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

By selecting index data from multiple sets of index data of virtual character clothing and adjusting attribute values, it can quickly switch the clothing display effect, and solve the problem of large number of maps and lags during the dressing process of virtual character, improving efficiency and performance.

CN120298550APending Publication Date: 2025-07-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410040190.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-09
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In the prior art, virtual characters need to re-create a large number of maps when changing clothes, resulting in easy lag during the live broadcast process, high workload and low efficiency.

Method used

By selecting a set of index data among multiple sets of index data, adjusting the attribute value of the clothing component of the virtual character, it can switch the clothing display effect without re-creating the map.

Benefits of technology

Reduced the number of maps, reduced the workload of staff, avoided the lag caused by excessive assets of virtual characters during the live broadcast, and achieved rapid switching of clothing display effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual character costume display method and device, equipment and a storage medium, and relates to the technical field of computers and the Internet. The method comprises: determining first index data from a plurality of groups of index data in a case where a garment of a virtual character satisfies a condition of switching from a second display effect to a first display effect (410); adjusting the attribute value of each component of the apparel of the virtual character based on the attribute value corresponding to each material included in the first index data (420); and rendering the apparel of the virtual character according to the attribute value of each component of the apparel of the virtual character, so that the apparel of the virtual character presents a first display effect (430). Through the method, the chartlet corresponding to the costume of the virtual character does not need to be remade, the number of the chartlets is reduced, the workload of workers is reduced, and meanwhile the problem that the virtual character is prone to being stuck in the live broadcast process due to excessive assets can be effectively avoided.
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Description

Technical Field

[0001] Embodiments of the present application relate to the fields of computer and Internet technologies, and in particular, to a method, apparatus, device, and storage medium for displaying costumes of virtual characters. Background Art

[0002] In the process of creating virtual characters, textures are usually used to create the costumes of virtual characters.

[0003] In related technologies, customized textures are created based on the model structure of the virtual character and the UV of the virtual character. However, during the live broadcast of a virtual character, if the virtual character needs to change costumes, using the method of customized textures to change costumes requires creating a set of textures for each set of virtual character costumes. Even if the difference between two sets of virtual character costumes is very small, two sets of textures are still needed. The number of textures is large, and the assets of the virtual character are numerous, which easily causes lags in the live broadcast. Summary of the Invention

[0004] Embodiments of the present application provide a method, apparatus, device, and storage medium for displaying costumes of virtual characters. The technical solutions provided by the embodiments of the present application are as follows.

[0005] According to one aspect of the embodiments of the present application, a method for displaying a costume of a virtual character is provided. The method includes:

[0006] When the costume of the virtual character meets the condition of switching from a second display effect to a first display effect, determine first index data from multiple groups of index data, where each group of index data includes at least one material and attribute values respectively corresponding to the at least one material. One material is used to describe an attribute of a component of the costume of the virtual character, and different index data corresponds to different display effects of the costume of the virtual character. The first index data corresponds to the first display effect;

[0007] Based on the attribute values respectively corresponding to the materials included in the first index data, adjust the attribute values of the components of the costume of the virtual character;

[0008] Render the costume of the virtual character according to the attribute values of the components of the costume of the virtual character, so that the costume of the virtual character presents the first display effect.

[0009] According to one aspect of the embodiments of the present application, a method for displaying a costume of a virtual character is provided. The method includes:

[0010] Determine at least one material of the costume of the virtual character, where one material is used to describe an attribute of a component of the costume of the virtual character;

[0011] Create a blueprint corresponding to the virtual character based on the at least one material, where the blueprint includes multiple sets of index data, each set of index data includes the at least one material and the attribute values respectively corresponding to the at least one material, and different index data corresponds to different display effects of the virtual character's clothing;

[0012] Based on the first index data in the multiple sets of index data, control the clothing of the virtual character to be displayed with a first display effect, and the first index data corresponds to the first display effect.

