined from the multiple character sub-pictures of the current virtual screen in the following manner: if the number of multiple virtual characters displayed in the current virtual screen is less than a preset threshold, it means that the virtual characters displayed in the current virtual screen have not yet reached the maximum number, that is, the number of character sub-pictures in the virtual screen can be further increased. Therefore, the multiple character sub-pictures displayed in the current virtual screen are determined as the first character sub-picture to be adjusted. Accordingly, the image size and / or image display position of the first character sub-picture to be adjusted are adjusted (for example, the image size of the first character sub-picture to be adjusted is smaller, the proportion in the virtual screen is smaller, and the position is more compact), so that the second character sub-picture is added to the adjusted virtual screen to display the first target virtual character. For example, assuming that the number of multiple character sub-pictures displayed in the current virtual screen is 2, and the preset threshold is 3, the size of the two character sub-pictures displayed in the current virtual screen is reduced, so that the number of character sub-pictures contained in the adjusted virtual screen is increased to 3.

[0081] In an optional implementation, multiple character sub-pictures in a virtual screen can be displayed in a split-screen manner. Wherein, each character sub-picture corresponds to a character display area in a virtual screen, for displaying the corresponding virtual character. Accordingly, when the maximum number of character sub-pictures contained in the current virtual screen is N, the above method further includes: pre-generating N+m candidate character sub-pictures, each candidate character sub-picture corresponding to a preset virtual character. Accordingly, before adjusting the character sub-picture to be adjusted, further selecting a second character sub-picture corresponding to the first target virtual character from the N+m candidate character sub-pictures, so that the second character sub-picture is displayed in the adjusted virtual screen; wherein N is a natural number greater than or equal to 2, and m is a natural number greater than or equal to 1. Wherein, N can be the preset threshold mentioned above, that is, the maximum number of characters supported by the virtual screen. It can be seen that this method pre-generates N+m candidate area sub-pictures, and the minimum number of m is 1, so that candidate character sub-pictures slightly more than the maximum number of characters supported by the virtual screen can be pre-generated, so that they can be directly loaded and displayed according to the candidate character sub-pictures in the subsequent process. By pre-generating multiple candidate character sub-pictures, virtual characters that may be involved in the game application can be bound to the candidate character sub-pictures in advance, so that rapid replacement between at least two virtual characters can be achieved directly through replacement processing between at least two character sub-pictures, simplifying the time consumption of switching virtual characters and reducing the cost of character switching.

[0082] It can be seen that in the above method, multiple character display areas in the virtual screen are filled with multiple character sub-pictures respectively, so that the loading and display process of the virtual screen is divided into the loading and display process of multiple character sub-pictures, that is, the data update granularity is refined to the granularity of the character sub-picture, thereby reducing the amount of data each time the virtual screen is updated. In addition, by pre-binding each virtual character to the corresponding character sub-picture, the exit and entry of a single virtual character can be realized with the character sub-picture as the minimum granularity, without updating the entire area in the virtual screen.

[0083] During specific implementation, multiple area objects can be configured for multiple character display areas in the virtual screen, and local updates with the character sub-picture as the granularity can be achieved by dynamically updating the character sub-picture corresponding to each area object. For example, the area object can be represented in various forms such as variables and parameters, and correspondingly, the character sub-picture corresponding to the area object can be represented in the form of variable values, parameter values, etc. The present disclosure does not limit the specific implementation details. It can be seen that the present application pre-divides the virtual screen into multiple character display areas corresponding to multiple character sub-pictures, and configures corresponding area objects for each character display area, and the value of each area object is used to represent the picture identifier of the character sub-picture displayed in the corresponding character display area.

[0084] In an optional implementation, in order to improve the data loading speed, after selecting the second character sub-image from the N+m candidate area sub-images, the second character sub-image is further preloaded into the preset cache space. In specific implementation, before the virtual screen is adjusted (such as at the time of scene switching), the second character sub-image corresponding to the first target virtual character can be preloaded into the preset cache space, thereby improving the update speed of the virtual screen.

[0085] Optionally, the preset cache space is used to store the character sub-pictures contained in the current virtual screen (such as the i-th frame virtual screen) and at least one virtual screen after adjustment / update (such as the i+1-th frame virtual screen). It can be seen that, when the maximum number of characters supported by the virtual screen is N, assuming that the number of virtual characters updated each time the virtual screen is adjusted does not exceed M, then only N+M character sub-pictures are stored in the preset cache space to meet the preloading requirements of the virtual screen. Among them, M is a natural number less than N. For example, assuming that the maximum number of characters supported by the virtual screen is 3, and the number of virtual characters updated each time the virtual screen is adjusted does not exceed 1, then only 4 character sub-pictures are stored in the preset cache space. Correspondingly, each time the virtual screen is updated, the character sub-picture is obtained from the preset cache space, which can greatly improve the update efficiency.

[0086] In an optional implementation, each candidate character sub-image can be generated in the following manner: obtain the texture image data of the virtual character corresponding to the candidate character sub-image, and the three-dimensional model data of the virtual character corresponding to the candidate character sub-image; render the three-dimensional model data to the texture image data to obtain the candidate character sub-image. Among them, the texture image data is two-dimensional image data, which can be used to display the macro information of the virtual character. The three-dimensional model data is a 3D model, and the detailed information of the virtual character can be accurately simulated by model training and other methods. By rendering to texture, the three-dimensional model data can be rendered to the texture image data, thereby obtaining a character sub-image containing a 3D model. With the help of a 3D model, the display effect of the character sub-image can be improved, so that the character sub-image is not limited to a static image, but can present various dynamic effects through the simulation of the 3D model.

