Virtual character control method and device, equipment, storage medium and program product
By controlling the interaction between virtual characters and water area based on the camera perspective height threshold and water body height determination in the first person perspective, the interaction between virtual characters and water body area is solved, and the "model penetration" phenomenon is improved when the virtual characters interact with the water body area, improving the sense of interaction and game experience.
Patent Information
- Application Number
- CN202311727412.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-14
- Publication Date
- 2025-06-17
AI Technical Summary
From the first person perspective, when a virtual character interacts with a water area, due to performance limitations, the interactive rendering effect of water area will usually not be achieved, resulting in a "model penetration" phenomenon and affecting the game experience.
Through the target interaction method determined by the camera's viewing angle height threshold and the water body height, the virtual character is controlled to interact with the water body area to prevent the camera from sinking into the water body area, thereby preventing the virtual character and the water body area from penetrating or superimposing each other.
Without realizing the interactive rendering effect of water body area, the realism of interaction between virtual characters and water body area is improved, avoiding the phenomenon of "model penetration" and improving the game experience.
Smart Images

Figure CN120154907A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to human-computer interaction technology, and particularly to a control method, device, equipment, storage medium and program product for virtual characters. Background Art
[0002] The display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information. In particular, the display technology of virtual scenes can realize diverse interactions between virtual characters controlled by users or artificial intelligence according to actual application requirements, and has various typical application scenarios. For example, in a virtual scene such as a game, it can simulate the real battle process between virtual characters.
[0003] In view of the situation where there is a water area in the virtual scene, due to the perspective of the camera, when a player in the third-person perspective enters the water area, the camera will not be particularly out of place. Therefore, there is no need to produce the water area rendering special effects when the player interacts with the water area in the third-person perspective. In the interaction application scenario of the player and the water area in the first-person perspective, due to the particularity of the water area (such as having characteristics such as transparency, reflection or refraction), producing and implementing the relevant water interaction rendering special effects (such as the rendering special effects during the interaction process between the game character and the water area) often consumes a huge amount of terminal performance. This may be easy to achieve for powerful terminals (such as computer terminals), but for low-performance terminals (such as mobile terminals such as mobile phones, smart speakers, smart watches, in-vehicle terminals, etc.), in order to ensure the smoothness of game interaction, water area interaction rendering special effects are usually not produced in low-performance terminals, but this usually leads to the "penetration" phenomenon, causing the game character object and the water area to penetrate or overlap each other due to design errors, seriously affecting the player's game experience. Summary of the Invention
[0004] The embodiments of the present application provide a control method, device, electronic equipment, computer-readable storage medium and computer program product for virtual characters, which can improve the realism of water interaction on the premise that the terminal does not implement the water area interaction rendering special effects.
[0005] The technical solution of the embodiments of the present application is implemented as follows:
[0006] The embodiments of the present application provide a control method for virtual characters, including:
[0007] Based on the camera corresponding to the first-person perspective of the target virtual character, display the interaction interface of the virtual scene, and the interaction interface includes a water area;
[0008] In response to the motion control instruction for the target virtual character, control the target virtual character to move to the water area in a first motion posture;
[0009] In response to an interaction control instruction for the target virtual character, control the target virtual character to interact with the water area in a target interaction manner;
[0010] Wherein, the target interaction manner is determined based on a first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area, and the camera is used to control the perspective height range of the target virtual character.
[0011] An embodiment of the present application provides a control device for a virtual character, including:
[0012] An interface display module, configured to display an interaction interface of a virtual scene based on a camera corresponding to a first-person perspective of a target virtual character, where the interaction interface includes a water area;
[0013] A first control module, configured to control the target virtual character to move to the water area in a first motion posture in response to a motion control instruction for the target virtual character;
[0014] A second control module, configured to control the target virtual character to interact with the water area in a target interaction manner in response to an interaction control instruction for the target virtual character;
[0015] Wherein, the target interaction manner is determined based on a first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area, and the camera is used to control the perspective height range of the target virtual character.
[0016] In the above solution, when the water height is less than the first perspective height threshold, the second control module is further configured to control the target virtual character to enter the water area in the first motion posture and interact in the water area in the first motion posture; or, control the target virtual character to enter the water area in a second motion posture and interact in the water area in the second motion posture, where the second motion posture is different from the first motion posture, and the water height is less than a second perspective height threshold corresponding to the second motion posture of the camera.
[0017] In the above solution, before controlling the target virtual character to enter the water area in the second motion posture, the device further includes: a first instruction receiving module, configured to display a posture switching prompt message, where the posture switching prompt message is used to prompt to switch the motion posture of the target virtual character from the first motion posture to the second motion posture; in response to a determination operation for the posture switching prompt message, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to instruct to control the target virtual character to enter the water area in the second motion posture.
[0018] In the above solution, before controlling the target virtual character to enter the water area in the second motion posture, the device further includes: a second instruction receiving module, configured to display a first posture selection control on the interaction interface of the virtual scene; in response to a triggering operation on the first posture selection control, display at least two candidate motion postures; in response to a posture selection operation, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to instruct to control the target virtual character to enter the water area in the selected second motion posture.
[0019] In the above solution, the second control module is further configured to, when there are multiple motion postures suitable for the target virtual character to enter the water area, determine the adoption priorities of the respective motion postures; based on the respective adoption priorities, control the target virtual character to enter the water area in the second motion posture; where the adoption priority of the second motion posture is higher than the adoption priorities of other motion postures other than the second motion posture among the multiple suitable motion postures.
[0020] In the above solution, the second control module is further configured to perform the following operations on each of the motion postures: obtain influence parameters for influencing the adoption priorities of the respective motion postures, where the influence parameters include at least one of the following: the degree of fit between the motion posture and the target virtual character, the historical selection rate corresponding to the motion posture, the interaction data corresponding to the motion posture; based on the influence parameters, call a neural network model to perform priority prediction to obtain the adoption priority corresponding to the motion posture; where the neural network model is trained based on motion posture samples and the adoption priorities annotated for the motion posture samples.
[0021] In the above solution, the device further includes: a posture switching module, configured to, during the process of controlling the target virtual character to move in the water area in the first motion posture, control the motion posture of the target virtual character to switch from the first motion posture to the second motion posture; or, during the process of controlling the target virtual character to move in the water area in the second motion posture, control the motion posture of the target virtual character to switch from the second motion posture to the first motion posture.
[0022] In the above solution, when the water body height is not less than the first viewing angle height threshold, the second control module is further configured to prohibit the target virtual character from entering the water body area; or, control the target virtual character to enter the water body area in a third movement posture and interact in the water body area in the third movement posture, where the third movement posture is different from the first movement posture, the water body height is less than the third viewing angle height threshold corresponding to the third movement posture of the camera, and the third viewing angle height threshold is greater than the first viewing angle height threshold.
[0023] In the above solution, the second control module is further configured to generate an air wall in the water body area when controlling the target virtual character to enter the water body area; and prevent the target virtual character from entering the water body area through the air wall.
[0024] In the above solution, before prohibiting the target virtual character from entering the water body area, the device further includes: a first prompt display module, configured to display a first prohibition prompt message in the water body area; where the first prohibition prompt message is used to prompt that the target virtual character is prohibited from entering the water body area in any movement posture.
[0025] In the above solution, before controlling the target virtual character to enter the water body area in a third movement posture, the device further includes: a third instruction receiving module, configured to, when the number of the third movement postures is at least two, display a second posture selection control in the interaction interface of the virtual scene; in response to a trigger operation on the second posture selection control, display at least two third movement postures; and in response to a posture selection operation, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to instruct to control the target virtual character to enter the water body area in the selected third movement posture.
[0026] In the above solution, the third instruction receiving module is further configured to obtain an influence factor for affecting the display priority of each of the third movement postures, where the influence factor includes at least one of the following: the degree of fit between the third movement posture and the target virtual character, the historical selection rate corresponding to the third movement posture, and the interaction data corresponding to the third movement posture; based on the influence factor, query the corresponding relationship between different influence factors and different display priorities, and use the queried display priority as the display priority of each of the third movement postures; and display each of the third movement postures in a display style corresponding to each of the display priorities.
[0027] In the above solution, the device further includes: a second prompt display module, configured to, in response to controlling the target virtual character to enter the water area in the first motion posture, display a second prohibition prompt message in the water area; wherein, the second prohibition prompt message is used to prompt that the target virtual character is prohibited from entering the water area in the first motion posture.