[0013] According to an aspect of an embodiment of the present application, there is provided a clothing display device for a virtual character, and the device includes:

[0014] A first determination module, configured to determine first index data from multiple sets of index data when the clothing of the virtual character satisfies the condition of switching from a second display effect to a first display effect, where each set of index data includes at least one material and the attribute values respectively corresponding to the at least one material, one material is used to describe an attribute of a component of the virtual character's clothing, and different index data corresponds to different display effects of the virtual character's clothing, and the first index data corresponds to the first display effect;

[0015] An adjustment module, configured to adjust the attribute values of each component of the virtual character's clothing based on the attribute values respectively corresponding to each material included in the first index data;

[0016] A rendering module, configured to render the clothing of the virtual character according to the attribute values of each component of the virtual character's clothing, so that the clothing of the virtual character presents the first display effect.

[0017] According to an aspect of an embodiment of the present application, there is provided a clothing display device for a virtual character, and the device includes:

[0018] A second determination module, configured to determine at least one material of the virtual character's clothing, and one material is used to describe an attribute of a component of the virtual character's clothing;

[0019] A creation module, configured to create a blueprint corresponding to the virtual character based on the at least one material, where the blueprint includes multiple sets of index data, each set of index data includes the at least one material and the attribute values respectively corresponding to the at least one material, and different index data corresponds to different display effects of the virtual character's clothing;

[0020] A control module, configured to control the clothing of the virtual character to be displayed with a first display effect based on the first index data in the multiple groups of index data, where the first index data corresponds to the first display effect.

[0021] According to one aspect of the embodiments of the present application, a computer device is provided. The computer device includes a processor and a memory. A computer program is stored in the memory, and the processor is configured to execute the computer program to implement the above-mentioned clothing display method for virtual characters.

[0022] According to one aspect of the embodiments of the present application, a computer-readable storage medium is provided. A computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the above-mentioned clothing display method for virtual characters.

[0023] According to one aspect of the embodiments of the present application, a computer program product is provided. The computer program product includes a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned clothing display method for virtual characters.

[0024] The technical solution provided by the embodiments of the present application can bring the following beneficial effects:

[0025] When it is necessary to switch the display effect of the clothing of the virtual character, only one group of index data needs to be selected from the multiple groups of index data, and the attribute values of each component of the clothing of the virtual character are adjusted based on this group of index data, so as to achieve the purpose of adjusting the display effect of the clothing of the virtual character. There is no need to remake the texture maps corresponding to the clothing of the virtual character, reducing the number of texture maps, reducing the workload of the staff, and effectively avoiding the problem that the virtual character is prone to jitter during the live broadcast due to excessive assets. Description of the Drawings

[0026] Figure 1 is a schematic diagram of the implementation environment of the solution provided by an embodiment of the present application;

[0027] Figure 2 is a schematic diagram of the 3D (3-Dimensional) production line provided by an embodiment of the present application;

[0028] Figure 3 is a schematic diagram of the UV (horizontal direction, vertical direction) texture map provided by an embodiment of the present application;

[0029] Figure 4 is a flowchart of the clothing display method for virtual characters provided by an embodiment of the present application;

[0030] Figure 5 is a schematic diagram of a virtual character provided by an embodiment of the present application;

[0031] Figure 6 It is a flowchart of a method for displaying the clothing of a virtual character provided by another embodiment of the present application;

[0032] Figure 7 It is a flowchart of a texturing method provided by an embodiment of the present application;

[0033] Figure 8 It is a schematic diagram of multi-channel texturing provided by an embodiment of the present application;

[0034] Figure 9 It is a schematic diagram of a normal map provided by an embodiment of the present application;

[0035] Figure 10 It is a schematic diagram of a texture map provided by an embodiment of the present application;

[0036] Figure 11 It is a schematic diagram of multi-channel texturing provided by another embodiment of the present application;

[0037] Figure 12 It is a schematic diagram of a normal map provided by another embodiment of the present application;

[0038] Figure 13 It is a schematic diagram of a texture map provided by another embodiment of the present application;