[0087] In an optional implementation, the above method can be applied to game applications that support multiple language types. In addition, the three-dimensional model data includes: a first-level model data corresponding to the lip area, and a second-level model data corresponding to the non-lip area; wherein the non-lip area includes: a facial area, and / or a limb area. Wherein, the update frequency of the first-level model data is greater than the update frequency of the second-level model data, so that the lip area of ​​the virtual character can present a richer and more delicate dynamic effect with the dialogue process. In order to improve the accuracy of the lip area, the first-level model data can be dynamically determined according to the current language type detected. For example, in the training process of the three-dimensional model data, training can be performed in advance for multiple language types, and accordingly, in the display process, the current language type is dynamically detected, and the display dynamics of the model lip area are dynamically determined according to the detection results. In this way, the lip movements of the virtual character can be more matched with the current dialogue content, and when the virtual character supports multiple languages, the dynamic effect of the lip area can be flexibly adjusted according to the language currently used by the virtual character.

[0088] In addition, it should be noted that the first-level model data can be further divided into first sub-level model data corresponding to the facial area and second sub-level model data corresponding to the limb area, and the update frequency of the first sub-level model data is greater than the update frequency of the second sub-level model data, so that the facial area of ​​the virtual character presents a richer dynamic effect than the limb area.

[0089] In an optional implementation, when adjusting the first character sub-picture to be adjusted so that the first target virtual character is displayed in the adjusted virtual screen, it can be achieved in the following way: according to the orientation information of the first character sub-picture to be adjusted (such as left, center, right, etc.) and the preset character entry strategy, determine the entry direction of the first target virtual character (such as from left to right, or from right to left, etc.); according to the entry direction of the first target virtual character, adjust the first character sub-picture to be adjusted (for example, for the virtual character that needs to exit, make it exit in the corresponding exit direction) so that the first target virtual character is displayed in the adjusted virtual screen along the entry direction.

[0090] The character entry strategy is used to set the entry and / or exit directions of virtual characters with different orientation information. Through the character entry strategy, different entry methods and exit directions can be configured for virtual characters with different orientations, making the dynamic switching process of virtual characters more intelligent and flexible.

[0091] In an optional implementation, the virtual screen may include: a dynamic comic type screen in a game application. For example, in a game application, dialogue scenes and comic scenes may appear interspersed. Accordingly, in the dialogue scene, the virtual screen is divided into multiple character sub-pictures to facilitate the display of multiple virtual characters in a dialogue state; in the comic scene, it is possible to achieve sequential switching between multiple dynamic comic pictures. Correspondingly, the above method also includes the following operations: when it is detected that the current dynamic comic picture meets the preset interaction conditions, the next dynamic comic picture is obtained according to the dialogue process; wherein, if the next dynamic comic picture is configured with a split-screen display mark, the first dynamic comic picture and the second dynamic comic picture that are related to each other are obtained according to the split-screen display mark; the first dynamic comic picture and the second dynamic comic picture are displayed on the same screen in a split-screen display mode. Wherein, the split-screen display mark is used to indicate that at least two dynamic comic pictures are related to each other and need to be displayed in a split-screen manner in the same screen interface. It can be seen that the next dynamic comic picture is a composite picture obtained by combining the first dynamic comic picture and the second dynamic comic picture in a split-screen display mode.

[0092] The split-screen display method can improve the performance of comic pictures, and facilitate users to browse at least two dynamic comic pictures in association on the same screen interface. The first dynamic comic picture and the second dynamic comic picture that are associated with each other can be separated by a dividing line when the split-screen display is performed, and the position of the dividing line on the screen can be flexibly adjusted according to the content of the picture.

[0093] In an optional implementation, whether the current dynamic comic picture meets the preset interaction condition can be detected by at least one of the following methods:

[0094] (1) Detect whether the text interaction element contained in the current dynamic comic picture is triggered. For example, when it is detected that the text interaction element (such as a text dialog box, a text button, etc.) contained in the current dynamic comic picture is clicked, it can be determined that the current dynamic comic picture meets the preset interaction conditions and needs to perform interactive processing such as page turning. This method allows the user to flexibly determine the execution time of interactive operations such as page turning through interactive operations, so that the user can control the reading speed by himself.

[0095] (2) Detecting whether the display time of the text interaction element contained in the current dynamic comic picture reaches a preset time. For example, when it is detected that the display time of the text interaction element contained in the current dynamic comic picture reaches a preset page turning time (such as 3 seconds), it can be determined that the current dynamic comic picture meets the preset interaction condition and needs to perform page turning processing. This method does not require the user to turn the page by himself, which helps to simplify the user's operation complexity.

[0096] In specific implementation, the above two interaction conditions can be flexibly configured through the configuration portal, so that users can choose the page turning method that suits them according to their personal preferences.