[0028] In the above solution, the device further includes: a determination module, configured to determine a target viewing angle height range corresponding to the camera when the target virtual character interacts in the first motion posture; obtain a height difference between a target position of the camera on the target virtual character and a reference position of the target virtual character, and based on the target viewing angle height range and the height difference, determine a first viewing angle height threshold corresponding to the first motion posture of the camera; wherein, the first viewing angle height threshold is used to indicate the maximum water height that can prevent the camera from being submerged in the water area when the target virtual character enters the water area in the first motion posture.
[0029] In the above solution, the second control module is further configured to enable a passability verification function, and verify an interaction manner between the target virtual character and the water area to obtain a verification result; when the verification result indicates that the interaction manner between the target virtual character and the water area is a target interaction manner, control the target virtual character to interact with the water area in the target interaction manner.
[0030] In the above solution, the device further includes: a third control module, configured to, during the process of the target virtual character interacting with the water area in the target interaction manner, in response to the target virtual character being attacked by other virtual characters and submerged in the water area, turn off the passability verification function, and control the target virtual character to interact in the water area in a fourth motion posture; in response to the target virtual character climbing out of the water area, restart the passability verification function.
[0031] An embodiment of the present application provides an electronic device, including:
[0032] A memory, configured to store computer-executable instructions or a computer program;
[0033] A processor, configured to implement the control method of the virtual character provided by the embodiment of the present application when executing the computer-executable instructions or the computer program stored in the memory.
[0034] An embodiment of the present application provides a computer-readable storage medium, storing computer-executable instructions or a computer program, which is configured to implement the control method of the virtual character provided by the embodiment of the present application when being executed by a processor.
[0035] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the control method of the virtual character provided by the embodiment of the present application is implemented.
[0036] The embodiment of the present application has the following beneficial effects:
[0037] Applying the embodiment of the present application, the terminal displays an interaction interface of a virtual scene based on a camera corresponding to the first-person perspective of the target virtual character. Among them, the interaction interface includes a water area. When controlling the target virtual character to interact with the water area, based on the first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area, the target interaction method adopted by the target virtual character to interact with the water area is determined, so as to control the target virtual character to interact with the water area in the target interaction method. In this way, in the application scenario where the target virtual character interacts with the water area from the first-person perspective, the terminal does not need to implement the interaction rendering special effects of the water area. By controlling the target virtual character to adopt a suitable interaction method to interact with the water area, it is possible to avoid the target virtual character and the water area from penetrating or overlapping each other, and improve the realism of water interaction from the first-person perspective. Description of the Drawings
[0038] Figure 1 is a schematic structural diagram of a control system 100 of a virtual character provided by an embodiment of the present application;
[0039] Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application;
[0040] Figure 3 is a schematic flowchart of a control method of a virtual character provided by an embodiment of the present application;
[0041] Figure 4 is a schematic diagram of a water interaction effect provided by an embodiment of the present application;
[0042] Figure 5 is a configuration diagram provided by an embodiment of the present application;
[0043] Figure 6 is a design schematic diagram of a water area provided by an embodiment of the present application;
[0044] Figures 7 - 9 is a water interaction schematic diagram provided by an embodiment of the present application;
[0045] Figure 10 is a schematic diagram of interaction posture switching provided by an embodiment of the present application;
[0046] Figure 11 is a schematic diagram of a virtual character falling to the ground provided by an embodiment of the present application;
[0047] Figure 12 It is a schematic flowchart of the control method for virtual characters provided by the embodiments of the present application. Detailed implementation manners
[0048] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be construed as limiting the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.
[0049] It can be understood that in the embodiments of the present application, data related to user information (such as the triggering operations of users, team attributes or character features, etc.) is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0050] In the following descriptions, "some embodiments" are involved, which describe subsets of all possible embodiments. However, it can be understood that "some embodiments" can be the same subsets or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0051] In the following descriptions, the terms "first / second..." are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second..." can be interchanged with a specific order or sequence when permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0052] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the functions of the module or unit.
[0053] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field to which the present application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0054] Before further elaborating on the embodiments of the present application, the nouns and terms involved in the embodiments of the present application are described. The nouns and terms involved in the embodiments of the present application are applicable to the following explanations.
[0055] 1) Client: An application program running on a terminal for providing various services, such as a video playback client, a game client, etc.
[0056] 2) In response to: Used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations to be executed can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple operations to be executed.
[0057] 3) Virtual scene: A virtual scene displayed (or provided) when an application program runs on a terminal. This virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual characters to move in this virtual scene.
[0058] 4) Virtual character: The images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual people, virtual animals, anime characters, etc., such as the people and animals displayed in a virtual scene. A virtual character can be a virtual image in the virtual scene used to represent a user. The virtual scene can include multiple virtual characters, and each virtual character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. A virtual character can also be a game character controlled by a user (or called a player).
[0059] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for controlling a virtual character, which can improve the realism of water interaction in the first-person perspective on the premise that the terminal has not implemented the interaction rendering effect of the water area. The following describes the exemplary applications of the electronic device provided by the embodiments of the present application. The electronic device provided by the embodiments of the present application can be implemented as various types of user terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a mobile device (for example, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device), a smart phone, a smart speaker, a smart watch, a smart TV, a vehicle-mounted terminal, etc., or can be implemented as a server. The following will describe the exemplary applications when the device is implemented as a terminal.
[0060] See Figure 1 , Figure 1 FIG. is a schematic architecture diagram of a control system 100 for a virtual character provided by an embodiment of the present application. To support an exemplary application, a terminal (exemplarily shown as terminal 400-1 and terminal 400-2) is connected to a server 200 through a network 300. The network 300 can be a wide area network, a local area network, or a combination of both.
[0061] In some embodiments, the terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. A client with a live broadcast function is set on the terminal, such as a video playback client, an instant messaging client, a game client, a live broadcast client, etc. The server 200 is a background server corresponding to the client, which can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.
[0062] In practical applications, the terminal displays a water area in an interaction interface of a virtual scene; in response to a motion control instruction for a target virtual character, controls the target virtual character to move to the water area in a first motion posture; in response to an interaction control instruction for the target virtual character, sends an interaction method acquisition request to the server 200; the server 200, in response to the interaction method acquisition request, determines a target interaction method corresponding to the target virtual character based on a first viewing height threshold corresponding to the first motion posture of a camera for controlling the viewing height range of the target virtual character and the water height of the water area, and returns the target interaction method to the terminal, and the terminal controls the target virtual character to interact with the water area in the target interaction method.
[0063] See Figure 2 , Figure 2 FIG. is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application. Taking the terminal in Figure 1 as an example, Figure 2The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .
[0064] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0065] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. Among them, the non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiment of the present application is intended to include any suitable type of memory. The memory 550 optionally includes one or more storage devices that are physically far away from the processor 510.
[0066] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0067] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic businesses and processing hardware-based tasks; a network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.
[0068] In some embodiments, the control device of the virtual character provided in the embodiments of the present application can be implemented in software. The control device of the virtual character provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes. Figure 2The control device 555 of the virtual character stored in the memory 550 is shown. It can be software in the form of programs and plugins, etc., and includes a series of modules, including an interface display module 5551, a first control module 5552, and a second control module 5553. These modules are logical, so they can be combined arbitrarily or further split according to the functions implemented. The functions of each module will be described below.
[0069] In some other embodiments, the device provided by the embodiments of the present application can be implemented in a hardware manner. As an example, the device provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the control method of the virtual character provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor can employ one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0070] In some embodiments, the terminal or the server can implement the control method of the virtual character provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or software module in the operating system; it can be a native application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP or a live broadcast APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plugins in any form.
[0071] As mentioned above, the control method of the virtual character provided by the embodiments of the present application can be implemented by various types of electronic devices. For example, it can be Figure 1 executed independently by any one of the terminals and the server 200 in Figure 1 or can be executed collaboratively by the terminals and the server 200 in Figure 1Take the terminal in it to execute the control method of the virtual character provided by the embodiment of the present application alone as an example for illustration. Refer to Figure 3 , Figure 3 is a schematic flowchart of the control method of the virtual character provided by the embodiment of the present application, and will be described in combination with Figure 3 the steps shown.
[0072] Step 101: The terminal displays an interaction interface of the virtual scene based on the camera corresponding to the first-person perspective of the target virtual character, and the interaction interface includes a water area.
