Display control method and device of virtual character, editing method and device and electronic equipment
By using component hook position and hook state parameters in virtual roles, displaying and managing component objects, the monotonous problem of virtual role image editing is solved, and a rich and changeable role image and personalized editing needs are achieved.
Patent Information
- Application Number
- CN202311658853.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-05
- Publication Date
- 2025-06-06
AI Technical Summary
Existing game technology is difficult to meet the personalized and diversified editing needs of virtual characters, resulting in monotonous visual performance of the character image.
By obtaining virtual roles, including component hook position and pre-edited component objects, the relative position and posture of component objects and the hook position are controlled using the hook state parameters, the component objects are displayed in the virtual scene, and the hook state is maintained in response to role actions.
The character image of virtual characters is rich and varied, which meets the personalized editing needs of characters, and improves the editability and diversity of character images.
Smart Images

Figure CN120094195A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a display control method, editing method, device and electronic equipment for a virtual character. Background Art
[0002] Game characters usually have a default character image. Players can change the skin of the game character, for example, change the clothing, hairstyle, accessories, etc.; players can also set pendants, pets, etc. for the game character, and follow the game character to move. The skin, pendants, pets and other props that players change are usually provided by the game system. Players use one of the props or a simple combination of multiple props to edit the character image of the game character. The visual expression of the character image edited in this way is relatively monotonous, which is difficult to meet the needs of personalized and diversified character images. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a display control method, editing method, device and electronic device for a virtual character, so that the character image of the virtual character is rich and varied and meets the personalized editing needs of the character.
[0004] In a first aspect, an embodiment of the present invention provides a display control method for a virtual character, the method comprising: obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a character action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.
[0005] In a second aspect, an embodiment of the present invention provides a method for editing a virtual character, the method comprising: controlling the virtual character to be displayed in a character editing scene; wherein the virtual character comprises at least one component mounting position; determining a target mounting position from at least one component mounting position, and determining a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain a mounting state corresponding to the mounting state parameters.
[0006] In a third aspect, an embodiment of the present invention provides a display control device for a virtual character, the device comprising: a character acquisition module, used to acquire a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; a first object display module, used to control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; a state control module, used to control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters in response to the virtual character performing a character action.
[0007] In a fourth aspect, an embodiment of the present invention provides an editing device for a virtual character, the device comprising: a character display module, used to control the virtual character to be displayed in a character editing scene; wherein the virtual character comprises at least one component mounting position; a second object display module, used to determine a target mounting position from at least one component mounting position, and determine a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; a state editing module, used to receive a component editing instruction for the target component object, update the mounting state parameters of the target component object based on the component editing instruction, and display the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters.
[0008] In a fifth aspect, an embodiment of the present invention provides an electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the display control method of the above-mentioned virtual character, or implements the editing method of the above-mentioned virtual character.
[0009] In a sixth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the above-mentioned virtual character, or implement the editing method of the above-mentioned virtual character.
[0010] The embodiments of the present invention bring the following beneficial effects:
[0011] The display control method of the virtual character, the editing method of the virtual character, the device and the electronic device are used to obtain the virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has a pre-edited mounting state parameter; the mounting state parameter is used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in the virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameter; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter. In this way, the user can pre-edit the component object and the mounting state parameter of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameter; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameter. By editing the component object and the mounting state parameter, the user makes the character image of the virtual character rich and varied, and meets the personalized editing needs of the character.
[0012] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0013] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0015] Figure 1 A flowchart of a display control method for a virtual character provided by an embodiment of the present invention;
[0016] Figure 2 A schematic diagram of an initial role model of a first virtual role provided by an embodiment of the present invention;
[0017] Figure 3 A schematic diagram showing the simultaneous display of an initial role model and component objects of a first virtual role provided by an embodiment of the present invention;
[0018] Figure 4A schematic diagram showing only component objects of the first hidden initial appearance of a virtual character provided by an embodiment of the present invention;
[0019] Figure 5 A schematic diagram of an initial role model of a second virtual role provided by an embodiment of the present invention;
[0020] Figure 6 A schematic diagram showing the simultaneous display of an initial role model and a component object of a second virtual role provided by an embodiment of the present invention;
[0021] Figure 7 A schematic diagram showing only component objects of the second virtual character's hidden initial appearance provided by the embodiment of the present invention;
[0022] Figure 8 A schematic diagram of a component object following a virtual character to perform an action provided by an embodiment of the present invention;
[0023] Fig. 9 A flowchart of a method for editing a virtual character provided by an embodiment of the present invention;
[0024] Fig.10 A schematic diagram of a role editing interface provided by an embodiment of the present invention;
[0025] Fig.11 A schematic diagram of obtaining a target component object from a virtual scene provided by an embodiment of the present invention;
[0026] Fig.12 A schematic diagram of a method of quickly acquiring roles and component objects from a virtual scene provided by an embodiment of the present invention;
[0027] Fig.13 A schematic diagram of a window for editing a character's appearance provided by an embodiment of the present invention;
[0028] Fig.14 A schematic diagram of an interface for editing a role through a parameter input control provided by an embodiment of the present invention;
[0029] Fig.15 A schematic diagram of the structure of a display control device for a virtual character provided by an embodiment of the present invention;
[0030] Fig.16 A schematic diagram of the structure of a virtual character editing device provided by an embodiment of the present invention;
[0031] Fig.17 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention.
[0032] Among them, 201-initial character model, 301-component object, 50-initial character model, 501-head component, 502-left arm component, 503-right arm component, 504-torso component, 505-left leg component, 506-right leg component, 601-component object, 602-component object, 603-component object, 1000-character editing interface, 1001-scene display area, 1002-editing control area, 1010-character editing scene, 1011-virtual character, 1012-movement control, 1013-scaling control, 1014-rotation control, 1015-action control, 10021-hook position selection control, 10022-component adding control, 1101-component object, 1102 -component object, 1103-information prompt control, 1104-scene exit control, 1201-first character, 1202-first component object, 1203-second component object, 1204-appearance editing control, 1301-triangle control, 1302-confirmation control, 1303-cancel control, 1401-character display area, 14011-virtual object, 1402-parameter editing area, 1403-select component control, 1404-reselect control, 1405-delete control, 1406-parameter input box, 150-character acquisition module, 152-first object display module, 154-state control module, 160-character display module, 162-second object display module, 164-state editing module. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0034] In the related art, the visual expression of the character image edited by the player is relatively monotonous, which is difficult to meet the needs of personalized and diversified character images. Based on this, the embodiment of the present invention provides a display control method for a virtual character, a method, device and electronic device for editing a virtual character, which can be applied to the editing process of various virtual characters, such as player-controlled characters, non-player-controlled characters, Boss characters, etc.
[0035] In one embodiment of the present disclosure, the display control method of a virtual character and the editing method of a virtual character can be run on a local terminal device or a server. When the display control method of a virtual character and the editing method of a virtual character are run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0036] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated. The display control method of the virtual character and the storage and operation of the virtual character editing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device 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, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0037] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a 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, and control the display of the graphical user interface on the display screen.
[0038] In a possible implementation, an embodiment of the present invention provides a display control method for a virtual character, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above. The graphical user interface may be used to display the component object in this embodiment, or a scene screen of a virtual scene where the component object is located, etc.
[0039] like Figure 1 As shown, the display control method of the virtual character comprises the following steps:
[0040] Step S102, obtaining a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position;
[0041] The virtual character can be a relatively complete character model, such as a human character, an animal character, etc.; the component attachment position can be the head, neck, left arm, right hand, left leg, etc. of the character model. In the initial state, the virtual character can also be composed of multiple component objects, with a character skeleton pre-set, which is not necessarily displayed, and then the component attachment position is set on the character skeleton, such as the head, neck, left arm, right hand, left leg, etc. of the character skeleton; the component objects are attached to the component attachment position to form the virtual character. The component object can be an object model of a specific shape, such as a sphere, a cuboid, a cube, etc. The component objects contained in the virtual character in the initial state can be provided by the game system.
[0042] The pre-edited component object may be a component object edited by a player or user in an editing scene. The component object may be composed of one or more object models. For example, the component object is a helmet, which is obtained by splicing multiple object models of various shapes, such as a sphere, a cuboid, a cube, etc. For another example, the component object is a pair of wings, which is obtained by splicing multiple feather-shaped object models. In one method, a player may edit a game scene, and in the edited game scene, edit the component object through the object model provided by the game system.