[0097] In an optional implementation, in order to improve configuration efficiency, the split-screen display mark can be configured through a preset configuration tool. Among them, the preset configuration tool is used to provide multiple configuration tracks corresponding to multiple task types, and each configuration track is used to configure the trigger task of the corresponding task type based on the timeline; wherein the task type includes at least one of the following: a picture trigger task for displaying pictures, a text trigger task for playing text and speech, and a special effect trigger task for displaying special effects. It can be seen that each configuration track corresponds to at least one task type, which is used to implement the configuration processing of at least one corresponding task type. By setting multiple different configuration tracks, the problem of visual indistinguishability caused by too many tasks on a single configuration track can be avoided. In addition, since multiple configuration tracks are configured based on the same timeline, during the display process, the tasks in multiple configuration tracks can be merged into the same timeline for processing. With the help of the configuration tool, the flexibility and convenience of the configuration process can be improved.

[0098] For ease of understanding, an example is used below to introduce the implementation of the above embodiment. The following first explains some of the relevant concepts that may be involved in this example:

[0099] Animated comics: A performance form that combines flat comics with dynamic elements. In the disclosed game, animated comics refer to a comic performance form that uses static images plus program-controlled text, voice and page-turning effects.

[0100] NPC dialogue broadcast: refers to the dialogue performance form in the game that is accompanied by actual model display, program-controlled text display and voice playback.

[0101] Rendering to texture: A technique used in games to display 3D scene objects on 2D images.

[0102] In game development, more and more games use the form of dialogue broadcasting, which is often used to promote the plot and various interactions in the game. This form of expression usually consists of character portraits and text boxes. Figure 2 A schematic diagram of dialogue broadcasting is shown. Figure 2 As shown, in this form of expression, the virtual screen usually includes virtual elements such as background area, character portraits, dialogue text, character profiles, etc. Among them, the character portrait can be the character image of a virtual character. In this example, the virtual character such as the character portrait can be an NPC. Although the game dialogue only accounts for a small part of the normal game content, it plays an important role in connecting the various systems of the game and advancing the plot. Common dialogue functions usually adopt the form of picture plus text broadcast, such as the mode of character picture with dialog box, and the comic form of picture plus text bubble. In the absence of dubbing, the above comic form requires players to have a large amount of reading, and the picture expression is relatively low, and it is impossible to highlight the key points, resulting in poor player gaming experience. In this example, the broadcast method is improved to provide better effects and content display.

[0103] Among them, the improvements of this example include at least the following three points:

[0104] 1. Provides an automatic update method for NPCs, so that during the NPC dialogue performance, the NPC can automatically occupy the position, enter and exit the scene dynamically, and other performance effects can be achieved. Accordingly, the automatic entry and exit of NPCs can bring about changes in the screen, allowing players to intuitively feel the changes in the content, rhythm and context of the dialogue. In addition, text dubbing and other methods can reduce the boredom of reading pure text dialogues and enhance the expressiveness.

[0105] 2. Based on the comic split-screen technology, a new in-game dynamic comic broadcasting method is provided, so that the in-game dynamic comics can be presented in split-screen mode. Accordingly, through the split-screen playback of dynamic comics, it is easier for cartoonists to compose pictures, improve the artistic effect, and better highlight the key content of the current comic.

[0106] 3. Optimize loading speed: Optimize the loading process of broadcast resources through preloading to increase loading speed and avoid lag problems caused by loading models and other resources during broadcasting.

[0107] The following are introductions to the above three improvements:

[0108] 1. NPC automatic update method:

[0109] Figure 3 FIG. 1 shows a schematic diagram of a virtual screen of a dialogue type. Figure 3 As shown in FIG. 1 , assuming that a dialogue supports up to three role models to be on the scene at the same time, the positions of the role models can be divided into three parts: left, middle, and right. Figure 3 The character model 1, the character model 2 and the character model 3 are located in the character display area 1, the character display area 2 and the character display area 3 respectively. And, Figure 3 It also includes a text display area for displaying the current conversation content.

[0110] Among them, the character model can be realized through the character sub-picture mentioned above. Specifically, the rendering to texture technology is used to render the 3D model of the virtual character (ie, three-dimensional model data) onto the UI picture (ie, texture picture data) and place it in the corresponding position in the UI. The performance effect is similar to the split-screen technology of dynamic comics. Taking into account the screen size and performance issues, only the left, middle and right character display areas can be configured. If the device performance is better, more character display areas can be configured to achieve the same-screen dialogue effect of more virtual characters. The 3D model can improve the precision of the virtual character's movements.

[0111] In order to improve the display effect of each virtual character, a separate camera position and lighting settings can be configured for each virtual character's 3D model, so that each 3D model can achieve the best posture and rendering effect. The corresponding configuration parameters can be configured and verified according to actual needs. In this way, more delicate expression configuration can be provided in the NPC model animation, and it is easy to adapt the lip animation of text speech, making the performance effect more natural and diversified.

[0112] Figure 4 Figure 1 shows a schematic diagram of the placeholder principle of the dialogue presentation. Figure 4 As shown, in the case of supporting up to three virtual characters to perform on the same screen, the NPCs on the left and right sides can be moved to the middle respectively to achieve the purpose of having three NPCs present at the same time. Figure 5 It shows a schematic diagram of the entry direction of the newly added NPC when a third NPC (namely NPC Center) is added when two NPCs (namely NPC Left and NPC Right) are present at the same time.