[0073] Here, a client supporting the virtual scene is installed on the terminal (for example, when the virtual scene is a game, the corresponding client can be a shooting game APP). When the user opens the client installed on the terminal and the terminal runs the client, an interaction interface for the target virtual character controlled by the target account (that is, the account corresponding to the current terminal) to interact in the virtual scene (such as the target virtual character moving in the virtual scene or interacting with other virtual characters) can be displayed in the client.
[0074] Among them, the interaction interface is an interaction interface of the virtual scene displayed by the terminal based on the camera corresponding to the first-person perspective of the target virtual character, that is, the interaction interface is an interface obtained by observing the virtual scene from the first-person perspective installed on the target virtual object (such as the head). The interaction environment information of the virtual scene can be displayed in the interaction interface. Among them, the interaction environment information includes, but is not limited to, the water area and the non-water area. Among them, the non-water area includes other areas except the water area, such as land areas, building models or prop models, etc. The player can control the target virtual character to interact in the non-water area or enter the water area.
[0075] Step 102: In response to a motion control instruction for the target virtual character, control the target virtual character to move to the water area in a first motion posture.
[0076] In practical applications, before the target virtual character enters the water area, the terminal can trigger a motion control instruction by triggering a motion control for controlling the movement of the target virtual character, and in response to the motion control instruction, control the target virtual character to move to the water area in a first motion posture, so that the target virtual character and the water area are in an overlapping state (Overlap, that is, the collision volumes of both parties overlap and do not block each other).
[0077] Among them, the first motion posture refers to the motion posture that the target virtual character has at the moment of moving to the water area. It can be understood that during the process of controlling the target virtual character to move to the water area, the terminal can control the target virtual character to always move to the water area in the first motion posture, or it can first control the target virtual character to move in other motion postures (different from the first motion posture), or change the motion posture of the target virtual character back and forth, and switch to the first motion posture at the moment when the target virtual character moves to the water area.
[0078] Step 103: In response to an interaction control instruction for the target virtual character, control the target virtual character to interact with the water area in a target interaction manner.
[0079] Among them, the target interaction manner is determined based on the first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area. The camera is used to control the perspective height range of the target virtual character. In practical applications, the perspective height range can be the perspective height range corresponding to the camera when the target virtual character interacts in the virtual scene in the first-person perspective. Next, the method for determining the perspective height range threshold corresponding to different motion postures of the camera in the first-person perspective will be described.
[0080] In some embodiments, the terminal can determine the first perspective height threshold corresponding to the first motion posture of the camera in the following manner: determine the target perspective height range corresponding to the camera when the target virtual character interacts in the first motion posture; obtain the height difference between the target position of the camera on the target virtual character and the reference position of the target virtual character, and based on the target perspective height range and the height difference, determine the first perspective height threshold corresponding to the first motion posture of the camera; among them, the first perspective height threshold is used to indicate the maximum water height to avoid the camera being submerged in the water area when the target virtual character enters the water area in the first motion posture.
[0081] In practical applications, when the target virtual character moves to the water area in the first motion posture, when the terminal obtains the viewing height range corresponding to the camera when the target virtual character interacts in each motion posture (that is, the viewing height range seen by the eyes of the target virtual character), it is necessary to consider relevant parameters of the camera itself (such as focal length, field of view angle, etc.), the position where the camera is installed on the target virtual character (usually, the camera is installed in the head area of the target virtual character and moves synchronously with the movement of the target virtual character. In the first-person view, the camera cannot capture the appearance of the target virtual character, and when lowering the head, only the body and palms of the target virtual character can be seen), the height of the target virtual character (for example, the higher the height, the larger the corresponding viewing height range), and the current motion posture of the target virtual character (for example, the viewing height ranges corresponding to the target virtual character in the standing, squatting or lying prone postures are different). By combining the above various factors, the target viewing height range corresponding to the camera when the target virtual character interacts in the first motion posture can be determined.
[0082] The reference position of the target virtual character is the position where the reference bone point of the target virtual character is located (such as the bone point located between the two feet of the target virtual character and flush with the two soles, which is generally regarded as the lowest point of the height of the target virtual character, that is, the root point). After obtaining the height difference between the target position of the camera on the target virtual character and the reference position, based on the height difference and the target viewing height range, the first viewing height threshold corresponding to the first motion posture of the camera can be determined. Among them, the first viewing height threshold is used to indicate the maximum water height to avoid the camera from being submerged in the water area when the target virtual character enters the water area in the first motion posture. For example, according to empirical values, when the target virtual character enters the water area in the standing posture, the first viewing height threshold can be set to 120 cm (approximately the height difference between the position of the neck bone point of the target virtual character and the reference position). When the target virtual character enters the water area in the squatting posture, the first viewing height threshold can be set to 80 cm (approximately the height difference between the position of the waist bone point of the target virtual character and the reference position). When the target virtual character enters the water area in the lying prone posture, the first viewing height threshold can be set to 30 cm (approximately the height difference between the position of the calf bone point of the target virtual character and the reference position).
[0083] After determining the first perspective height threshold, by combining the water height of the water area (the difference between the height of the plane where the highest point of the water area is located and the reference height of the target virtual character), the target interaction method for the target virtual character to interact with the water area can be determined, and the target virtual character can be controlled to interact with the water area in the target interaction method. Since the camera is never immersed in the water area (i.e., the camera is always above the water area) during the interaction between the target virtual character and the water area, it is possible to avoid the target virtual character and the water area from penetrating or overlapping each other, improving the realism of the water interaction.
[0084] In some embodiments, when the water height is less than the first perspective height threshold, the terminal can control the target virtual character to interact with the water area in the target interaction method in the following way: control the target virtual character to enter the water area in the first motion posture and interact in the first motion posture in the water area; or, control the target virtual character to enter the water area in the second motion posture and interact in the second motion posture in the water area, where the second motion posture is different from the first motion posture, and the water height is less than the second perspective height threshold corresponding to the second motion posture of the camera.
[0085] Here, when the water height is less than the first perspective height threshold (i.e., the maximum water height to avoid the camera being immersed in the water area when the target virtual character enters the water area in the first motion posture), the target virtual character can be controlled to still enter the water area in the first motion posture, which can ensure that the camera is not immersed in the water area, or, control the target virtual character to enter the water area in the second motion posture different from the first motion posture. As long as the water height is less than the second perspective height threshold corresponding to the second motion posture of the camera (where the second perspective height threshold is different from the first perspective height threshold, that is, the maximum water height to avoid the camera being immersed in the water area when the target virtual character enters the water area in the second motion posture), the camera can be prevented from being immersed in the water area. For example, when the first motion posture is a standing posture and the second motion posture is a squatting posture, or the first motion posture is a squatting posture and the second motion posture is a standing posture, as long as the water height is less than the perspective height threshold corresponding to the squatting posture of the camera, the target virtual character can be controlled to enter the water area in the squatting or standing posture, and after entering the water area, the target virtual character can be controlled to move in the water area in the squatting or standing posture; in this way, it is ensured that the camera is always above the water area, so that the target virtual character and the water area can be prevented from penetrating or overlapping each other (i.e., the penetration phenomenon), improving the realism of the water interaction.
[0086] In some embodiments, before the terminal controls the target virtual character to enter the water area in the second motion posture, the terminal may also receive an interactive control instruction for the target virtual character in the following manner: display a posture switching prompt message, where the posture switching prompt message is used to prompt to switch the motion posture of the target virtual character from the first motion posture to the second motion posture; in response to a determination operation on the posture switching prompt message, receive an interactive control instruction for the target virtual character, where the interactive control instruction is used to instruct to control the target virtual character to enter the water area in the second motion posture.
[0087] In practical applications, when the terminal controls the target virtual character to move to the water area in the first motion posture, if the target virtual character can avoid the camera being immersed in the water area whether it enters the water area in the first motion posture or the second motion posture, the posture switching indication information (such as various postures can be switched to enter the water) can be displayed in the water area to indicate that the motion posture of the target virtual character can be switched from the first motion posture to other motion postures (such as the second motion posture), and the confirmation button and the cancellation button corresponding to the posture switching indication information can be displayed. When the player triggers the confirmation button to perform a determination operation on the posture switching prompt message, the interactive control instruction received by the terminal is used to instruct to enter the water area in the second motion posture, and in response to this interactive control instruction, control the target virtual character to enter the water area in the second motion posture; of course, if the player triggers the cancellation button, the interactive control instruction received by the terminal is used to instruct to enter the water area in the first motion posture, and in response to this interactive control instruction, control the target virtual character to enter the water area in the first motion posture; in this way, the player can control the target virtual character to enter the water area in multiple motion postures, improving the diversification of the motion postures.