[0043] In actual implementation, the component object can be selected by the player from the virtual scene, or obtained from storage tools such as backpacks and warehouses, and then mounted at the component mounting position. After the virtual character is edited, the component object and the corresponding component mounting position are saved, and the mounting state parameters need to be saved to obtain the edited virtual character.
[0044] When a virtual character needs to be displayed in a virtual scene, the virtual character is first obtained, that is, the component object of the virtual character and the component mounting position where the component object is mounted are obtained. The aforementioned mounting state parameters can control one of the relative position or relative posture between the component object and the component mounting position, or can simultaneously control the relative position and relative posture between the component object and the component mounting position. In one example, the mounting state parameters may include parameters such as the distance and relative direction between the component object and the corresponding component mounting position, thereby controlling the relative position; in another example, the mounting state parameters may include parameters such as the orientation and rotation angle of the component object relative to the corresponding component mounting position, thereby controlling the relative posture.
[0045] When editing a virtual character, the user or player can input the attachment state parameters through the parameter input control, or adjust the position and posture of the component object in the editing scene through the sliding control control, and generate the attachment state parameters according to the final adjusted position and posture.
[0046] Step S104, controlling the virtual character to be located in the virtual scene, and displaying the component object in the virtual scene based on the component mounting position and mounting state parameters;
[0047] During the game, if the virtual character needs to be displayed, first control the virtual character to be located in the virtual scene. At this time, obtain the component mounting position, component object, mounting state parameters, etc. contained in the virtual character, and then display the component object in the virtual scene based on the component mounting position and mounting state parameters. It should be noted that the virtual character may contain an initial character model, which can be displayed or hidden according to the parameters set by the user; similarly, the component objects of the virtual character in the initial state can also be displayed or hidden according to the parameters set by the user, and only the component objects edited by the user are displayed.
[0048] When the virtual character is in the virtual scene, the component mounting position must be determined first. The component mounting position can be represented by the scene space coordinates of the virtual scene or the local space coordinates of the virtual character. If the mounting state parameters include position parameters, the display position of the component object can be determined based on the component mounting position and combined with the position parameters, and the component object can be displayed at the display position. If the mounting state parameters include posture parameters, the display position of the component object can be determined based on the component mounting position, and the orientation, rotation angle, etc. of the component object can be adjusted at the display position according to the posture parameters to obtain the posture corresponding to the aforementioned posture parameters.
[0049] Step S106, in response to the virtual character performing the character action, controlling the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter.
[0050] A variety of role actions for virtual characters can be preset in the game system, such as walking, running, jumping, attacking, etc. After the virtual character performs the role action, the scene space coordinates of the virtual character's component mounting position in the virtual scene may change, or the component mounting position relative to the local space coordinates of the virtual character may change.
[0051] When the component mounting position changes, in this embodiment, it is necessary to control the mounting state of the component object and the component mounting position to remain unchanged. In actual implementation, the mounting state parameter is used to control the component object and the component mounting position to maintain the mounting state unchanged. For example, the component mounting position is the head of the virtual character, and the mounting state parameter indicates that the component object is located 1 cm above the component mounting position. At this time, when the virtual character performs a jumping action, the component mounting position moves upward, and the component object also moves upward. During the movement, the component object is always located 1 cm above the component mounting position, that is, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameter.
[0052] The display control method of the above virtual character obtains a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has a pre-edited mounting state parameter; the mounting state parameter is used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameter; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter. In this method, the user can pre-edit the component object and the mounting state parameter of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameter; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameter. By editing the component object and the mounting state parameter, the user makes the character image of the virtual character rich and varied, and meets the personalized editing needs of the character.
[0053] In a specific embodiment, the virtual character further includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.
[0054] The initial character model can be provided by the game system, and the user can edit the component objects for the virtual character based on the initial character model. During the editing process, the user can control the display state of the initial character model to display or hide by operating the control, thereby generating the corresponding appearance display parameters. When the appearance display parameters indicate that the display state of the initial character model is displayed, the virtual character will display the initial character model and the edited component objects in the virtual scene at the same time; when the appearance display parameters indicate that the display state of the initial character model is hidden, the virtual character will only display the edited component objects in the virtual scene without displaying the initial character model.
[0055] The above-mentioned initial character model is a complete character model of the virtual character, which is usually not editable by the user, or, in some games, the user edits the appearance of the character model by changing the skin. The above-mentioned initial character model can also be: a default component object mounted on the component mounting position. The default component object is usually provided by the game system, and the default component object can be set to be not editable by the user, or it can be set to be editable by the user, for example, deleting or replacing part of the default component object, etc.
[0056] When the initial character model includes multiple default component objects, the appearance display parameters for displaying or hiding each default component object may be set separately, so that only part of the default component objects in the initial character model may be displayed.
[0057] The above-mentioned appearance display parameters can control the display or hiding of the character's initial appearance, making the appearance of the virtual character more editable and more varied.
[0058] Figure 2-Figure 4 As an example, where Figure 2 An initial role model 201 of a virtual character is shown, and the initial role model 201 is a single, complete role model of the virtual character; Figure 3 In the example, the component object 301 is a component object of a rabbit image, and the component object 301 is attached to the component attachment position of the head of the initial character model 201. Figure 3 In the figure, the initial character model 201 of the virtual character and the component object 301 are displayed simultaneously. When viewed from the front, the component object is blocked by the character model; Figure 4 The initial character model is hidden, and only the visual effect of the component object 301 is displayed.
[0059] Figure 5-Figure 7 As another example, where Figure 5 is an initial character model 50 of a virtual character, which is composed of a plurality of default component objects, including a head component 501, a left arm component 502, a right arm component 503, a torso component 504, a left leg component 505, and a right leg component 506; Figure 6 Component object 601 is a rabbit-image component, and component objects 602 and 603 are all carrot-image components. Component object 601 is mounted at the mounting position of head component 501 of the virtual character, component object 602 is mounted at the mounting position of left arm component 502 of the virtual character, and component object 603 is mounted at the mounting position of right arm component 503 of the virtual character.
[0060] exist Figure 6 In the example, the initial character model of the virtual character and the component object are displayed simultaneously, and the component object and the default component object in the initial character model occlude each other; Figure 7 It hides the initial character model and only displays the visual effect of the component objects.
[0061] There are multiple implementation methods for displaying component objects in a virtual scene based on component mounting positions and mounting state parameters.
[0062] In one embodiment, the above-mentioned attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.
[0063] In actual implementation, the relative position parameter can be a vector; after the component mounting position is determined, the coordinates of the component mounting position can be offset according to the vector to obtain the coordinates of the object display position. When the virtual character performs the role action, the component mounting position may change continuously. At this time, the real-time coordinates of the component mounting position can be obtained. After the real-time coordinates are offset according to the vector, the real-time coordinates of the object display position are obtained, thereby controlling the relative position of the component object and the component mounting position to remain unchanged.
[0064] In another way, the above-mentioned attachment state parameters include: relative posture parameters between the component object and the component attachment position; based on the component attachment position, determining the object display position of the component object in the virtual scene; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameters. When the attachment state parameters also include relative position parameters, the object display position can be determined based on the relative position parameters; if the attachment state parameters do not include relative position parameters, the component attachment position can be used as the object display position.
[0065] Specifically, the relative posture parameter may include the offset vectors between multiple object positions of the component object and the component mounting position; when the offset vectors between different object positions and the component mounting position change, the orientation and rotation angle of the component object relative to the component mounting position will change. Alternatively, a default posture between a component object and the component mounting position may be pre-set, such as a designated model face of the component object facing the component mounting position; then, the rotation angles in various dimensions are set in the relative resource parameters based on the default posture, thereby controlling the object display posture of the component object.
[0066] In another way, the above-mentioned mounting state parameters include: scaling parameters of the component object; determining the object display position of the component object in the virtual scene based on the component mounting position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size. When the mounting state parameters also include relative position parameters, the object display position can be determined based on the relative position parameters; if the mounting state parameters do not include relative position parameters, the component mounting position can be used as the object display position.
[0067] The scaling parameters may include scaling parameters of the component object in each dimensional direction; the default size of the component object in each dimensional direction may be pre-set, and then the default size is calculated with the scaling parameter in the corresponding dimension to obtain the object size in that dimension.
[0068] In the above method, the attachment state parameters can save the relative position parameters, relative posture parameters, scaling parameters, etc. edited by the user, so that the position, posture, size, etc. of the component object have a variety of visual effects, making the character image of the virtual character rich and varied, and meeting the personalized editing needs of the character.