[0113] During specific implementation, the game system can be divided into a logic layer and a UI layer. Among them, the logic layer is also called the business logic layer (Business Logic Layer, BLL) or the application layer (Application Layer), which is the part of the application that processes core business rules and logic, and is used to implement multiple functions such as data processing, state management, and business rules. The UI layer (UserInterface Layer) is the part of the application that interacts with the user, responsible for displaying information and receiving user input. This example can provide three positions of left, middle, and right in the logic layer. In the actual UI display, the pictures of the three positions of left, middle, and right are constantly changing: after each NPC enters or exits the stage, the corresponding logical position (such as left, middle, and right) is reassigned to the picture. In other words, the present disclosure divides the logic layer of a virtual screen into multiple area objects, each area object corresponds to a character sub-picture, and can reduce the data loading granularity each time the screen is updated, and only one character sub-picture is replaced without reloading other character sub-pictures.

[0114] The above implementation has at least the following advantages: (1) Reuse of images: When a character sub-image exits the screen through an exit animation, the character sub-image can be reused to a new position in subsequent links. In this way, when the virtual screen supports 3 character sub-images, only 4 character sub-images need to be prepared in advance to achieve the dynamic effect of the old NPC exiting and the new NPC entering, and the extreme state of 3 people can always be maintained on the field. (2) Reduced configuration complexity: The actual position of the character sub-image is not bound to the position of the image in the UI. The dialogue configuration logic (i.e., the dialogue process) only needs to specify which side the NPC enters and exits. There is no need to know the actual position of the image later, and the dynamic position of the NPC can be automatically realized by the program algorithm.

[0115] Figure 6 A flowchart of an NPC automatic occupancy algorithm is shown. Figure 6 The flowchart in the figure can automatically construct the performance of the NPC present and the NPC entering the scene at the beginning of each dialogue, and calculate the relative positions of all NPC images in the UI after the performance ends.

[0116] like Figure 6 As shown, the NPC automatic occupation algorithm mainly includes the following steps:

[0117] Step S601: Detect that a new NPC needs to enter.

[0118] When a newly added NPC is detected, step S601 is executed, and the newly added NPC is the first target virtual character mentioned above.

[0119] Step S602: Determine whether the current position corresponding to the new NPC is empty.

[0120] Step S603: When the judgment result is yes, directly occupy the current position so that the new NPC appears at the current position.

[0121] Step S604: If the result of the judgment is negative, further judge whether the three positions on the left, center and right in the current virtual screen are all occupied. The three positions on the left, center and right correspond to the three character display areas.

[0122] Step S605: When the left, center and right positions are all occupied, the NPC at the current position is made to exit, and after the exit of the NPC at the current position is completed, a new NPC is made to enter.

[0123] When the NPC at the current position exits, the corresponding exit animation can be played, and the NPC can exit along the exit direction corresponding to the current position. Similarly, when a new NPC enters, the corresponding entry animation can also be played, and the NPC can enter along the entry direction corresponding to the current position. The exit direction and entry direction of the current position can be determined according to the character entry strategy mentioned above.

[0124] Step S606: When at least one of the left, center and right positions is not occupied, further determine whether the entry position is the center position.

[0125] When the entry position is the middle position, step S605 is executed to make the NPC at the middle position exit and a new NPC enters at the middle position.

[0126] Step S607: If the entry position is not the middle position, the NPC currently occupying the position is moved in the entry direction so that the new NPC occupies the current position and enters. It can be seen that if the current position is not the middle position, the position of the NPC currently occupying the position needs to be adjusted.

[0127] Figure 6 The schematic diagram is only used to describe how to find a suitable NPC entry position and how to handle the situation where the current position is already occupied. In fact, in order to achieve a beautiful effect, unique placement strategies can be flexibly configured for different numbers of NPCs during the broadcast.

[0128] For example, Figure 7 Figure 1 shows a schematic diagram of an NPC entering the scene. Figure 7 As shown, when there is only one NPC, there are three entry directions: left, middle, and right, but the NPC will be placed in the middle.

[0129] Figure 8 Figure 2 shows a schematic diagram of two NPCs entering the scene. Figure 8 As shown, when there is already an NPC occupying a position on the field, and then another NPC enters the field, the position will become Figure 8 The situation shown.

[0130] Fig. 9 Figure 1 shows a schematic diagram of three NPCs entering the scene. Fig. 9 As shown, when there are already two NPCs on the field and a third NPC needs to enter, the available entry positions become the following three:

[0131] (1) Entering from the left: The entering NPC occupies the left position, and the other two NPCs move to the right and occupy the middle and right positions respectively.

[0132] (2) Entering from the right: The entering NPC occupies the right position, and the other two NPCs move to the left and occupy the middle and left positions respectively.

[0133] (3) Middle entrance: The entering NPC occupies the middle position. The positions of the other two NPCs remain unchanged, but they will move a short distance to the left and right to make room for the middle position.

[0134] If there are three NPCs on the field, reaching the maximum number specified, entering from any position will result in: an NPC plays the exit first, and then the new NPC enters. For example, you can move the exit and entry left and right, or you can first exit the old NPC and let the new NPC take the exit position. For example, there are three NPCs, and the NPC in the middle position plays the exit first, and then the new NPC enters.

[0135] Among them, when the NPC enters, the animation configured by the artist can be used, and the corresponding action and expression parameters can also be set for the model, so that the NPC model can play different postures and actions and show different expressions in different contexts, such as happiness, sadness, anger, etc.