[0088] In some embodiments, before the terminal controls the target virtual character to enter the water area in the second motion posture, the terminal may also receive an interactive control instruction for the target virtual character in the following manner: display a first posture selection control in the interactive interface of the virtual scene; in response to a triggering operation on the first posture selection control, display at least two candidate motion postures; in response to a posture selection operation, receive an interactive control instruction for the target virtual character, where the interactive control instruction is used to instruct to control the target virtual character to enter the water area in the selected second motion posture.
[0089] In practical applications, when the terminal controls the target virtual character to move to the water area in the first motion posture, if the target virtual character can avoid the camera from being immersed in the water area when entering the water area in multiple motion postures, a first posture selection control can be displayed in the water area. In response to a trigger operation on the first posture selection control, a plurality of candidate motion postures for selection are displayed, such as candidate motion posture 1, candidate motion posture 2, and candidate motion posture 3. In response to a posture selection operation, the selected candidate motion posture (such as candidate motion posture 3) is used as the second motion posture, and an interactive control instruction for the target virtual character is received. In response to the interactive control instruction, the target virtual character is controlled to enter the water area in the second motion posture (i.e., candidate motion posture 3). In this way, the player can select the required motion posture to enter the water area according to actual needs, improving the freedom of motion posture selection.
[0090] In some embodiments, the terminal can control the target virtual character to enter the water area in the second motion posture in the following manner: when there are multiple motion postures suitable for the target virtual character to enter the water area, determine the adoption priorities of each motion posture; based on each adoption priority, control the target virtual character to enter the water area in the second motion posture; wherein, the adoption priority of the second motion posture is higher than the adoption priorities of other motion postures except the second motion posture among the multiple suitable motion postures.
[0091] Here, when there are multiple (at least two) motion postures suitable for the target virtual character to enter the water area, the adoption priorities corresponding to different motion postures can be different. When the terminal receives an interactive control instruction for the target virtual character, it can automatically select the second motion posture with the highest adoption priority from multiple motion postures and control the target virtual character to enter the water area in the second motion posture; in this way, the terminal automatically controls the target virtual character to interact with the water area in the motion posture with the highest adoption priority, which can improve the intelligence and accuracy of the control.
[0092] In some embodiments, the terminal can determine the adoption priorities of each motion posture in the following manner: perform the following operations on each motion posture respectively: obtain influence parameters for affecting the adoption priorities of each motion posture; based on the influence parameters, call a neural network model for priority prediction to obtain the adoption priority corresponding to the motion posture.
[0093] Among them, the influencing parameters include at least one of the following: the degree of adaptation of the motion posture to the target virtual character (the degree of adaptation can be determined by comparing the posture features corresponding to the motion posture with the character features corresponding to the target virtual character, and the character features include character level, equipment or skills used for character interaction, the current interaction progress of the character, etc.), the historical selection rate corresponding to the motion posture (including both the historical selection rate of the current player for the motion posture and the historical selection rate of other players for the motion posture), the interaction data corresponding to the motion posture (such as the movement data when the target virtual character moves in this motion posture, the perspective height threshold corresponding to the motion posture); after obtaining the influencing parameters for affecting the adoption priorities of each motion posture, performing prediction processing in the neural network model trained with the influencing parameters, and obtaining the adoption priorities of each motion posture can make the prediction more accurate.
[0094] Before applying the neural network model, it is necessary to train the initial neural network model and then put the trained neural network model into application to realize combining the influencing parameters and predicting the display priorities of the candidate interaction teams through artificial intelligence technology. Among them, the neural network model is trained based on the motion posture samples and the adoption priorities annotated for the motion posture samples. For example, based on the motion posture samples, the historical selection rate corresponding to the motion posture samples, and the adoption priorities annotated for the motion posture samples, calling the initial neural network model for prediction processing to obtain the predicted adoption priorities, and after determining the value of the loss function of the neural network model through the predicted adoption priorities and the annotated adoption priorities, it can be judged whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, determining the error signal of the neural network model based on the loss function, backpropagating the error signal in the neural network model, and updating the model parameters of each layer during the propagation process. Among them, the embodiment of the present application does not limit the model structure of the neural network model. For example, the neural network model can be a convolutional neural network, a deep neural network, etc.; nor is it limited to the form of the loss function. For example, it can be a cross-entropy loss function, an L2 loss function, etc.
[0095] Here, the backpropagation is described. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer to output the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and this error is propagated backward from the output layer to the hidden layer until it reaches the input layer. During the backpropagation process, the values of the model parameters are adjusted according to the error, that is, a loss function is constructed based on the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradients of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction in which the error expands, the gradient of the model parameters is taken as the opposite, and added to the original parameters of each layer model. The obtained summation result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters. The above process is continuously iterated until convergence.
[0096] In some embodiments, during the process of controlling the target virtual character to move in the water area in the first motion posture, the terminal can also control the motion posture of the target virtual character to switch from the first motion posture to the second motion posture; or, during the process of controlling the target virtual character to move in the water area in the second motion posture, control the motion posture of the target virtual character to switch from the second motion posture to the first motion posture.
[0097] In practical applications, when the target virtual character moving in the water area in the first motion posture or the second motion posture can avoid the camera from being immersed in the water area, during the process of the terminal controlling the target virtual character to move in the water area in one of the motion postures, the motion posture of the target virtual character in the water area can be switched, such as switching back and forth between the first motion posture and the second motion posture, so as to move in the water area in the motion posture most suitable for the current interaction progress, improving the flexibility and diversity of motion control.
[0098] In some embodiments, when the water height is not less than the first viewing angle height threshold, the terminal can control the target virtual character to interact with the water area in a target interaction manner in the following ways: prohibiting the target virtual character from entering the water area; or, controlling the target virtual character to enter the water area in the third motion posture and interact in the water area in the third motion posture, where the third motion posture is different from the first motion posture, the water height is less than the third viewing angle height threshold corresponding to the third motion posture of the camera, and the third viewing angle height threshold is greater than the first viewing angle height threshold.
[0099] Here, when the water body height is not less than the first viewing angle height threshold (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the first motion posture), if the target virtual character is controlled to enter the water body area in the first motion posture, since the water body height is greater than or equal to the maximum water body height to avoid the camera from submerging into the water body area, the camera will submerge into the water body area. In this case, to avoid the camera from submerging into the water body area, the target virtual character can be prohibited from entering the water body area, or the target virtual character can be controlled to enter the water body area in a third motion posture different from the first motion posture and interact in the water body area in the third motion posture. Among them, the third viewing angle height threshold corresponding to the third motion posture of the camera should be greater than the first viewing angle height threshold and greater than the water body height.
[0100] Taking the first motion posture as the standing posture as an example, if the water body height is greater than the first viewing angle height threshold corresponding to the standing posture (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the squatting posture), according to common sense, since the first viewing angle height threshold corresponding to the standing posture is greater than the viewing angle height thresholds corresponding to any other motion postures (this is because considering that without other external support, the target virtual character cannot always be in the jumping posture, so the jumping posture is excluded), the target virtual character is prohibited from entering the water body area in any motion posture to avoid the camera from submerging into the water body area.
[0101] Taking the first motion posture as the squatting posture as an example, if the water body height is greater than the first viewing angle height threshold corresponding to the squatting posture (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the squatting posture) and the water body height is less than the third viewing angle height threshold corresponding to the standing posture (i.e., the third motion posture) (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the standing posture), the target virtual character can be controlled to enter the water body area in the standing posture (i.e., the third motion posture) and move in the water body area in the standing posture to avoid the camera from submerging into the water body area.
[0102] Taking the first motion posture as the prone posture as an example, if the water body height is greater than the first viewing angle height threshold corresponding to the prone posture (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the prone posture) and the water body height is less than the third viewing angle height threshold corresponding to the squatting posture (i.e., the third motion posture) (i.e., the maximum water body height to avoid the camera from submerging into the water body area when the target virtual character enters the water body area in the squatting posture), the target virtual character can be controlled to enter the water body area in the standing posture (i.e., the third motion posture) or in other motion postures that can avoid the camera from submerging into the water body area and move in the water body area in the squatting or standing posture to avoid the camera from submerging into the water body area.
[0103] In some embodiments, the terminal may prohibit the target virtual character from entering the water area in the following manner: when controlling the target virtual character to enter the water area, an air wall is generated in the water area; the target virtual character is prevented from entering the water area by the air wall.