[0069] When the virtual character performs a role action, in response to the virtual character performing the role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameters, the component object is controlled to perform displacement and / or posture change, so that the mounting state of the component object and the component mounting position is the same as the mounting state of the component object and the component mounting position before the character action is performed.
[0070] During the process of the virtual character performing the role action and after the role action is completed, the component mounting position may be constantly changing; in actual implementation, when the virtual character starts to perform the role action, the component mounting position can be obtained in real time or at a scheduled time. The first scene position of the component mounting position in the virtual scene can be represented by the scene space coordinates of the virtual scene. Based on this, the virtual character usually obtains multiple first scene positions in chronological order during the performance of the role action; for each first scene position, combined with the mounting state parameters, the component object is controlled to move, so that the component object and the component mounting position are displaced at the same time, ensuring that the relative position of the component object and the component mounting position remains unchanged.
[0071] At the same time, after the virtual character performs the role action, the character's posture may also change. Based on this, for each first scene position, combined with the attachment state parameters, the component object is controlled to change its posture, such as direction change, rotation angle change, etc., so that the component object and the component attachment position change their posture at the same time, ensuring that the relative posture of the component object and the component attachment position remains unchanged.
[0072] exist Figure 8 In the example, the virtual character performs a greeting action, the virtual character raises his right arm, and the component object attached to the right arm also raises at the same time, thereby ensuring that the relative position and relative posture of the component object and the component attachment object remain unchanged. By controlling the action of the virtual character, the component attachment object can be controlled to perform the same action.
[0073] In the above method, the user edits component objects and attachment state parameters to make the image of the virtual character rich and varied, meeting the personalized editing needs of the character. At the same time, when the virtual character is performing a specified action, the component object also changes its position and posture, making the visual expression of the component object richer.
[0074] See also Fig. 9 The flowchart of a method for editing a virtual character is shown in FIG. 1 . The virtual character in the aforementioned method for controlling the display of a virtual character is edited by the method for editing a virtual character of this embodiment. The method for editing a virtual character comprises the following steps:
[0075] Step S902, controlling the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component mounting position;
[0076] The character editing scene can be a game editing scene or a blank three-dimensional space without a scene model. A plurality of candidate characters can be provided in the editing interface, and the user selects one candidate character as a virtual character and drags it to the character editing scene, thereby controlling the virtual character to be displayed in the character editing scene.
[0077] The component hanging positions of the virtual character can be pre-set by the game system. For example, designated model parts of the character model of the virtual character are used as component hanging positions, such as the head, neck, left arm, right hand, left leg and other model parts of the character model; for another example, designated bone parts of the character skeleton of the virtual character are used as component hanging positions, such as the head, neck, left arm, right hand, left leg and other parts of the character skeleton.
[0078] In other methods, the user can also pre-edit the component hanging position, for example, select a specified model part or a specified bone part of the virtual character as the component hanging position; or, the game system provides multiple alternative hanging positions, and the user selects some hanging positions as the component hanging positions of the virtual character.
[0079] Step S904, determining a target mounting position from at least one component mounting position, and determining a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position;
[0080] The editing interface may provide a selection control for at least one component mounting position of the virtual character, for example, a list of component mounting positions is provided, or each component mounting position corresponds to a control. The user may select a target mounting position from at least one component mounting position. Then, for the target mounting position, the corresponding target component object is obtained. In one method, the target component object may be obtained from a storage tool such as a backpack or a warehouse corresponding to the user account, or a virtual scene or a game scene may be entered to obtain the target component object from the scene. The target component object may be a single component object or a component group consisting of multiple component objects.
[0081] After the target component object is determined, the target component object is controlled to be displayed at the target mounting position for further editing by the user. In the initial state, the target component object can be displayed at the target mounting position in a default posture.
[0082] Step S906, receiving a component editing instruction for the target component object, updating the attachment state parameters of the target component object based on the component editing instruction, and displaying the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.
[0083] An editing control may be provided in the editing interface, and the above-mentioned component editing instruction may be received through the editing control. The editing control may be a parameter input control, and the relative position parameter, posture parameter, scaling parameter, etc. for the target component object may be received through the parameter input control; in the character editing scene, the target component object may adjust the position or posture under the control of the component editing instruction.
[0084] The editing control may also be a joystick control controlled by sliding or clicking; the user can adjust the position, posture, scaling and other attachment states of the target component object in the character editing scene by operating the joystick control. The above attachment state parameters are generated according to the final attachment state of the target component object.
[0085] The above virtual character editing method controls the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component mounting position; determines the target mounting position from at least one component mounting position, and determines the target component object corresponding to the target mounting position; in the character editing scene, controls the target component object to be displayed at the target mounting position; receives a component editing instruction for the target component object, updates the mounting state parameters of the target component object based on the component editing instruction, and displays the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a role action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters. In this method, the user can pre-edit the component object and mounting state parameters of the virtual character; when the virtual character is in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameters; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameters. By editing the component object and the mounting state parameters, the user makes the character image of the virtual character rich and varied, and meets the personalized editing needs of the character.
[0086] Before editing a virtual character, it is necessary to first determine the virtual character to be edited and display the virtual character. Specifically, determine that the virtual character is selected, obtain the role type of the virtual character; if the role type is a specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: the default component object mounted on the component mounting position.
[0087] In one method, the editing interface can provide a selection control for virtual characters of various character types, such as egg-shaped characters, human-shaped characters, animal-shaped characters, etc. The user selects by clicking, dragging, etc., and the selected character is the above virtual character. In another method, the user can enter the character attribute page of a virtual character, and the basic attributes, physical attributes, performance attributes, etc. of the virtual character can be set in the character attribute page; for example, the character name, whether the character can be infinitely reborn, etc.; the appearance editing control is provided in the character attribute page, and by triggering the appearance editing control, the virtual character is the selected virtual character.
[0088] The initial role models of virtual characters of different role types are different. For some types, the virtual character has a relatively complete role model, and the initial role model of the virtual character is the model appearance of the role model; for the aforementioned specified type, the virtual character is composed of default component objects, and the initial role model of the virtual character is the default component object; for virtual characters of specified types, subtypes can be further divided according to the shape of the virtual character, for example, human, animal, bird, etc., and the default component objects form virtual characters of corresponding shapes; virtual characters of different shapes have different combinations of default component objects.
[0089] For the initial character model, the appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden. An editing control for the appearance display parameters of the initial character model may be provided in the editing interface, and the appearance display parameters are set through the editing control. In addition, if the virtual character includes multiple default component objects, the appearance display parameters may be set for each default component object, so that part of the default component objects may be controlled to be displayed and another part of the default component objects may be controlled to be hidden.
[0090] The above-mentioned appearance display parameters can control the display or hiding of the character's initial appearance, making the appearance of the virtual character more editable and more varied.
[0091] The following embodiments provide implementation methods for determining a target component object.
[0092] Specifically, the control enters into a first designated virtual scene, and determines a target component object corresponding to the target attachment position from the first designated virtual scene.
[0093] Fig.10 1 is a schematic diagram of a character editing interface. The character editing interface 1000 includes a scene display area 1001 and an editing control area 1002. The scene display area 1001 displays a character editing scene 1010, and a virtual character 1011 is displayed in the character editing scene 1010. The editing control area 1002 includes information identifiers, such as an avatar identifier and a name identifier of the virtual character 1011. The editing control area 1002 also includes a mounting position selection control 10021 for each component mounting position, and a component adding control 10022. In response to a touch operation on the mounting position selection control 10021, the name of the component object mounted at the component mounting position corresponding to the mounting position selection control 10021 is displayed.
[0094] In one method, the user clicks on the component add control 10022 to enter the aforementioned first specified virtual scene. It should be noted that the first specified virtual scene can be a virtual scene pre-edited by the user, or it can be a virtual scene specified in the game system. In one example, the virtual character is located in the first virtual scene, and the scene screen of the first virtual scene is displayed in the game interface; the user triggers the entry into the character editing scene through the specified function entrance, for example, the user triggers the entry into the character editing scene through the control in the character property page of the virtual character, and the scene is displayed as follows: Fig.10 The character editing interface shown in the figure is then triggered by the component adding control 10022 in the character editing interface to enter the first virtual scene, so that the user can select the component object to be attached from the first virtual scene. At this time, the game interface displays the scene screen of the first virtual scene, such as Fig.11 shown.