[0136] It can be seen that the dialogue performance in this example implements an automatic entry system, which can better highlight the context and key points of the current dialogue and enhance the player's sense of involvement. At the same time, adding more delicate animation effects (such as expressions and lip shapes) also enhances the performance effect. In addition, the dialogue system also has an automatic playback function, which reduces the interaction cost with voice, allowing players to focus more on the current dialogue plot.

[0137] 2. Comic-based split-screen implementation:

[0138] The main elements of the animated comics in the game include: comic pictures, text bubbles, etc. When the player clicks, the text bubbles can automatically switch to show the dialogue of the characters in the comics. Or, during automatic playback, the text bubbles can appear in sequence at pre-configured time intervals. Based on this, this example also implements the comic split screen function. Among them, split screen is a technology that displays multiple comic pages on the same page.

[0139] Fig. 10A and Fig. 10B Schematic diagrams of a virtual screen before splitting the screen and a virtual screen after splitting the screen are shown respectively. Fig. 10A As shown in FIG. 1 , the virtual picture without split screen only includes one dynamic comic picture (ie, the first dynamic comic picture). Fig. 10B As shown, the virtual screen after the split screen includes: a first dynamic comic picture and a second dynamic comic picture that are related to each other. The first dynamic comic picture and the second dynamic comic picture are divided by a dividing line (such as the black line located between the two pictures in the figure), and corresponding text bubbles are displayed on the first dynamic comic picture and the second dynamic comic picture respectively.

[0140] Fig. 10A and Fig. 10B Shows a typical left-right split screen effect. Fig. 10A It is a full-screen display effect. When a new dialogue needs to be inserted, for example, when a new dialogue appears on the right, the picture and the dividing line will move from the right to the left to the corresponding position and cover the previous comic picture, thus showing Fig. 10B effect.

[0141] Fig.11 A schematic diagram of split screen display of three screens is shown, such as Fig.11 As shown, in the left, center and right three-screen display mode, you can move from left to right, or from right to left, until the three screens are fully displayed, or you can move both left and right toward the center to display three-screen comics.

[0142] Fig.12 A schematic diagram of the upper and lower split screen display is shown. The upper and lower split screen is similar to the left and right split screen, and the picture of the second screen can be moved downward from the top to be displayed; or, it can also be moved upward from the bottom to be displayed.

[0143] By configuring the split screen effect, it is easier to design better art effects, and at the same time, it can highlight the key points of the current comic plot dialogue. In addition, it is convenient to present at least two related comics.

[0144] In addition, in this example, all text bubble boxes of animated comics can be dubbed according to the text and support automatic playback to meet the needs of different players, thereby reducing the player's operating costs.

[0145] 3. Loading optimization:

[0146] During the conversation, in order to render the 3D model on the UI map, the game needs to load a high-precision model. When loading for the first time, the engine will need to load the map from the disk into the memory and GPU. At the same time, it will also need to load the model's animation, mesh and other resources. There will be a more obvious sense of lag on mobile platforms with poor performance.

[0147] To alleviate this problem, this example adopts a strategy of increasing memory consumption in exchange for smooth game operation. Specifically, resources related to dialogues can be preloaded at the appropriate time.

[0148] For example, each time you switch scenes (such as logging into the game, entering the game battle scene, entering the main city scene from the battle scene, etc.), there will be a black screen loading. At this time, you can determine whether there is dialogue performance logic in the next scene. If so, pre-search for resource data such as 3D models in the dialogue resources, and pre-load the found resource data into the cache.

[0149] In addition, in order to support more effects, the UI interfaces of dynamic comics and NPC dialogues are usually more complex. Correspondingly, there are more animation resources involved, and the loading process is more prone to lag. Therefore, in this case, the above-mentioned animation resources can be used as resident resources. After starting the game, the relevant UI resources can be preloaded and hidden, and after closing the UI, only hide them without uninstalling, thereby speeding up the creation and opening process of the UI.

[0150] In addition, the preset configuration tool mentioned above may be a TimeLine tool. For example, it may be a tool provided in a game engine that can control the playback status and logic triggering of various elements in the game according to the time scale, and can control the camera, animation, special effects, and voice playback in the game.

[0151] Among them, using the above configuration tool, different tasks can be configured for different moments, such as displaying pictures, playing text and voice, playing special effects, etc. When the game is running, the corresponding tasks and functions can be triggered in sequence according to the time, so as to achieve the performance effect of dynamic comics. Among them, the configuration tool can contain multiple timelines, each timeline can be called a track (that is, the configuration track mentioned above), and the structure of multiple track combinations can be called a "group". It can be seen that there are multiple timelines in the editing form, which facilitates configuration management: configuring different types of trigger tasks for each track separately can also avoid too many tasks configured on one track, which makes it difficult to manage visually. In addition, when exporting, all tasks in the same group will be merged into the same timeline, because when the program is running, all tasks will be triggered in the same timeline. It can be seen that a group is a collection of multiple tracks, which is usually used to indicate that these configurations belong to the same page of comics performance. A dynamic comic is usually composed of several pages of performance.

[0152] In addition, the 3D model mentioned above can be used to realize three levels of character movements: the first is the basic posture layer, including the movements related to the upper body and limbs, which is mainly used for posture performance; the second is the facial animation layer, which requires more sophisticated bone control to support more expressions (such as sadness, happiness, surprise, etc.); and the last is the lip shape layer, which can match the lip shape movements of the mouth in the dialogue with the dialogue voice, making the dialogue performance more realistic. Through the three-layer structure design, at least the following effects can be achieved: (1) overall change of whole body movements; (2) when the movement is fixed, only the facial expression can be changed; (3) when the facial expression is determined, the blinking action can be triggered on demand through program logic, such as forcing blinking when changing the expression. Through the combination of multiple layers of animation, a more matching character performance effect can be achieved in a variety of contexts.