[0104] In practical applications, in order to prohibit the target virtual character from entering the water area, the terminal may generate an air wall in the water area to prevent the target virtual character from entering the water area in any movement posture. The so-called air wall refers to a place where players clearly feel that there is no visual wall obstruction, but players cannot pass through, and shooting will not pass through either. This can not only avoid the penetration phenomenon caused by the camera entering the water area and improve the realism of water interaction, but also save the performance consumption of the terminal.
[0105] In some embodiments, before the terminal prohibits the target virtual character from entering the water area, a first prohibition prompt message may also be displayed in the water area; wherein, the first prohibition prompt message is used to prompt that the target virtual character is prohibited from entering the water area in any movement posture.
[0106] In practical applications, when the terminal prohibits the target virtual character from entering the water area, a first prohibition prompt message (such as "Cannot enter the water area, please detour") may be displayed in the water area to prompt that the target virtual character is prohibited from entering the water area in any movement posture, so that the player can move to a non-water area for interaction. In this way, the player has a perception of the current suitable movement posture or movement area, improving the user experience.
[0107] In some embodiments, before the terminal controls the target virtual character to enter the water area in the third movement posture, when the number of the third movement postures is at least two, a second posture selection control may also be displayed in the interaction interface of the virtual scene; in response to a trigger operation on the second posture selection control, at least two third movement postures are displayed; in response to a posture selection operation, an interaction control instruction for the target virtual character is received, and the interaction control instruction is used to indicate controlling the target virtual character to enter the water area in the selected third movement posture.
[0108] In practical applications, when the terminal controls the target virtual character to move to the water area in the first motion posture, if the target virtual character can avoid the camera from submerging into the water area when entering the water area in multiple motion postures (that is, there are multiple third motion postures suitable for the target virtual character to enter the water area), a second posture selection control can be displayed in the water area. In response to the trigger operation on the second posture selection control, multiple selectable third motion postures are displayed, such as the third motion posture 1, the third motion posture 2, and the third motion posture 3. In response to the posture selection operation, an interactive control instruction for the target virtual character is received. Among them, the selected third motion posture (such as the third motion posture 1) is used as the third motion posture indicated by the interactive control instruction, and in response to the interactive control instruction, the target virtual character is controlled to enter the water area in the selected third motion posture (that is, the third motion posture 1). In this way, players can select the required motion posture to enter the water area according to actual needs, improving the freedom of motion posture selection.
[0109] In some embodiments, the terminal can display at least two third motion postures in the following manner: obtain an influencing factor for affecting the display priority of each third motion posture; based on the influencing factor, query the corresponding relationship between different influencing factors and different display priorities, and use the queried display priority as the display priority of each third motion posture; and display each third motion posture using a display style corresponding to each display priority.
[0110] Here, when there are multiple third motion postures, when displaying multiple third motion postures, the display priorities corresponding to different third motion postures can be different. According to the display priority of the third motion posture, the corresponding display style can be used to display each third motion posture, that is, for third motion postures with different display priorities, different display styles (such as different display orders, different display colors, different display brightnesses, different display fonts, etc.) are used to display each third motion posture. For example, when there are 3 third motion postures, namely the third motion posture 1, the third motion posture 2, and the third motion posture 3, assuming that the display priorities corresponding to these three third motion postures decrease in sequence, the third motion posture 1 can be displayed in red font, the third motion posture 2 can be displayed in yellow font, and the third motion posture 3 can be displayed in gray font, which is convenient for users to select the required third motion posture and is beneficial to the posture selection efficiency.
[0111] When obtaining the display priority of each third motion posture, the influencing factors include at least one of the following: the degree of adaptation of the third motion posture to the target virtual character (the degree of adaptation can be determined by comparing the posture features corresponding to the third motion posture with the character features corresponding to the target virtual character, and the character features include character level, equipment or skills used for character interaction, the current interaction progress of the character, etc.), the historical selection rate corresponding to the third motion posture (including both the historical selection rate of the current player for the third motion posture and the historical selection rate of other players for the third motion posture), the interaction data corresponding to the third motion posture (such as the movement data when the target virtual character moves in the third motion posture, the viewing height threshold corresponding to the third motion posture, etc.); after obtaining the influencing factors used to affect the display priority of the third motion posture, the display priority corresponding to the obtained influencing factors can be queried from the corresponding relationship, and the queried display priority is used as the display priority of the third motion posture.
[0112] In some embodiments, when the terminal responds to controlling the target virtual character to enter the water area in the first motion posture, it can also display a second prohibition prompt message in the water area; wherein, the second prohibition prompt message is used to prompt that it is prohibited for the target virtual character to enter the water area in the first motion posture.
[0113] In practical applications, when the terminal controls the target virtual character to move to the water area in the first motion posture, taking the first motion posture as the prone position as an example, if the water height is greater than the viewing height threshold corresponding to the prone position of the camera, a second prohibition prompt message (such as "You can't lie down here") can be displayed in the water area to prompt the player that they can't control the target virtual character to enter the water area in the prone position. At this time, the player can control the target virtual character to interact with the water area in other adaptable interaction methods. In this way, the player has a perception of the currently suitable motion posture, improving the user experience.
[0114] In some embodiments, the terminal can control the target virtual character to interact with the water area in the target interaction method in the following way: turn on the passability verification function, verify the interaction method between the target virtual character and the water area, and obtain the verification result; when the verification result indicates that the interaction method between the target virtual character and the water area is the target interaction method, control the target virtual character to interact with the water area in the target interaction method.
[0115] In practical applications, when the terminal controls the target virtual character to move to the water area in the first motion posture, before determining the target interaction method for the target virtual character to interact with the water area, the passability verification function can be enabled first, and under the passability verification function, the most suitable interaction method between the target virtual character and the water area at present can be verified. When the verification result indicates that the most suitable interaction method between the target virtual character and the water area is the target interaction method, the terminal controls the target virtual character to interact with the water area in the target interaction method.
[0116] In some embodiments, during the process of the target virtual character interacting with the water area in the target interaction method, the terminal can also respond to the target virtual character being attacked by other virtual characters and submerged in the water area, turn off the passability verification function, and control the target virtual character to interact in the fourth motion posture in the water area; in response to the target virtual character climbing out of the water area, restart the passability verification function.
[0117] In practical applications, when the target virtual character is attacked by other virtual characters in the virtual scene or falls down by itself and is submerged in the water area, in order to ensure the game play, that is, the player experience will not be reduced or hindered additionally due to the passability verification function. When the target virtual character falls to the ground and is submerged in the water area, the passability verification function can be temporarily turned off first to ensure the smoothness of the actions of the target virtual character. For example, the target virtual character can be normally controlled to move in the water area in the fourth motion posture. After crawling in the water area for a period of time and then standing up and climbing out of the water area, the passability verification function is restarted to verify the most suitable interaction method between the target virtual character and the water area at present under the passability verification function.
[0118] By the above method, when the terminal controls the target virtual character in the first-person view to interact with the water area, based on the perspective height threshold corresponding to each motion posture of the camera and the water height of the water area, the most suitable interaction method between the target virtual character and the water area at present is determined on the premise of avoiding the camera being submerged in the water area, and the target virtual character is controlled to interact with the water area in the most suitable interaction method. In this way, in the application scenario of the target virtual character interacting with the water area in the first-person view, the terminal does not need to implement the interaction rendering special effects of the water area. By controlling the target virtual character to interact with the water area in a suitable interaction method, it is possible to avoid the target virtual character and the water area from penetrating or overlapping each other, and improve the realism of water interaction in the first-person view.
[0119] Next, an exemplary application of the embodiments of the present application in an actual application scenario will be described. Taking a first-person shooter mobile game (i.e., a first-person shooter game on the mobile device) in a virtual scenario as an example, currently in the development of a first-person shooter mobile game, due to the limitations of the package size and the performance of the mobile device, it is impossible to create a set of "swimming" animation systems for game characters (i.e., the above-mentioned virtual characters) in water, and it is also impossible to add additional visual effects or special effects in water for the characters. This often leads to the abandonment of the development of relevant gameplay for the interaction between virtual characters and water areas in the game.
[0120] After the game character enters the water area, if the game character moves in a certain motion posture (such as a prone position) in the water area, it may cause the camera that controls the height range of the game character's perspective to enter the water area. Since game developers have not made interactive rendering special effects for the water area on the mobile device (i.e., the above-mentioned swimming animation system), there will be Figure 4 a phenomenon of view frustum penetration as shown. Figure 4 FIG. is a schematic diagram of the water interaction effect provided by the embodiments of the present application. When the camera on the game character (such as the arm of the game character) 401 enters the water area 402, due to design errors, the game character 401 and the water area 402 penetrate or overlap with each other (such as the original water area being covered by a non-water area 403), seriously affecting the realism of the game.