[0095] exist Fig.11 In the example, the game interface displays a scene screen of a first specified virtual scene, which includes various component objects, such as a helmet-shaped component object 1101, a sword-shaped component object 1102, etc.; the interface also displays an information prompt control 1103 of "Click to select the target you want to add" to remind the user to select the operation method of the target component object.
[0096] In a specific implementation, in response to a selection operation on a scene element in a first specified virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.
[0097] The above-mentioned selection operation can be a click operation acting on the scene element, or it can be a sliding operation after the click. A selection area is generated during the sliding operation. After the sliding operation is completed, the scene element in the selection area is selected as the target component object; a single component can be a component provided by the game system, such as a table component, a chair component, a gear component, etc.; a single component usually has an overall component model; the single component can also be pre-edited, for example, the component size, color, etc. of the single component have been edited.
[0098] The above component group is usually obtained by splicing multiple single components, and the multiple components involved in the splicing have a combination binding relationship. After the component group is selected, the combination binding relationship between the multiple components is maintained, for example, the relative position relationship, connection relationship, etc. between the multiple components are maintained.
[0099] refer to Fig.11 After the user selects the target component object from the first specified virtual scene, the user exits the first specified virtual scene and returns to Fig.10In the editing interface shown in the figure, the selected target component object is displayed in the character editing scene, and the name of the target component object is displayed in the component object list on the right. In addition, if you click Fig.11 If the “×” in the information prompt control 1103 is clicked, the first specified virtual scene can be directly exited without selecting the target component object.
[0100] In another mode of operation, Fig.11 The interface also provides a scene exit control 1104; when the user triggers the "×" in the information prompt control 1103, only the information prompt control 1104 is closed, but the scene image of the first specified virtual scene is still displayed in the interface; when the user triggers the scene exit control 1104, the first specified virtual scene is exited.
[0101] Further, it is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target mounting position.
[0102] For example, some scene elements may only have decorative attributes, belong to two-dimensional images, and do not have object models. In this case, they cannot be mounted as component objects at the component mounting position of the virtual object. If the selected scene element does not have an object model, a prompt message can be displayed in the interface to prompt the user to reselect. If the selected scene element has an object model, it is determined that the scene element is selected, and the first designated virtual scene can be directly exited, and the object model corresponding to the selected scene element is determined as the target component object corresponding to the target mounting position.
[0103] In addition to obtaining the target component object from the scene, you can also control the display interface of the object storage tool to determine the target component object corresponding to the target mounting position from the object storage tool. The object storage tool can be a backpack, a warehouse, a safe, etc. For example, in Fig.10 In the interface shown, an 'Add from Warehouse' control is added. When the user clicks the control, he can enter the warehouse and select the target component object. The component object in the warehouse can be edited by the user and placed in the warehouse.
[0104] In the above method, the user can obtain the target component object from the virtual scene or object storage tool. The component objects can be obtained in various ways, allowing the user to obtain component objects of various types and sources, making the component objects attached to the virtual objects more diverse.
[0105] In a specific method, it is determined whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; if it is determined that the sum of the numbers is less than the preset number threshold, in the character editing scene, the target component object is controlled to be displayed at the target mounting position.
[0106] If the virtual character has too many component objects attached, the number of model faces corresponding to the virtual character will be large, which may cause the display of the virtual character to freeze. In order to ensure the display performance of the virtual character in the virtual scene, a preset number threshold, for example, 10, needs to be set in advance; if the sum of the number of component objects already attached to the component attachment position of the virtual character and the number of target component objects exceeds the preset number threshold, the control of attaching the target component object to the target attachment position fails, and a corresponding prompt message is generated to prompt the user that if the target component object is to be successfully attached to the target attachment position, some component objects need to be deleted from the attached component objects.
[0107] In the above manner, by displaying the number of component objects attached to the virtual character, the display performance of the virtual character can be guaranteed, and the virtual character can be ensured to be displayed smoothly in the virtual scene.
[0108] This embodiment also provides another way to edit a virtual character.
[0109] Specifically, a scene screen of a second designated virtual scene is displayed; in response to a selection operation on the second designated virtual scene, a selected object is determined; if the selected object includes a first character and a first component object, in response to an appearance editing operation on the first character, the first component object is controlled to be displayed at a designated attachment position of the first character.
[0110] In this method, the interface first displays a scene screen of the second designated virtual scene. In the second designated virtual scene, the player can select a virtual character and one or more component objects. The above selection operation can be a click operation, a slide operation, etc.; the selected object is determined after the selection operation is completed. If the selected object includes the first character and the first component object, and in most cases, the first character is one character and the first component object can be one or more, then the appearance editing operation can be performed on the first character; the appearance editing operation can be performed on Fig.10 It is implemented in the editing interface shown, and can also be implemented in the form of a window list for the user to edit the attachment position of each first component object. After the editing is completed, the window list is closed, and in the second specified virtual scene, the first component object is controlled to be displayed at the specified attachment position of the first character.
[0111] In a specific implementation, an appearance editing control of a first character is displayed; in response to a trigger operation on the appearance editing control, an appearance editing interface of the first character is displayed; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, the specified mounting position is determined as the component mounting position of the first component object; in response to an edit confirmation operation, the first character is displayed in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.
[0112] After the selected object is confirmed, the appearance editing control is displayed in the interface; by clicking or double-clicking the appearance editing control, the appearance editing interface of the first character can be controlled to be displayed. Fig.12 In the example, the interface displays a scene screen of the second specified virtual scene, and the user performs a selection operation, and the selected object is determined as follows: Fig.12 The first character 1201 shown in the figure, as well as the first component object 1202 in the shape of a helmet and the second component object 1203 in the shape of a sword; at this time, the appearance editing control 1204 of 'Edit character appearance' is displayed on the interface.
[0113] After the user triggers the appearance editing control 1203, the Fig.13 The window shown; each first component object and the corresponding component mounting position are displayed in the window; the default mounting position of the first component object can be first displayed in the list of component mounting positions, for example, the default mounting position of the helmet is the head; the user can trigger the triangle control 1301 on the right to display other alternative mounting positions, and reselect the component mounting position for the first component object in the shape of a helmet, and the selected component mounting position is the above-mentioned specified mounting position.
[0114] After the component mounting position is selected, the editing confirmation operation can be performed by clicking the confirmation control 1302, and then the window can be exited; the scene screen of the second specified virtual scene is displayed again in the interface; by clicking the cancel control 1303, the editing of the virtual character can be stopped, and the scene screen of the second specified virtual scene is displayed again in the interface.
[0115] In the above method, by simultaneously selecting objects and component objects from the scene and quickly editing the attachment positions of the component objects through the window, the virtual character can be quickly edited, thereby improving the editing efficiency of the virtual character.
[0116] This embodiment also provides another way of editing the attachment status parameters.
[0117] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.
[0118] The parameter input control may include input controls for position parameters, selection parameters, scaling parameters, and the like. Each parameter may also be divided into multiple sub-parameters, and a corresponding input control is set for each sub-parameter. For example, position parameters include position parameters of the X dimension, the Y dimension, and the Z dimension. An input control is set for each position parameter to input the position parameter of the corresponding dimension.
[0119] After the user inputs the attachment state parameters through the parameter input control, the attachment state of the target component object is updated in the character editing scene so that the attachment state corresponds to the attachment state parameters.
[0120] Furthermore, the interface where the character editing scene is located includes at least one component mounting position of the virtual object, and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.
[0121] exist Fig.14 In the example of FIG. 1 , the editing interface includes a character display area 1401 and a parameter editing area 1402; a virtual object 14011 is shown in the character display area 1401; in the parameter editing area 1402, two component mounting positions of the head and the left hand are shown as examples. For the component mounting positions, by triggering the component selection control 1403, the component object can be obtained by entering the specified virtual scene or object storage tool; Fig.14 In the figure, the component mounting position of the head is mounted with component objects in the shape of a helmet and a feather; the component mounting position of the left hand is mounted with a component object in the shape of a sword.
[0122] For each component object, by reselecting the control 1404, you can enter the specified virtual scene or object storage tool again to obtain the component object to replace the current component object; by deleting the control 1405, you can delete the component object. For each component object, parameter input controls for three types of parameters are set, namely position parameters, rotation parameters and scaling parameters; for each parameter, parameter input boxes 1406 for three dimensions, namely X dimension, Y dimension and Z dimension, are also set, through which the parameters corresponding to each dimension can be entered.