[0153] In addition, the dialogue process mentioned above can be configured through a visual node editor. The node editor can provide basic functions such as dialogue nodes (text playback configuration), jump nodes (for providing selection branches), and playback nodes (playback of UI animations). The configuration of dialogues based on flow graphs has many advantages, such as easy to understand logic, simple configuration, and improved configuration efficiency.

[0154] In summary, this example can realize the automatic position of NPC characters, so that users can intuitively perceive the dynamic changes of characters. Compared with the conventional method of directly refreshing the entire virtual screen, this example uses a single NPC character as the update granularity, thereby reducing the amount of update data and improving the update speed. Moreover, it is precisely because the update granularity in this example is finer, so it is convenient to apply refined data such as the 3D model of the virtual character to the character sub-picture corresponding to a single virtual character, thereby improving the dynamic effect of the virtual character. It can be seen that, on the one hand, this example enriches the data volume and refinement of the virtual character with the help of the 3D model, so that it can present more refined movements; on the other hand, this example reduces the update granularity, divides the entire virtual screen into multiple character sub-pictures, and updates with a single character sub-picture as the granularity, which can improve the update efficiency, thereby taking into account the dual needs of the data volume and update speed of the virtual character. In addition, through split-screen display and preloading, the display effect of dynamic comics can be further improved.

[0155] Fig.13 A schematic diagram of a virtual character display device 40 provided by another embodiment of the present disclosure is shown, the device comprising:

[0156] The detection module 41 is adapted to determine a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters;

[0157] The adjustment module 42 is adapted to adjust the first character sub-image to be adjusted so that the second character sub-image corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

[0158] In an optional implementation, the detection module is specifically adapted to:

[0159] Determining a second target virtual character from a plurality of virtual characters displayed on the current virtual screen; wherein the second target virtual character is a virtual character to be retained determined according to the dialogue process;

[0160] According to the second target virtual character, a first character sub-picture to be adjusted is determined from a plurality of character sub-pictures in the current virtual screen.

[0161] In an optional implementation, the detection module is specifically adapted to:

[0162] If the number of the multiple virtual characters displayed on the current virtual screen is not less than a preset threshold,

[0163] Determine the character sub-image corresponding to the third target virtual character as the first character sub-image to be adjusted; wherein the third target virtual character is the virtual character to be deleted determined according to the dialogue process;

[0164] Furthermore, the adjusting the first character sub-picture to be adjusted includes: replacing the first character sub-picture with the second character sub-picture.

[0165] In an optional implementation, the detection module is specifically adapted to:

[0166] If the number of the multiple virtual characters displayed on the current virtual screen is less than a preset threshold, determining the multiple character sub-pictures on the current virtual screen as the first character sub-picture to be adjusted;

[0167] Furthermore, the adjusting of the first character sub-picture to be adjusted includes: adjusting the picture size and / or picture display position of the first character sub-picture to be adjusted, so that a second character sub-picture is added to the adjusted virtual screen.

[0168] In an optional implementation, the virtual screen includes: multiple character sub-pictures displayed in a split-screen manner, and when the maximum number of character sub-pictures contained in the current virtual screen is N, the method further includes: pre-generating N+m candidate character sub-pictures, each candidate character sub-picture corresponding to a preset virtual character; before adjusting the first character sub-picture to be adjusted, it also includes: selecting the second character sub-picture from the N+m candidate character sub-pictures, so that the second character sub-picture is displayed in the adjusted virtual screen; wherein N is a natural number greater than or equal to 2, and m is a natural number greater than or equal to 1.

[0169] In an optional implementation, the device is suitable for supporting game applications in multiple languages, and the three-dimensional model data includes: first-level model data corresponding to a lip area, and second-level model data corresponding to a non-lip area; wherein the non-lip area includes: a facial area, and / or a limb area;

[0170] The updating frequency of the first-level model data is greater than the updating frequency of the second-level model data; and the first-level model data is dynamically determined according to the detected current language type.

[0171] In an optional implementation, the adjustment module is specifically adapted to:

[0172] Determining the entry direction of the first target virtual character according to the position information of the character sub-picture to be adjusted and a preset character entry strategy;

[0173] According to the entrance direction of the first target virtual character, the character sub-picture to be adjusted is adjusted so that the first target virtual character is displayed in the adjusted virtual picture along the entrance direction;

[0174] The character entry strategy is used to set the entry direction and / or exit direction of virtual characters with different position information.

[0175] In an optional implementation, the virtual screen includes: a dynamic comic-type screen in a game application; and the detection module is further used to:

[0176] When it is detected that the current dynamic comic picture meets the preset interaction condition, the next dynamic comic picture is obtained according to the dialogue process; wherein, if the next dynamic comic picture is configured with a split-screen display mark, the first dynamic comic picture and the second dynamic comic picture that are mutually related are obtained according to the split-screen display mark;

[0177] The first dynamic comic picture and the second dynamic comic picture are displayed on the same screen in a split-screen display manner.