[0121] To solve the above problems, the embodiments of the present application provide a method for controlling a virtual character. When the terminal controls the target virtual character (the game character in the game of the currently logged-in account) to move to the water area (i.e., the target virtual character and the water area are in an Overlap state), regardless of the motion posture of the target virtual character interacting with the water, the occurrence of the above-mentioned view frustum penetration phenomenon is avoided by preventing the camera from entering the water area, improving the realism of the water interaction. In addition, for the above-mentioned interaction animation, a set of interaction animations similar to those in mud instead of the above-mentioned swimming animation can be made on the mobile device, which can save animation resources to a certain extent. The water area can be divided into an area where a character can step into and an area where a character cannot step into, and the artistic modeling of the area where a character can step into is distinguished from that of the area where a character cannot step into. At the same time, the water in the area where a character can step into can take into account the visual performance after the character enters.
[0122] When the target virtual character is in an Overlap state with the water area, the terminal determines the perspective height range thresholds corresponding to different movement postures of the camera in the following way: Determine the perspective height range corresponding to the camera when the target virtual character interacts with the target movement posture (that is, when the target virtual character interacts with the target movement posture, the perspective height range seen by the eyes of the target virtual character); Obtain the height difference between the target position of the camera on the target virtual character and the reference position of the target virtual character (i.e., the root point), and based on the perspective height range and the height difference, determine the perspective height threshold corresponding to the target movement posture of the camera; Among them, the perspective height threshold is used to indicate the maximum water height to avoid the camera from submerging into the water area when the target virtual character enters the water area with the target movement posture. Next, an example will be given with the target movement posture being one of the standing posture, squatting posture, and lying prone posture.
[0123] For example, when the target virtual character enters the water area in the standing posture, the perspective height threshold corresponding to the standing posture of the camera (for ease of description, denoted as C1) can be set to 120 cm (approximately the height difference between the position of the neck bone point of the target virtual character and the root point). When the target virtual character enters the water area in the squatting posture, the perspective height threshold corresponding to the squatting posture of the camera (denoted as C2) can be set to 80 cm (approximately the height difference between the position of the waist bone point of the target virtual character and the root point). When the target virtual character enters the water area in the lying prone posture, the perspective height threshold corresponding to the lying prone posture of the camera (denoted as C3) can be set to 30 cm (approximately the height difference between the position of the calf bone point of the target virtual character and the root point). Accordingly, game designers can configure the perspective height range thresholds corresponding to different movement postures of the camera, such as Figure 5 shown, Figure 5 is a configuration schematic diagram provided by an embodiment of the present application. The perspective height threshold C1 corresponding to the standing posture is configured to 120 cm, the perspective height threshold C2 corresponding to the squatting posture is configured to 80 cm, and the perspective height threshold C3 corresponding to the lying prone posture is configured to 30 cm.
[0124] Then, determine the water height of the water area. The water height refers to the difference between the plane height of the highest point in the water area and the root point. For ease of description, it is denoted as B. When designing the game, as Figure 6 shown, Figure 6 is a design schematic diagram of the water area provided by an embodiment of the present application. Taking the water height as 31 cm as an example, a flat water body with a height of 31 cm (i.e., the horizontal height of the highest point is 31 cm) is placed in the game scene. After determining the perspective height range thresholds corresponding to different movement postures of the camera and combining the water height of the water area, the target interaction method suitable for the target virtual character to interact with the water area can be determined on the premise of avoiding the camera from submerging into the water area.
[0125] For example, when B > C1 (i.e., the water body height is greater than the viewing height threshold corresponding to the standing posture of the camera), the terminal prohibits the target virtual character from entering the water body area, that is, to prevent the camera from being immersed in the water body area. No matter what movement posture the target virtual character takes, it cannot enter the water body area, showing the effect of being blocked by an invisible wall.
[0126] When C2 < B < C1 (i.e., the water body height is greater than the viewing height threshold corresponding to the squatting posture of the camera and less than the viewing height threshold corresponding to the standing posture of the camera), the terminal can control the target virtual character to enter the water body area in the standing posture and can interact in the standing posture in the water body area, but cannot control the target virtual character to enter the water body in the squatting posture, thus avoiding the camera from being immersed in the water body area.
[0127] When C3 < B < C2 (i.e., the water body height is greater than the viewing height threshold corresponding to the prone posture of the camera and less than the viewing height threshold corresponding to the squatting posture of the camera), the terminal can control the target virtual character to enter the water body area in the squatting or standing posture and can interact in the squatting or standing posture in the water body area, but cannot control the target virtual character to enter the water body in the prone posture, thus avoiding the camera from being immersed in the water body area. For example, see Figures 7 - 9 , Figures 7 - 9 is a schematic diagram of water body interaction provided by an embodiment of the present application. In the case of C3 < B < C2, for the convenience of demonstration, Figure 7 and Figure 8 the camera corresponding to the first-person view of the target virtual character (installed on the head of the target virtual character) is switched to the camera corresponding to the third-person view of the target virtual character (installed behind the target virtual character). The displayed is an interaction interface of the virtual scene based on the camera corresponding to the third-person view of the target virtual character, that is, the picture of the movement state of the target virtual character observed from the third-person view, while what the player actually sees is the picture of the first-person view. Figure 7 In, the target virtual character can move normally in the standing posture in the water body area. Figure 8 In, the target virtual character can move normally in the squatting posture in the water body area. Figure 9 In, the camera corresponding to the third-person view of the target virtual character is switched back to the camera corresponding to the first-person view of the target virtual character. It can be seen that the target virtual character cannot move in the prone posture in the water body area, and a prompt of "Cannot lie down here" will pop up.
[0128] In practical applications, when a target virtual character attempts to enter a corresponding water area in a posture with a perspective height threshold lower than the current water surface height B, the terminal will prohibit the target virtual character from entering the water area, which is manifested as the target virtual character being blocked by an invisible wall. For example, when the target virtual character attempts to enter a water area where the water height B is between the perspective height thresholds C2 and C3 (i.e., the water area where standing or squatting postures are allowed) in a prone moving posture, the terminal will prohibit the target virtual character from entering the water area in the prone posture. Another example is that when the target virtual character attempts to enter a water area where the water height B is between the perspective height thresholds C1 and C2 (i.e., the water area where only the standing posture is allowed) in a squatting moving posture, the terminal will prohibit the target virtual character from entering the water area in the squatting posture. For example, see Figure 10 , Figure 10 is a schematic diagram of interactive posture switching provided by an embodiment of the present application. In the case of C2 < B < C1, the target virtual character can move normally in the standing posture in the water area. For the convenience of demonstration, the movement state of the target virtual character observed from the third-person perspective is still used here for description. When the squatting or prone posture cannot be switched, such as when the target virtual character attempts to switch from the standing posture to the squatting posture, a switching prohibition prompt such as "Cannot squat here" will pop up.
[0129] In addition, for a special situation such as Figure 11 the target virtual character is injured and crawling on the ground (abbreviated as the injured and fallen state) shown, Figure 11 is a schematic diagram of the virtual character falling to the ground provided by an embodiment of the present application. To ensure the game playability, that is, the experience of blocking players will not be reduced due to an additional passability check function. When the target virtual character falls to the ground, the passability check function will be temporarily turned off to ensure the smoothness of the action. After the player recovers from the injured and fallen state, the passability check function will be enabled again.
[0130] Based on the above description, see Figure 12 , Figure 12 is a schematic flow chart of the control method of the virtual character provided by an embodiment of the present application. The method includes:
[0131] Step 201: The terminal determines the perspective height range thresholds corresponding to different movement postures of the camera.
[0132] Continuing the above description, the perspective height threshold corresponding to the standing posture is denoted as C1, the perspective height threshold corresponding to the squatting posture is denoted as C2, and the perspective height threshold corresponding to the prone posture is denoted as C3.
[0133] Step 202: Determine the water height of the water area.
[0134] Here, for the convenience of description, the water height is denoted as B.
[0135] Step 203: Determine whether the target virtual character is in a state of being injured and fallen to the ground.
[0136] Here, when the target virtual character is in a state of being injured and fallen to the ground, step 204 is executed, and when the target virtual character gets out of the state of being injured and fallen to the ground, step 205 is executed; otherwise, step 205 is executed.