[0123] In the above method, by inputting parameters, the attachment state of the component object can be edited more accurately, which better meets the editing needs of the user.
[0124] This embodiment also provides another method for editing the attachment status parameters, which is more suitable for the client of mobile terminal devices such as mobile phones and tablets.
[0125] Specifically, a position list of at least one component mounting position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target mounting position is selected from the position list, and a component object mounted on the target mounting position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to: set the mounting state parameters of the target component object.
[0126] Continue to refer Fig.10 The attachment position selection control 10021 provides three component attachment positions of the virtual character. The above position selection operation can be implemented by clicking. For example, click on component attachment position 2, then component attachment position 2 is the selected target attachment position; at this time, the component objects attached to component attachment position 2 are displayed in the interface, namely component object 1 and component object 2.
[0127] By clicking the name of the component object, you can perform an object selection operation. For example, select component object 1, which is in the shape of a sword. At this time, in the character editing scene, the sword-shaped component object 1 is selected, and the three-dimensional coordinate axes centered on component object 1 are displayed. Then, select the parameter setting control corresponding to component object 1, for example, Fig.10 The mobile control 1012, zoom control 1013 and rotation control 1014 in it.
[0128] Furthermore, in response to an object replacement operation for the second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment state parameters of the second component object are recorded; control is given to enter a third specified virtual scene, and a replacement component object is selected from the third specified virtual scene; and the replacement component object is displayed at the object attachment position of the second component object according to the attachment state parameters of the second component object.
[0129] The above object replacement operation can be implemented by using the replacement control of the second component object, for example, Fig.10, after clicking the five-pointed star-shaped control, the replacement control is displayed. Clicking the replacement control displays the scene screen of the third specified virtual scene in the interface, and selecting the replacement component object in accordance with the method in the aforementioned embodiment. It should be noted that after selecting the replacement component object, the second component object is deleted, but the mounting state parameters set for the second component object are retained. After selecting the replacement component object, the mounting state of the replacement component object is controlled by the mounting state parameters of the second component object, and is displayed at the object mounting position of the second component object.
[0130] In another implementation, the attachment state parameters include: a relative position parameter between the target component object and the target attachment position; a parameter setting control for the relative position parameter is provided in the interface where the character editing scene is located; in response to a trigger operation on the parameter setting control for the relative position parameter, a movement control control in multiple dimensional directions is displayed on the target component object; in response to a sliding operation on a first movement control in the movement control control, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, a relative position parameter of the target component object is generated based on the relative position of the target component object and the target attachment position when the sliding operation ends.
[0131] After selecting the target component object, the three-dimensional axis, i.e. the movement control widget, is usually displayed in the character editing scene; at the same time, the parameter setting widget is displayed, such as Fig.10 The mobile control 1012 is the parameter setting control of the aforementioned relative position parameter.
[0132] In an example, the aforementioned sliding operation is a sliding operation acting on the X-dimensional axis, the target component object moves along the direction indicated by the X-dimensional axis, and the relative position of the target component object and the target hanging position in the X-dimension changes. When the sliding operation ends, the relative position of the target component object and the target hanging position can be saved as the relative position parameter of the target component object.
[0133] In other implementations, when the parameter setting control of the relative position parameter is triggered, multiple alternative dimensional directions can be displayed, and the target dimensional direction can be selected from the multiple dimensional directions; then, a sliding operation starting from the target component object is performed to control the target component object to move along the target dimensional direction. When the sliding operation is completed, the relative position of the target component object and the target hanging position can be saved as the relative position parameter of the target component object.
[0134] Furthermore, the above-mentioned virtual object is preset with a local spatial range; the local spatial range surrounds the virtual object; in response to the end of the sliding operation, it is determined that when the sliding operation ends, the target component object is outside the local spatial range, and the target component object is controlled to be displayed at a preset position within the local spatial range; a prompt message indicating that the position setting failed is displayed.
[0135] The local space range can be a cube or sphere surrounding the virtual object. The virtual object is located at the center or bottom center of the local space range. When the sliding operation ends, the relative position relationship between the target component object and the local space range is detected. If the target component object is completely or partially outside the local space range, the target component object is controlled to return to the position before the sliding operation is performed, and then a prompt message indicating that the position setting failed is displayed. At the same time, a prompt box of the local space range can be displayed around the virtual object to facilitate the user to perform the sliding operation again to move the target component object within the local space range.
[0136] In another implementation, the above-mentioned attachment state parameters include: relative posture parameters between the target component object and the target attachment position; providing parameter setting controls for the relative posture parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, displaying rotation controls for multiple dimensional directions on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; displaying the rotated target component object, and generating relative posture parameters based on the posture of the rotated target component object.
[0137] When the target component object is selected, the parameter setting controls for the relative posture parameters are displayed, such as Fig.10 The rotation control 1014 in the multiple dimensional directions may include rotation controls in the X-dimensional, Y-dimensional and Z-dimensional directions; if a sliding operation is performed on the X-dimensional rotation control, the target component object is rotated in the X-dimensional direction, and the posture of the target component object after rotation is displayed, and then the relative posture parameters are generated.
[0138] In another way, by triggering the parameter setting control of the relative posture parameter, multiple alternative dimensional directions can be displayed, and the user can select the dimension to be rotated, for example, the X dimension; in this case, when the user performs a sliding operation, the target component object is rotated only along the X dimension.
[0139] Furthermore, the above-mentioned attachment state parameters include: scaling parameters of the target component object; providing a parameter setting control for the scaling parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting control for the scaling parameters, determining the scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes a specified spatial dimension; in response to a sliding control operation, controlling the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.
[0140] When the target component object is selected, the parameter setting controls for the scaling parameters are displayed, such as Fig.10 The zoom control 1013 in the above-mentioned multiple dimensional directions may include zoom controls in the X dimension, Y dimension and Z dimension directions; it may also include zoom controls in multiple dimensional directions, for example, zoom controls in the XY dimension, XZ dimension and YZ dimension.
[0141] The user performs a trigger operation such as clicking or long pressing on the parameter setting control of the zoom parameter. For example, a click operation on the zoom control 1013 may display a list or control of multiple zoom modes, which indicates the specified spatial dimension for zooming, such as X dimension, Y dimension, Z dimension, XY dimension, XZ dimension, YZ dimension or free dimension zooming. The zoom control control for multiple dimensional directions may be Fig.10 The dimensional axes in the three directions: X dimension, Y dimension, and Z dimension.
[0142] If the determined scaling method is X dimension, then during the process of the user performing the sliding control operation, the target component object is scaled only along the X dimension, the object size of the target component object along the X dimension changes, and the object size in other dimensional directions remains unchanged. If the determined scaling method is XY dimension, then during the process of the user performing the sliding control operation, the plane composed of the XY dimensions of the target component object is scaled, the object size of the plane composed of the XY dimensions of the target component object changes, and the object size in the Z dimension remains unchanged. If the determined scaling method is free dimension scaling, then during the process of the user performing the sliding control operation, the user can decompose the operation path of the sliding control operation into three dimensional directions, namely, X dimension, Y dimension, and Z dimension, and obtain the path component corresponding to each dimensional direction. For the dimensional direction where the path component is not zero, the target component object is controlled to scale in the dimensional direction and the object size changes.
[0143] In the above method, the user can set the attachment state parameters of the target component object through the parameter setting control, so that the target component object has rich and diverse visual effects, meeting the user's personalized role editing needs.
[0144] Furthermore, in the character editing scene, in response to the trigger operation for the specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attachment state parameter following the specified character action. The specified character action may include hand-waving dance, rolling, jumping and other actions.
[0145] For example, Fig.10 In the editing interface, after the action control 1015 showing the "hand-swinging dance" is triggered, a list of candidate character actions can be displayed, from which the user can select a character action, and the selected character action is the aforementioned specified character action. By clicking on the list position or control of the specified character action, the aforementioned trigger operation for the specified character action can be performed, and the virtual object in the character editing scene performs the specified character action. Since the virtual object is mounted with a target component object, based on the edited mounting state parameters, the target component object is controlled to move with the specified character action; for example, through the relative position parameter, the target component object is controlled to maintain the relative position indicated by the relative position parameter with the corresponding target mounting position.
[0146] Through the above method, when editing the attachment state parameters, the user can view the display state of the component object during the character's specified action, which is convenient for the user to adjust the attachment state parameters of the component object in real time, thereby improving the efficiency of the user in editing the role.