[0178] In an optional implementation, the detection module is specifically used to:

[0179] It is detected that a text interaction element included in the current dynamic comic picture is triggered; and / or it is detected that the display time of the text interaction element included in the current dynamic comic picture reaches a preset time.

[0180] In an optional implementation, the split-screen display mark is configured by a preset configuration tool; wherein the preset configuration tool is used to provide a plurality of configuration tracks corresponding to a plurality of task types, and each configuration track is used to configure a trigger task of a corresponding task type based on a timeline;

[0181] The task type includes at least one of the following: a picture triggering task for displaying a picture, a text triggering task for playing text and speech, and a special effect triggering task for displaying special effects.

[0182] Fig.14 A schematic structural diagram of an electronic device according to another embodiment of the present disclosure is shown. The specific embodiment of the present disclosure does not limit the specific implementation of the electronic device.

[0183] like Fig.14 As shown, the electronic device may include: a processor (processor) 502 , a communication interface (Communications Interface) 504 , a memory (memory) 506 , and a communication bus 508 .

[0184] in:

[0185] The processor 502 , the communication interface 504 , and the memory 506 communicate with each other via a communication bus 508 .

[0186] The communication interface 504 is used to communicate with other devices such as clients or other servers.

[0187] The processor 502 is used to execute the program 510, and specifically can execute the relevant steps in the above embodiment of the method for displaying a virtual character.

[0188] Specifically, the program 510 may include program codes, which include computer operation instructions.

[0189] The processor 502 may be a central processing unit (CPU), or an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of the present disclosure. The one or more processors included in the electronic device may be processors of the same type, such as one or more CPUs. They may also be processors of different types, such as one or more CPUs and one or more ASICs.

[0190] The memory 506 is used to store the program 510. The memory 506 may include a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.

[0191] The program 510 may be specifically used to enable the processor 502 to execute the corresponding operations in the above-mentioned embodiment of the method for displaying a virtual character.

[0192] The algorithms and displays provided herein are not inherently related to any particular computer, virtual device or other device. Various general purpose devices may also be used together with the teachings based thereon. According to the above description, it is apparent that the structure required for constructing such devices is. In addition, the present disclosure is not directed to any particular programming language either. It should be understood that various programming languages ​​may be utilized to implement the disclosure described herein, and the description of the specific languages ​​above is intended to disclose the best mode of implementation of the present disclosure.

[0193] In the description provided herein, a large number of specific details are described. However, it is understood that the embodiments of the present disclosure can be practiced without these specific details. In some instances, well-known methods, structures and techniques are not shown in detail so as not to obscure the understanding of this description.

[0194] Similarly, it should be understood that in order to streamline the present disclosure and aid in understanding one or more of the various disclosed aspects, in the above description of exemplary embodiments of the present disclosure, various features of the present disclosure are sometimes grouped together into a single embodiment, figure, or description thereof. However, this method of disclosure should not be interpreted as reflecting an intention that the claimed disclosure requires more features than are expressly recited in each claim.

[0195] Those skilled in the art will appreciate that the modules in the devices in the embodiments may be adaptively changed and arranged in one or more devices different from the embodiments. The modules or units or components in the embodiments may be combined into one module or unit or component, and in addition they may be divided into a plurality of submodules or subunits or subcomponents. Except that at least some of such features and / or processes or units are mutually exclusive, all features disclosed in this specification (including the accompanying claims, abstracts and drawings) and all processes or units of any method or device disclosed in this manner may be combined in any combination. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstracts and drawings) may be replaced by an alternative feature providing the same, equivalent or similar purpose.

[0196] In addition, those skilled in the art will appreciate that, although some embodiments herein include certain features included in other embodiments but not other features, the combination of features of different embodiments is meant to be within the scope of the present disclosure and form different embodiments. For example, any one of the claimed embodiments may be used in any combination.

[0197] The various component embodiments of the present disclosure may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof. It should be understood by those skilled in the art that a microprocessor or digital signal processor (DSP) may be used in practice to implement some or all of the functions of some or all of the components in the device according to the embodiments of the present disclosure. The present disclosure may also be implemented as a device or device program (e.g., a computer program and a computer program product) for executing part or all of the methods described herein. Such a program implementing the present disclosure may be stored on a computer-readable medium, or may have the form of one or more signals. Such a signal may be downloaded from an Internet website, or provided on a carrier signal, or provided in any other form.

[0198] It should be noted that the above embodiments illustrate the present disclosure rather than limit the present disclosure, and that those skilled in the art may design alternative embodiments without departing from the scope of the appended claims. In the claims, any reference symbol between brackets should not be constructed as a limitation to the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "one" or "an" preceding an element does not exclude the presence of multiple such elements. The present disclosure may be implemented by means of hardware including several different elements and by means of appropriately programmed computers. In a unit claim that lists several devices, several of these devices may be embodied by the same hardware item. The use of the words first, second, and third, etc. does not indicate any order. These words may be interpreted as names.

Claims

1. A method for displaying a virtual character, the method comprising: Determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters; The first character sub-image to be adjusted is adjusted so that the second character sub-image corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

2. The method according to claim 1, wherein: The step of determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual picture comprises: Determining a second target virtual character from a plurality of virtual characters displayed on the current virtual screen; wherein the second target virtual character is a virtual character to be retained determined according to the dialogue process; According to the second target virtual character, a first character sub-picture to be adjusted is determined from a plurality of character sub-pictures in the current virtual screen.