[0137] Step 204: Turn off the passability verification function.
[0138] Among them, the passability verification function is used to verify the most suitable interaction method between the target virtual character and the water area at present.
[0139] Step 205: Turn on the passability verification function.
[0140] Step 206: Determine whether B is greater than C1.
[0141] Here, if B is greater than C1, step 207 is executed; otherwise, step 208 is executed.
[0142] Step 207: Prohibit the target virtual character from entering the water area in any posture.
[0143] Step 208: Determine whether B is greater than C2.
[0144] Here, if B is greater than C2, step 209 is executed; otherwise, step 210 is executed.
[0145] Step 209: Control the target virtual character to enter the water area in a standing posture.
[0146] In this case, the terminal prohibits the target virtual character from entering the water area in a squatting or lying prone posture, and cannot switch from a standing posture to a squatting or lying prone posture in the water area.
[0147] Step 210: Determine whether B is greater than C3.
[0148] Here, if B is greater than C3, step 211 is executed; otherwise, step 212 is executed.
[0149] Step 211: Control the target virtual character to enter the water area in a standing or squatting posture.
[0150] In this case, the terminal prohibits the target virtual character from entering the water area in a lying prone posture, and cannot switch from a standing or squatting posture to a lying prone posture in the water area.
[0151] Step 212: Control the target virtual character to enter the water area in any posture.
[0152] In this case, the terminal can control the target virtual character to enter the water area in any one of the standing, squatting, or lying prone postures, and can perform any switch between different postures in the water area.
[0153] By the above method, the problem is solved that in order to reduce the package size, the swimming animation is directly abandoned, and thus the gameplay of the character interacting with the water body is abandoned. At the same time, in terms of the performance effect, the performance problem caused by producing the screen special effects when the game character submerges into the water can be avoided.
[0154] So far, the control method of the virtual character provided in the embodiments of the present application has been described in combination with the exemplary applications and implementations of the electronic device provided in the embodiments of the present application. Next, the cooperation of each module in the virtual character control device 555 provided in the embodiments of the present application to implement the virtual character control solution will be described.
[0155] The interface display module 5551 is used to display an interactive interface of the virtual scene based on the camera corresponding to the first-person perspective of the target virtual character. The interactive interface includes a water area; the first control module 5552 is used to control the target virtual character to move to the water area in a first motion posture in response to a motion control instruction for the target virtual character; the second control module 5553 is used to control the target virtual character to interact with the water area in a target interaction manner in response to an interaction control instruction for the target virtual character; wherein, the target interaction manner is determined based on the first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area, and the camera is used to control the perspective height range of the target virtual character.
[0156] In some embodiments, when the water height is less than the first perspective height threshold, the second control module is further used to control the target virtual character to enter the water area in the first motion posture and interact in the water area in the first motion posture; or, control the target virtual character to enter the water area in a second motion posture and interact in the water area in the second motion posture, where the second motion posture is different from the first motion posture, and the water height is less than the second perspective height threshold corresponding to the second motion posture of the camera.
[0157] In some embodiments, before controlling the target virtual character to enter the water area in the second motion posture, the device further includes: a first instruction receiving module, which is used to display a posture switching prompt message, and the posture switching prompt message is used to prompt to switch the motion posture of the target virtual character from the first motion posture to the second motion posture; in response to a determination operation for the posture switching prompt message, an interaction control instruction for the target virtual character is received, and the interaction control instruction is used to instruct to control the target virtual character to enter the water area in the second motion posture.
[0158] In some embodiments, before controlling the target virtual character to enter the water area in the second motion posture, the device further includes: a second instruction receiving module, configured to display a first posture selection control on the interaction interface of the virtual scene; in response to a triggering operation on the first posture selection control, display at least two candidate motion postures; in response to a posture selection operation, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to indicate controlling the target virtual character to enter the water area in the selected second motion posture.
[0159] In some embodiments, the second control module is further configured to, when there are multiple motion postures suitable for the target virtual character to enter the water area, determine the adoption priorities of each of the motion postures; based on each of the adoption priorities, control the target virtual character to enter the water area in the second motion posture; wherein, the adoption priority of the second motion posture is higher than the adoption priorities of other motion postures except the second motion posture among the multiple suitable motion postures.
[0160] In some embodiments, the second control module is further configured to perform the following operations on each of the motion postures respectively: obtain influence parameters for affecting the adoption priorities of each of the motion postures, where the influence parameters include at least one of the following: the degree of fit between the motion posture and the target virtual character, the historical selection rate corresponding to the motion posture, the interaction data corresponding to the motion posture; based on the influence parameters, call a neural network model to perform priority prediction to obtain the adoption priority corresponding to the motion posture; wherein, the neural network model is trained based on motion posture samples and the adoption priorities annotated for the motion posture samples.
[0161] In some embodiments, the device further includes: a posture switching module, configured to, during the process of controlling the target virtual character to move in the water area in the first motion posture, control the motion posture of the target virtual character to switch from the first motion posture to the second motion posture; or, during the process of controlling the target virtual character to move in the water area in the second motion posture, control the motion posture of the target virtual character to switch from the second motion posture to the first motion posture.
[0162] In some embodiments, when the water body height is not less than the first viewing height threshold, the second control module is further configured to prohibit the target virtual character from entering the water body area; or, control the target virtual character to enter the water body area in a third motion posture and interact in the water body area in the third motion posture, where the third motion posture is different from the first motion posture, the water body height is less than the third viewing height threshold corresponding to the third motion posture of the camera, and the third viewing height threshold is greater than the first viewing height threshold.
[0163] In some embodiments, the second control module is further configured to generate an air wall in the water body area when controlling the target virtual character to enter the water body area; and prevent the target virtual character from entering the water body area through the air wall.
[0164] In some embodiments, before prohibiting the target virtual character from entering the water body area, the device further includes: a first prompt display module, configured to display a first prohibition prompt message in the water body area; where the first prohibition prompt message is used to prompt that the target virtual character is prohibited from entering the water body area in any motion posture.
[0165] In some embodiments, before controlling the target virtual character to enter the water body area in a third motion posture, the device further includes: a third instruction receiving module, configured to, when the number of the third motion postures is at least two, display a second posture selection control in the interaction interface of the virtual scene; in response to a trigger operation on the second posture selection control, display at least two third motion postures; and in response to a posture selection operation, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to instruct to control the target virtual character to enter the water body area in the selected third motion posture.
[0166] In some embodiments, the third instruction receiving module is further configured to obtain an influencing factor for affecting the display priority of each of the third motion postures, where the influencing factor includes at least one of the following: the degree of fit between the third motion posture and the target virtual character, the historical selection rate corresponding to the third motion posture, and the interaction data corresponding to the third motion posture; based on the influencing factor, query the corresponding relationship between different influencing factors and different display priorities, and use the queried display priority as the display priority of each of the third motion postures; and display each of the third motion postures in a display style corresponding to each of the display priorities.
[0167] In some embodiments, the device further includes: a second prompt display module, configured to display a second prohibition prompt message in the water area in response to controlling the target virtual character to enter the water area in the first motion posture; wherein, the second prohibition prompt message is used to prompt that it is prohibited for the target virtual character to enter the water area in the first motion posture.
[0168] In some embodiments, the device further includes: a determination module, configured to determine a target viewing angle height range corresponding to the camera when the target virtual character interacts in the first motion posture; obtain a height difference between a target position of the camera on the target virtual character and a reference position of the target virtual character, and determine a first viewing angle height threshold of the camera corresponding to the first motion posture based on the target viewing angle height range and the height difference; wherein, the first viewing angle height threshold is used to indicate the maximum water height that can prevent the camera from being submerged in the water area when the target virtual character enters the water area in the first motion posture.
[0169] In some embodiments, the second control module is further configured to enable a passability verification function, and verify an interaction mode between the target virtual character and the water area to obtain a verification result; when the verification result indicates that the interaction mode between the target virtual character and the water area is a target interaction mode, control the target virtual character to interact with the water area in the target interaction mode.
[0170] In some embodiments, the device further includes: a third control module, configured to, during the process of the target virtual character interacting with the water area in the target interaction mode, in response to the target virtual character being attacked by another virtual character and submerged in the water area, turn off the passability verification function, and control the target virtual character to interact in the water area in a fourth motion posture; in response to the target virtual character climbing out of the water area, restart the passability verification function.
[0171] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions, and the computer program or computer-executable instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the control method of the virtual character in the above embodiments of the present application.