[0147] Corresponding to the above method embodiment, see Fig.15 A schematic diagram of the structure of a display control device for a virtual character is shown, the device comprising:
[0148] The character acquisition module 150 is used to acquire a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position;
[0149] A first object display module 152, used to control the virtual character to be located in the virtual scene, and to display the component object in the virtual scene based on the component mounting position and mounting state parameters;
[0150] The state control module 154 is used to control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter in response to the virtual character performing the character action.
[0151] The display control device of the above virtual character obtains a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has a pre-edited mounting state parameter; the mounting state parameter is used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameter; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter. In this method, the user can pre-edit the component object and mounting state parameter of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameter; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameter. By editing the component object and the mounting state parameter, the user makes the character image of the virtual character rich and varied, and meets the personalized editing needs of the character.
[0152] The above-mentioned virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden; the above-mentioned device also includes an initial appearance display control module, which is used to control the display state of the initial character model in the virtual scene based on the appearance display parameters.
[0153] The above-mentioned initial role model includes a default component object mounted on the component mounting position.
[0154] The above-mentioned mounting state parameters include: relative position parameters between the component object and the component mounting position; the above-mentioned first object display module is also used to: take the component mounting position of the virtual character as the starting point, perform position offset according to the relative scene parameters, and obtain the object display position; display the component object at the object display position.
[0155] The above-mentioned mounting state parameters include: relative posture parameters between the component object and the component mounting position; the above-mentioned first object display module is also used to: determine the object display position of the component object in the virtual scene based on the component mounting position; display the component object at the object display position; and adjust the object display posture of the component object based on the relative posture parameters.
[0156] The above-mentioned mounting state parameters include: scaling parameters of the component object; the above-mentioned first object display module is also used to: determine the object display position of the component object in the virtual scene based on the component mounting position; determine the object size of the component object based on the scaling parameters, and display the component object at the object display position according to the object size.
[0157] The above-mentioned state control module is also used to: in response to the virtual character performing a role action, obtain the first scene position of the component mounting position in the virtual scene; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameters, control the component object to move and / or change its posture so that the mounting state of the component object and the component mounting position is the same as the mounting state of the component object and the component mounting position before the character action is performed.
[0158] See also Fig.16 A schematic diagram of the structure of a virtual character editing device is shown, the device comprising:
[0159] The character display module 160 is used to control the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component attachment position;
[0160] The second object display module 162 is used to determine a target mounting position from at least one component mounting position, determine a target component object corresponding to the target mounting position; and control the target component object to be displayed at the target mounting position in the character editing scene;
[0161] The state editing module 164 is used to receive component editing instructions for the target component object, update the attachment state parameters of the target component object based on the component editing instructions, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.
[0162] The editing device of the virtual character controls the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component mounting position; determines the target mounting position from at least one component mounting position, and determines the target component object corresponding to the target mounting position; in the character editing scene, controls the target component object to be displayed at the target mounting position; receives a component editing instruction for the target component object, updates the mounting state parameters of the target component object based on the component editing instruction, and displays the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a role action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters. In this method, the user can pre-edit the component object and the mounting state parameters of the virtual character; when the virtual character is in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameters; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameters. By editing the component object and the mounting state parameters, the user makes the character image of the virtual character rich and varied, and meets the personalized editing needs of the character.
[0163] The second object display module is further used to: determine that the virtual character is selected, obtain the role type of the virtual character; if the role type is a specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.
[0164] The above device also includes: an appearance parameter setting module, which is used to: set the appearance display parameters of the initial character model; wherein the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden.
[0165] The second object display module is further used to: control entry into the first designated virtual scene, and determine the target component object corresponding to the target hanging position from the first designated virtual scene.
[0166] The above-mentioned second object display module is also used to: respond to the selection operation of the scene element in the first specified virtual scene, and determine the selected scene element as the target component object corresponding to the target hanging position; wherein the target component object includes: a single component, or a component group composed of multiple components.
[0167] The second object display module is further used to: determine whether the selected scene element has an object model;
[0168] If the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.
[0169] The second object display module is further used to: control access to the display interface of the object storage tool, and determine the target component object corresponding to the target mounting position from the object storage tool.
[0170] The above-mentioned second object display module is also used to: determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; determine that the sum of the numbers is less than the preset number threshold, and in the character editing scene, control the target component object to be displayed at the target mounting position.
[0171] The above-mentioned device also includes an object selection and editing module, which is used to: display a scene screen of a second specified virtual scene; determine a selected object in response to a selection operation on the second specified virtual scene; if the selected object includes a first character and a first component object, respond to an appearance editing operation on the first character, and control the first component object to be displayed at a specified attachment position of the first character.
[0172] The above-mentioned selection and editing module is also used to: display the appearance editing control of the first character; in response to a trigger operation on the appearance editing control, display the appearance editing interface of the first character; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, determine the specified mounting position as the component mounting position of the first component object; in response to an edit confirmation operation, display the first character in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.
[0173] A parameter input control is provided in the interface where the above-mentioned role editing scene is located; the above-mentioned state editing module is also used to: respond to the parameter input operation for the parameter input control, receive the attachment state parameter through the parameter input control, and display the target component object under the attachment state parameter.
[0174] The interface where the above-mentioned character editing scene is located includes at least one component mounting position of the virtual object, and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.
[0175] A position list of at least one component mounting position of a virtual character is provided in the interface where the above-mentioned character editing scene is located; the above-mentioned device also includes a position object selection module, which is used to: in response to a position selection operation, select a target mounting position from the position list, and display the component object mounted on the target mounting position; in response to an object selection operation, select the target component object, set the target component object to a selected state in the character editing scene, and display a parameter setting control of the target component object; wherein the parameter setting control is used to: set the mounting state parameters of the target component object.
[0176] The above-mentioned device also includes an object replacement module, which is used to: respond to the object replacement operation on the second component object, delete the second component object, and record the object mounting position of the second component object and the mounting state parameters of the second component object; control entry into a third specified virtual scene, select a replacement component object from the third specified virtual scene; and display the replacement component object at the object mounting position of the second component object according to the mounting state parameters of the second component object.
[0177] The above-mentioned attachment state parameters include: relative position parameters between the target component object and the target attachment position; parameter setting controls for the relative position parameters are provided in the interface where the character editing scene is located; the above-mentioned state editing module is also used to: respond to the trigger operation of the parameter setting control for the relative position parameter, and display movement control controls in multiple dimensional directions on the target component object; respond to the sliding operation of the first movement control in the movement control control, and control the target component object to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, generate the relative position parameters of the target component object based on the relative position of the target component object and the target attachment position when the sliding operation ends.
[0178] The above-mentioned virtual object is preset with a local space range; the local space range surrounds the virtual object; the above-mentioned device also includes: a position judgment module, which is used to: respond to the end of the sliding operation, determine that when the sliding operation ends, the target component object is outside the local space range, control the target component object to be displayed at a preset position within the local space range; and display a prompt message that the position setting failed.
[0179] The above-mentioned attachment state parameters include: relative posture parameters between the target component object and the target attachment position; parameter setting controls for relative posture parameters are provided in the interface where the character editing scene is located; the above-mentioned state editing module is also used for: responding to the triggering operation of the parameter setting control for the relative posture parameters, displaying rotation controls for multiple dimensional directions on the target component object; responding to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; displaying the rotated target component object, and generating relative posture parameters based on the posture of the rotated target component object.
[0180] The above-mentioned attachment state parameters include: scaling parameters of the target component object; parameter setting controls for scaling parameters are provided in the interface where the character editing scene is located; the above-mentioned state editing module is also used to: determine the scaling method in response to the triggering operation of the parameter setting control for the scaling parameters, and display scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes specifying a spatial dimension; in response to a sliding control operation, control the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generate the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.
[0181] The above-mentioned device also includes a movement control module, which is used to: respond to the trigger operation for the specified character action, control the virtual object to perform the specified character action, and control the target component object to move according to the attachment state parameters to follow the specified character action.
[0182] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned virtual character display control method and virtual character editing method. The electronic device can be a server or a terminal device.
[0183] See also Fig.17 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the above-mentioned virtual character display control method and virtual character editing method.
[0184] Further, Fig.17 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0185] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.17 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0186] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0187] The processor in the electronic device can implement the following operations in the virtual character display control method and the virtual character editing method by executing the computer executable instructions:
[0188] A method for controlling the display of a virtual character, comprising obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.
[0189] The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.