3. The method according to claim 1 or 2, wherein: The step of determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual picture comprises: If the number of the multiple virtual characters displayed on the current virtual screen is not less than a preset threshold, determining the character sub-picture corresponding to the third target virtual character as the first character sub-picture to be adjusted; wherein the third target virtual character is the virtual character to be deleted determined according to the dialogue process; Furthermore, the adjusting the first character sub-picture to be adjusted includes: replacing the first character sub-picture with the second character sub-picture.

4. The method according to any one of claims 1 to 3, wherein: The step of determining a first character sub-picture to be adjusted from a plurality of character sub-pictures in the current virtual picture comprises: If the number of the multiple virtual characters displayed on the current virtual screen is less than a preset threshold, determining the multiple character sub-pictures on the current virtual screen as the first character sub-picture to be adjusted; Furthermore, the adjusting of the first character sub-picture to be adjusted includes: adjusting the picture size and / or picture display position of the first character sub-picture to be adjusted, so that the second character sub-picture is added to the adjusted virtual screen.

5. The method according to any one of claims 1 to 4, wherein: In the case where the maximum number of character sub-pictures included in the current virtual screen is N, the method further includes: pre-generating N+m candidate character sub-pictures, each candidate character sub-picture corresponding to a preset virtual character; Before adjusting the first character sub-picture to be adjusted, the method further includes: Select the second character sub-picture from the N+m candidate character sub-pictures so that the second character sub-picture is displayed in the adjusted virtual screen; wherein N is a natural number greater than or equal to 2, and m is a natural number greater than or equal to 1.

6. The method according to claim 5, wherein: After selecting the second role sub-image from the N+m candidate role sub-images, the method further includes: preloading the second role sub-image into a preset cache space.

7. The method according to claim 5 or 6, wherein: Each candidate character sub-image is generated in the following way: Acquire texture image data of the virtual character corresponding to the candidate character sub-image, and three-dimensional model data of the virtual character corresponding to the candidate character sub-image; The three-dimensional model data is rendered to the texture image data to obtain the candidate character sub-image.

8. The method according to claim 7, wherein: The method is applicable to game applications supporting multiple language types, wherein the three-dimensional model data includes: first-level model data corresponding to a lip area, and second-level model data corresponding to a non-lip area; wherein the non-lip area includes: a facial area, and / or a limb area; The updating frequency of the first-level model data is greater than the updating frequency of the second-level model data; and the first-level model data is dynamically determined according to the detected current language type.

9. The method according to any one of claims 1 to 8, wherein: The step of adjusting the first character sub-picture to be adjusted so that the second character sub-picture corresponding to the first target virtual character is displayed in the adjusted virtual screen includes: Determining the entry direction of the first target virtual character according to the orientation information of the first character sub-picture to be adjusted and a preset character entry strategy; According to the entrance direction of the first target virtual character, the first character sub-picture to be adjusted is adjusted so that the first target virtual character is displayed in the adjusted virtual picture along the entrance direction; The character entry strategy is used to set the entry direction of virtual characters with different position information.

10. The method according to any one of claims 1 to 9, wherein: The virtual screen includes: a dynamic comic type screen in a game application; the method also includes: When it is detected that the current dynamic comic picture meets the preset interaction condition, the next dynamic comic picture is obtained according to the dialogue process; wherein, if the next dynamic comic picture is configured with a split-screen display mark, the first dynamic comic picture and the second dynamic comic picture that are mutually related are obtained according to the split-screen display mark; The first dynamic comic picture and the second dynamic comic picture are displayed on the same screen in a split-screen display manner.

11. The method according to claim 10, wherein: The detecting that the current dynamic comic picture meets the preset interaction condition includes: It is detected that a text interaction element included in the current dynamic comic picture is triggered; and / or it is detected that the display time of the text interaction element included in the current dynamic comic picture reaches a preset time.

12. The method according to claim 10 or 11, wherein: The split-screen display mark is configured by a preset configuration tool; wherein the preset configuration tool is used to provide a plurality of configuration tracks corresponding to a plurality of task types, each configuration track being used to configure a trigger task of a corresponding task type based on a timeline; The task type includes at least one of the following: a picture triggering task for displaying a picture, a text triggering task for playing text and speech, and a special effect triggering task for displaying special effects.

13. A display device for a virtual character, comprising: A detection module, adapted to determine a first character sub-picture to be adjusted from a plurality of character sub-pictures in a current virtual screen; wherein the plurality of character sub-pictures are used to display a plurality of virtual characters; The adjustment module is adapted to adjust the first character sub-image to be adjusted so that the second character sub-image corresponding to the first target virtual character is displayed in the adjusted virtual screen; wherein the first target virtual character is a virtual character to be added determined according to the dialogue process.

14. An electronic device comprising: A processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus; The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute the method for displaying a virtual character according to any one of claims 1 to 12.

15. A computer storage medium, wherein at least one executable instruction is stored in the storage medium, and wherein the executable instruction enables a processor to execute the method for displaying a virtual character according to any one of claims 1 to 12.

16. A computer program product, characterized in that The invention comprises a computer-readable code, or a non-volatile computer-readable storage medium carrying the computer-readable code. When the computer-readable code runs in a processor of an electronic device, the processor in the electronic device executes the method for displaying a virtual character as described in any one of claims 1 to 12.