[0172] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, where computer-executable instructions or computer programs are stored. When the computer-executable instructions or computer programs are executed by a processor, the processor will be caused to execute the control method of the virtual character provided by the embodiment of the present application. For example, as Figure 3 shown in the control method of the virtual character.
[0173] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0174] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0175] As an example, the computer-executable instructions may or may not correspond to files in the file system, and may be stored as part of a file storing other programs or data. For example, they may be stored in one or more scripts in a HyperText Markup Language (HTML) document, stored in a single file dedicated to the program under discussion, or stored in multiple cooperating files (for example, files storing one or more modules, subroutines, or code portions).
[0176] As an example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.
[0177] As described above, the above are only embodiments of the present application and are not used to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. A method for controlling a virtual character, characterized in that, The method includes: Based on a camera corresponding to the first-person perspective of a target virtual character, an interaction interface of a virtual scene is displayed, and the interaction interface includes a water area; In response to a motion control instruction for the target virtual character, controlling the target virtual character to move to the water area in a first motion posture; In response to an interaction control instruction for the target virtual character, controlling the target virtual character to interact with the water area in a target interaction manner; Wherein, the target interaction manner is determined based on a first perspective height threshold corresponding to the first motion posture of the camera and the water height of the water area, and the camera is used to control the perspective height range of the target virtual character.
2. The method according to claim 1, characterized in that, When the water height is less than the first perspective height threshold, the controlling the target virtual character to interact with the water area in a target interaction manner includes: Controlling the target virtual character to enter the water area in the first motion posture and interact in the water area in the first motion posture; or, Controlling the target virtual character to enter the water area in a second motion posture and interact in the water area in the second motion posture, wherein the second motion posture is different from the first motion posture, and the water height is less than a second perspective height threshold corresponding to the second motion posture of the camera.
3. The method according to claim 2, characterized in that, Before the controlling the target virtual character to enter the water area in the second motion posture, the method further includes: Displaying a posture switching prompt message, which is used to prompt to switch the motion posture of the target virtual character from the first motion posture to the second motion posture; In response to a determination operation for the posture switching prompt message, receiving an interaction control instruction for the target virtual character, and the interaction control instruction is used to instruct to control the target virtual character to enter the water area in the second motion posture.
4. The method according to claim 2, characterized in that, Before the controlling the target virtual character to enter the water area in the second motion posture, the method further includes: Displaying a first posture selection control in the interaction interface of the virtual scene; In response to a triggering operation for the first posture selection control, displaying at least two candidate motion postures; In response to a posture selection operation, receiving an interaction control instruction for the target virtual character, and the interaction control instruction is used to instruct to control the target virtual character to enter the water area in a selected second motion posture.
5. The method according to claim 2, characterized in that, The controlling the target virtual character to enter the water area in the second motion posture includes: When there are multiple motion postures suitable for the target virtual character to enter the water area, determining the adoption priorities of each of the motion postures; Based on each of the adoption priorities, controlling the target virtual character to enter the water area in the second motion posture; Wherein, the adoption priority of the second motion posture is higher than the adoption priorities of other motion postures except the second motion posture among the multiple suitable motion postures.
6. The method according to claim 5, characterized in that, The determining the adoption priorities of each of the motion postures includes: Perform the following operations on each of the said motion postures respectively: Obtain influence parameters for affecting the adoption priorities of each of the said motion postures, where the influence parameters include at least one of the following: the degree of fit between the motion posture and the target virtual character, the historical selection rate corresponding to the motion posture, and the interaction data corresponding to the motion posture; Based on the influence parameters, call a neural network model to perform priority prediction to obtain the adoption priority corresponding to the motion posture; where the neural network model is trained based on motion posture samples and the adoption priorities annotated for the motion posture samples.
7. The method according to claim 2, characterized in that, The method further includes: During the process of controlling the target virtual character to move in the water area with the first motion posture, control the motion posture of the target virtual character to switch from the first motion posture to the second motion posture; or, During the process of controlling the target virtual character to move in the water area with the second motion posture, control the motion posture of the target virtual character to switch from the second motion posture to the first motion posture.
8. The method according to claim 1, characterized in that, When the water height is not less than the first viewing angle height threshold, the controlling the target virtual character to interact with the water area in a target interaction manner includes: Prohibit the target virtual character from entering the water area; or, Control the target virtual character to enter the water area with a third motion posture and interact in the water area with the third motion posture, where the third motion posture is different from the first motion posture, the water height is less than the third viewing angle height threshold corresponding to the camera for the third motion posture, and the third viewing angle height threshold is greater than the first viewing angle height threshold.
9. The method according to claim 8, characterized in that, The prohibiting the target virtual character from entering the water area includes: When controlling the target virtual character to enter the water area, generate an air wall in the water area; Block the target virtual character from entering the water area through the air wall.
10. The method according to claim 8, wherein Before the prohibiting the target virtual character from entering the water area, the method further includes: Display a first prohibition prompt message in the water area; where the first prohibition prompt message is used to prompt that the target virtual character is prohibited from entering the water area in any motion posture.
11. The method according to claim 8, wherein Before the controlling the target virtual character to enter the water area with the third motion posture, the method further includes: When the number of the third motion postures is at least two, display a second posture selection control on the interaction interface of the virtual scene; In response to a trigger operation on the second posture selection control, display at least two third motion postures; In response to a posture selection operation, receive an interaction control instruction for the target virtual character, where the interaction control instruction is used to instruct to control the target virtual character to enter the water area with the selected third motion posture.
12. The method according to claim 11, wherein The displaying at least two third motion postures includes: Obtain influencing factors for affecting the display priorities of the respective third motion postures, where the influencing factors include at least one of the following: the degree of fit between the third motion posture and the target virtual character, the historical selection rate corresponding to the third motion posture, and the interaction data corresponding to the third motion posture; Based on the influencing factors, query the corresponding relationships between different influencing factors and different display priorities, and use the queried display priorities as the display priorities of the respective third motion postures; Adopt display styles corresponding to the respective display priorities to display the respective third motion postures.
13. The method according to claim 8, wherein The method further includes: In response to controlling the target virtual character to enter the water area in the first motion posture, display a second prohibition prompt message in the water area; Wherein, the second prohibition prompt message is used to prompt that it is prohibited for the target virtual character to enter the water area in the first motion posture.
14. The method according to claim 1, wherein The method further includes: Determine the target viewing angle height range corresponding to the camera when the target virtual character interacts in the first motion posture; Obtain the height difference between the target position of the camera on the target virtual character and the reference position of the target virtual character, and based on the target viewing angle height range and the height difference, determine the first viewing angle height threshold corresponding to the first motion posture of the camera; Wherein, the first viewing angle height threshold is used to indicate the maximum water height to avoid the camera being submerged in the water area when the target virtual character enters the water area in the first motion posture.
15. The method according to claim 1, wherein The controlling the target virtual character to interact with the water area in a target interaction manner includes: Enable the passability verification function and verify the interaction manner between the target virtual character and the water area to obtain a verification result; When the verification result indicates that the interaction manner between the target virtual character and the water area is the target interaction manner, control the target virtual character to interact with the water area in the target interaction manner.
16. The method according to claim 15, wherein The method further includes: During the process of the target virtual character interacting with the water area in the target interaction manner, in response to the target virtual character being attacked by other virtual characters and submerged in the water area, turn off the passability verification function and control the target virtual character to interact in the fourth motion posture in the water area; In response to the target virtual character climbing out of the water area, restart the passability verification function.
17. A control device for a virtual character, wherein The device includes: An interface display module, configured to display a water area in an interaction interface of a virtual scene; A first control module, configured to control the target virtual character to move to the water area in the first motion posture in response to a motion control instruction for the target virtual character; A second control module, configured to control the target virtual character to interact with the water area in a target interaction manner in response to an interaction control instruction for the target virtual character; Wherein, the target interaction mode is determined based on a first perspective height threshold corresponding to the first motion posture of the camera and the water body height of the water body area, and the camera is used to control the perspective height range of the target virtual character.
18. An electronic device, wherein Including: A memory for storing computer-executable instructions or computer programs; A processor for implementing the control method of the virtual character according to any one of claims 1 to 16 when executing the computer-executable instructions or computer programs stored in the memory.
19. A computer-readable storage medium, characterized in that, Stored with computer-executable instructions or computer programs, when the computer-executable instructions or computer programs are executed by the processor, the control method of the virtual character according to any one of claims 1 to 16 is implemented.
20. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, the control method of the virtual character according to any one of claims 1 to 16 is implemented.