[0190] The above-mentioned initial role model includes: a default component object mounted on the component mounting position.
[0191] The attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.
[0192] The attachment state parameters include: relative posture parameters between the component object and the component attachment position; determining the object display position of the component object in the virtual scene based on the component attachment position; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameters.
[0193] The attachment state parameters include: scaling parameters of the component object; determining the object display position of the component object in the virtual scene based on the component attachment position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size.
[0194] In response to the virtual character performing a role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameters, the component object is controlled to perform displacement and / or posture change so that the mounting state between the component object and the component mounting position is the same as the mounting state between the component object and the component mounting position before the character action is performed.
[0195] A method for editing a virtual character, controlling the virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component mounting position; determining a target mounting position from the at least one component mounting position, and determining a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters.
[0196] Determine that the virtual character is selected, and obtain the role type of the virtual character; if the role type is the specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.
[0197] The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.
[0198] The control enters into a first designated virtual scene, and determines a target component object corresponding to a target attachment position from the first designated virtual scene.
[0199] In response to a selection operation on a scene element in a first designated virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.
[0200] It is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target mounting position.
[0201] The control enters the display interface of the object storage tool, and determines the target component object corresponding to the target mounting position from the object storage tool.
[0202] Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; if the sum of the numbers is less than the preset number threshold, control the target component object to be displayed at the target mounting position in the character editing scene.
[0203] Display a scene screen of a second specified virtual scene; in response to a selection operation on the second specified virtual scene, determine a selection object; if the selection object includes a first character and a first component object, in response to an appearance editing operation on the first character, control the first component object to be displayed at a specified attachment position of the first character.
[0204] Displaying the appearance editing control of the first character; in response to a trigger operation on the appearance editing control, displaying the appearance editing interface of the first character; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, determining the specified mounting position as the component mounting position of the first component object; in response to an edit confirmation operation, displaying the first character in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.
[0205] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.
[0206] The interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.
[0207] A position list of at least one component attachment position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target attachment position is selected from the position list, and a component object attached to the target attachment position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to: set attachment state parameters of the target component object.
[0208] In response to an object replacement operation on a second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment state parameters of the second component object are recorded; control entry into a third specified virtual scene, and select a replacement component object from the third specified virtual scene; according to the attachment state parameters of the second component object, the replacement component object is displayed at the object attachment position of the second component object.
[0209] The attachment state parameters include: relative position parameters between the target component object and the target attachment position; parameter setting controls for the relative position parameters are provided in the interface where the character editing scene is located; in response to a trigger operation on the parameter setting controls for the relative position parameters, movement control controls in multiple dimensional directions are displayed on the target component object; in response to a sliding operation on a first movement control in the movement control controls, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target attachment position when the sliding operation ends.
[0210] The virtual object is preset with a local space range; the local space range surrounds the virtual object; in response to the end of the sliding operation, it is determined that when the sliding operation ends, the target component object is outside the local space range, and the target component object is controlled to be displayed at a preset position within the local space range; a prompt message indicating that the position setting failed is displayed.
[0211] The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; providing parameter setting controls for the relative posture parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, displaying rotation controls for multiple dimensional directions on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; displaying the rotated target component object, and generating relative posture parameters based on the posture of the rotated target component object.
[0212] The attachment state parameters include: scaling parameters of the target component object; providing a parameter setting control for the scaling parameters in the interface where the character editing scene is located; in response to a trigger operation of the parameter setting control for the scaling parameters, determining a scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes a specified spatial dimension; in response to a sliding control operation, controlling the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.
[0213] In response to the trigger operation for the specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attachment state parameters and follow the specified character action.
[0214] In the above method, the user can pre-edit the component objects and attachment state parameters of the virtual character; when the virtual character is in the virtual scene, the component objects are displayed based on the component attachment position and attachment state parameters; when the virtual object performs the role action, the component object and the component attachment position maintain the attachment state corresponding to the attachment state parameters. By editing the component objects and attachment state parameters, the user can make the character image of the virtual character rich and varied, meeting the personalized editing needs of the character.
[0215] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual character display control method and virtual character editing method.
[0216] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the virtual character display control method and the virtual character editing method by executing the computer executable instructions:
[0217] A method for controlling the display of a virtual character, comprising obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.
[0218] The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.
[0219] The initial role model includes: a default component object mounted on a component mounting position.
[0220] The attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.
[0221] The attachment state parameters include: relative posture parameters between the component object and the component attachment position; determining the object display position of the component object in the virtual scene based on the component attachment position; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameters.
[0222] The attachment state parameters include: scaling parameters of the component object; determining the object display position of the component object in the virtual scene based on the component attachment position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size.
[0223] In response to the virtual character performing a role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameters, the component object is controlled to perform displacement and / or posture change so that the mounting state between the component object and the component mounting position is the same as the mounting state between the component object and the component mounting position before the character action is performed.
[0224] A method for editing a virtual character, controlling the virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component mounting position; determining a target mounting position from the at least one component mounting position, and determining a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters.
[0225] Determine that the virtual character is selected, and obtain the role type of the virtual character; if the role type is the specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.
[0226] The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.
[0227] The control enters into a first designated virtual scene, and determines a target component object corresponding to a target attachment position from the first designated virtual scene.
[0228] In response to a selection operation on a scene element in a first designated virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.
[0229] It is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target mounting position.
[0230] The control enters the display interface of the object storage tool, and determines the target component object corresponding to the target mounting position from the object storage tool.
[0231] Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; if the sum of the numbers is less than the preset number threshold, control the target component object to be displayed at the target mounting position in the character editing scene.
[0232] Display a scene screen of a second specified virtual scene; in response to a selection operation on the second specified virtual scene, determine a selection object; if the selection object includes a first character and a first component object, in response to an appearance editing operation on the first character, control the first component object to be displayed at a specified attachment position of the first character.
[0233] Displaying the appearance editing control of the first character; in response to a trigger operation on the appearance editing control, displaying the appearance editing interface of the first character; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, determining the specified mounting position as the component mounting position of the first component object; in response to an edit confirmation operation, displaying the first character in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.
[0234] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.
[0235] The interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.
[0236] A position list of at least one component attachment position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target attachment position is selected from the position list, and a component object attached to the target attachment position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to: set attachment state parameters of the target component object.
[0237] In response to an object replacement operation on a second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment state parameters of the second component object are recorded; control entry into a third specified virtual scene, and select a replacement component object from the third specified virtual scene; according to the attachment state parameters of the second component object, the replacement component object is displayed at the object attachment position of the second component object.
[0238] The attachment state parameters include: relative position parameters between the target component object and the target attachment position; parameter setting controls for the relative position parameters are provided in the interface where the character editing scene is located; in response to a trigger operation on the parameter setting controls for the relative position parameters, movement control controls in multiple dimensional directions are displayed on the target component object; in response to a sliding operation on a first movement control in the movement control controls, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target attachment position when the sliding operation ends.
[0239] The virtual object is preset with a local space range; the local space range surrounds the virtual object; in response to the end of the sliding operation, it is determined that when the sliding operation ends, the target component object is outside the local space range, and the target component object is controlled to be displayed at a preset position within the local space range; a prompt message indicating that the position setting failed is displayed.
[0240] The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; providing parameter setting controls for the relative posture parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, displaying rotation controls for multiple dimensional directions on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; displaying the rotated target component object, and generating relative posture parameters based on the posture of the rotated target component object.
[0241] The attachment state parameters include: scaling parameters of the target component object; providing a parameter setting control for the scaling parameters in the interface where the character editing scene is located; in response to a trigger operation of the parameter setting control for the scaling parameters, determining a scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes a specified spatial dimension; in response to a sliding control operation, controlling the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.
[0242] In response to the trigger operation for the specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attachment state parameters and follow the specified character action.
[0243] In the above method, the user can pre-edit the component objects and attachment state parameters of the virtual character; when the virtual character is in the virtual scene, the component objects are displayed based on the component attachment position and attachment state parameters; when the virtual object performs the role action, the component object and the component attachment position maintain the attachment state corresponding to the attachment state parameters. By editing the component objects and attachment state parameters, the user can make the character image of the virtual character rich and varied, meeting the personalized editing needs of the character.
[0244] The computer program product of the virtual character display control method, virtual character editing method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0245] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0246] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0247] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc. Various media that can store program codes.
[0248] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0249] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A display control method for a virtual character, It is characterized in that The method comprises: Acquire a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; Controlling the virtual character to be located in a virtual scene, and displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter; In response to the virtual character performing a character action, the component object and the component mounting position are controlled to maintain a mounting state corresponding to the mounting state parameter.
2. The method according to claim 1, It is characterized in that The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; After the step of controlling the virtual character to be located in the virtual scene, the method further comprises: Based on the appearance display parameters, the display state of the initial character model is controlled in the virtual scene.
3. The method according to claim 2, It is characterized in that The initial role model includes: a default component object mounted on the component mounting position.
4. The method according to claim 1, It is characterized in that The mounting state parameters include: relative position parameters between the component object and the component mounting position; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameter to obtain the object display position; and displaying the component object at the object display position.
5. The method according to claim 1, It is characterized in that The attachment state parameters include: relative posture parameters between the component object and the component attachment position; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Based on the component mounting position, determining an object display position of the component object in the virtual scene; and displaying the component object at the object display position; Based on the relative posture parameter, the object display posture of the component object is adjusted.
6. The method according to claim 1, It is characterized in that The attachment state parameters include: scaling parameters of the component object; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Based on the component mounting position, the object display position of the component object is determined in the virtual scene; based on the scaling parameter, the object size of the component object is determined, and the component object is displayed at the object display position according to the object size.
7. The method according to claim 1, It is characterized in that In response to the virtual character performing a character action, the step of controlling the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameter comprises: In response to the virtual character performing a role action, obtaining a first scene position of the component mounting position in the virtual scene; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; Based on the first scene position and the attachment state parameters, the component object is controlled to move and / or change its posture so that the attachment state between the component object and the component attachment position is the same as the attachment state between the component object and the component attachment position before the character action is performed.
8. A method for editing a virtual character, It is characterized in that The method comprises: Controlling a virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component attachment position; Determine a target mounting position from the at least one component mounting position, and determine a target component object corresponding to the target mounting position; in the character editing scene, control the target component object to be displayed at the target mounting position; Receive a component editing instruction for the target component object, update the attachment state parameters of the target component object based on the component editing instruction, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.
9. The method according to claim 8, It is characterized in that The steps to control the virtual character to be displayed in the character editing scene include: Determining that the virtual character is selected, and obtaining a role type of the virtual character; If the role type is a specified type, an initial role model of the virtual role is displayed in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.
10. The method according to claim 9, It is characterized in that After the step of displaying the initial role model of the virtual role in the role editing scene, the method further comprises: The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.
11. The method according to claim 8, It is characterized in that The step of determining the target component object corresponding to the target mounting position includes: Controlling entry into a first designated virtual scene, and determining a target component object corresponding to the target attachment position from the first designated virtual scene.
12. The method according to claim 11, It is characterized in that The step of determining the target component object corresponding to the target attachment position from the first designated virtual scene comprises: In response to a selection operation on a scene element in the first designated virtual scene, the selected scene element is determined as a target component object corresponding to the target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.
13. The method according to claim 12, It is characterized in that The step of determining the selected scene element as the target component object corresponding to the target mounting position comprises: Determine whether the selected scene element has an object model; If the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.
14. The method according to claim 8, It is characterized in that The step of determining the target component object corresponding to the target mounting position includes: Controlling access to a display interface of an object storage tool, and determining a target component object corresponding to the target mounting position from the object storage tool.
15. The method according to claim 8, It is characterized in that In the character editing scene, the step of controlling the target component object to be displayed at the target attachment position comprises: Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; It is determined that the sum of the quantities is less than a preset quantity threshold, and in the character editing scene, the target component object is controlled to be displayed at the target attachment position.
16. The method according to claim 8, It is characterized in that The method further comprises: Displaying a scene picture of a second designated virtual scene; In response to a selection operation on the second designated virtual scene, determining a selection object; If the selected objects include a first character and a first component object, in response to an appearance editing operation on the first character, the first component object is controlled to be displayed at a designated attachment position of the first character.
17. The method according to claim 16, It is characterized in that In response to the appearance editing operation for the first character, the step of controlling the first component object to be displayed at the designated attachment position of the first character comprises: displaying an appearance edit control for the first character; In response to a trigger operation on the appearance editing control, displaying the appearance editing interface of the first character; wherein the appearance editing interface includes: the first component object, and an alternative attachment position of the first component object; In response to a selection operation of a designated mounting position among the candidate mounting positions, determining the designated mounting position as a component mounting position of the first component object; In response to the edit confirmation operation, the first character is displayed in the second designated virtual scene; wherein the first component object is displayed at the designated attachment position of the first character.
18. The method according to claim 8, It is characterized in that A parameter input control is provided in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to the parameter input operation for the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.
19. The method according to claim 18, It is characterized in that The interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with the parameter input control.
20. The method according to claim 8, It is characterized in that A position list of at least one component attachment position of the virtual character is provided in the interface where the character editing scene is located; Before the steps of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters, the method further comprises: In response to the position selection operation, a target mounting position is selected from the position list, and component objects mounted on the target mounting position are displayed; In response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to set a hook state parameter of the target component object.
21. The method according to claim 8, It is characterized in that The method further comprises: In response to the object replacement operation on the second component object, the second component object is deleted, and the object mounting position of the second component object and the mounting state parameters of the second component object are recorded; Controlling entry into a third designated virtual scene, and selecting a replacement component object from the third designated virtual scene; The replacement component object is displayed at the object mounting position of the second component object according to the mounting state parameter of the second component object.
22. The method according to claim 8, It is characterized in that The attachment state parameters include: a relative position parameter between the target component object and the target attachment position; a parameter setting control for providing the relative position parameter in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of a parameter setting control for the relative position parameter, a movement control control in multiple dimensional directions is displayed on the target component object; In response to a sliding operation on a first mobile control in the mobile control control, the target component object is controlled to move along the dimensional direction corresponding to the first mobile control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target hanging position when the sliding operation ends.
23. The method according to claim 22, It is characterized in that The virtual object is preset with a local space range; the local space range surrounds the virtual object; and the method further includes: In response to the end of the sliding operation, determining that when the sliding operation ends, the target component object is outside the local space range, and controlling the target component object to be displayed at a preset position within the local space range; Displays a prompt message indicating that the location setting failed.
24. The method according to claim 8, It is characterized in that The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; a parameter setting control for the relative posture parameters is provided in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of the parameter setting control of the relative posture parameter, displaying rotation controls in multiple dimensional directions on the target component object; In response to a sliding operation of a first rotation control among the rotation controls for the multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to a sliding path of the sliding operation; The rotated target component object is displayed, and the relative posture parameter is generated based on the posture of the rotated target component object.
25. The method according to claim 8, It is characterized in that The attachment state parameters include: a scaling parameter of the target component object; a parameter setting control for providing the scaling parameter in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of a parameter setting control of the scaling parameter, a scaling mode is determined, and scaling control controls in multiple dimensional directions are displayed on the target component object; wherein the scaling mode includes specifying a spatial dimension; In response to the sliding control operation, the target component object is controlled to be scaled along the specified spatial dimension; in response to the end of the sliding control operation, a scaling parameter of the target component object is generated based on the object size of the target component object when the sliding control operation ends.
26. The method according to claim 8, It is characterized in that After receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters, the method further includes: In response to a trigger operation for a designated character action, the virtual object is controlled to execute the designated character action, and the target component object is controlled to move following the designated character action according to the attachment state parameters.
27. A display control device for a virtual character, It is characterized in that The device comprises: A character acquisition module, used for acquiring a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used for controlling the relative position and / or relative posture between the component object and the component mounting position; A first object display module, used for controlling the virtual character to be located in a virtual scene, and displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter; The state control module is used for controlling the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter in response to the virtual character performing a role action.
28. A virtual character editing device, It is characterized in that The device comprises: A character display module, used to control the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component mounting position; A second object display module is used to determine a target mounting position from the at least one component mounting position, and determine a target component object corresponding to the target mounting position; in the character editing scene, control the target component object to be displayed at the target mounting position; A state editing module is used to receive a component editing instruction for the target component object, update the attachment state parameters of the target component object based on the component editing instruction, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.
29. An electronic device, It is characterized in that It includes a processor and a memory, the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the display control method of the virtual character described in any one of claims 1-7, or implement the editing method of the virtual character described in any one of claims 8-26.
30. A computer readable storage medium, It is characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the display control method of the virtual character described in any one of claims 1-7, or implement the editing method of the virtual character described in any one of claims 8-26.