[0039] Figure 14 It is a schematic diagram of a masking map provided by an embodiment of the present application;

[0040] Figure 15 It is a schematic diagram of the embroidery display effect provided by an embodiment of the present application;

[0041] Figure 16 It is a flowchart of a method for displaying the clothing of a virtual character provided by another embodiment of the present application;

[0042] Figure 17 It is a schematic diagram of the structure of a blueprint provided by an embodiment of the present application;

[0043] Figure 18 It is a schematic diagram of a structure body provided by an embodiment of the present application;

[0044] Figure 19 It is a schematic diagram of a material dynamic instance provided by an embodiment of the present application;

[0045] Figure 20 It is a schematic diagram of the attributes listed in a reference structure body provided by an embodiment of the present application;

[0046] Figure 21 It is a schematic diagram of a blueprint provided by an embodiment of the present application;

[0047] Figure 22 It is a schematic diagram of the display effect of switching the clothing of a virtual character provided by an embodiment of the present application;

[0048] Figure 23 It is a schematic diagram of the normal material function provided by an embodiment of the present application;

[0049] Figure 24 It is a schematic diagram of the association relationship between the normal material function and the parent material provided by an embodiment of the present application;

[0050] Figure 25 It is a schematic diagram of the texture material function provided by an embodiment of the present application;

[0051] Figure 26 It is a schematic diagram of the A-channel masking relationship function provided by an embodiment of the present application;

[0052] Figure 27 It is a schematic diagram of digitizing the gradient effect provided by an embodiment of the present application;

[0053] Figure 28 It is a schematic diagram of digitizing the gradient effect provided by another embodiment of the present application;

[0054] Figure 29 It is a schematic diagram of digitizing the gradient effect provided by another embodiment of the present application;

[0055] Figure 30 It is a schematic diagram of digitizing the gradient effect provided by another embodiment of the present application;

[0056] Figure 31 It is a schematic diagram of the parameters of the gradient effect provided by an embodiment of the present application;

[0057] Figure 32 It is a schematic diagram of the material attributes that need to be digitized provided by an embodiment of the present application;

[0058] Figure 33 It is a block diagram of a clothing display device for a virtual character provided by an embodiment of the present application;

[0059] Figure 34 It is a block diagram of a clothing display device for a virtual character provided by another embodiment of the present application;

[0060] Figure 35 It is a block diagram of the structure of a computer device provided by an embodiment of the present application. Detailed implementation manners

[0061] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0062] Before introducing the technical solution of the embodiment of the present application, the nouns that may be used are first explained.

[0063] UV: Usually used to describe geometric models in three-dimensional space with two-dimensional texture coordinates. U represents the horizontal direction, and V represents the vertical direction. UV is to accurately correspond each point on the image to the surface of the model object, and the software performs image smoothing interpolation processing at the gap positions between points.

[0064] PBR (Physicallly-Based Rendering, physically based rendering): PBR is a method of shading and rendering that can more accurately express how light interacts with the surface. It is a process based on physically based rendering (PBR) or physically based shading (Physically-Based Shading, PBS). PBS usually refers to the shading concept. While PBR refers to rendering and lighting. Advantages: (1) The algorithm of PBR is based on physically approximate formulas, so the feedback of parameter adjustment conforms to natural habits. (2) From the artistic effect, the objects in the PBR process look very realistic under any lighting conditions. (3) A consistent workflow can be formed, and even different artists can continue to work well on the same object.

[0065] Please refer to Figure 1 , which shows a schematic diagram of the solution implementation environment provided by an embodiment of the present application. The solution implementation environment can be implemented as a system architecture for live streaming of virtual characters. The solution implementation environment may include: a terminal device 100 and a server 200.

[0066] The terminal device 100 includes, but is not limited to, electronic devices such as mobile phones, computers, smart home appliances, in-vehicle terminals, PCs (Personal Computers, personal computers), tablet computers, wearable devices, VR (Virtual Reality, virtual reality) devices, AR (Augmented Reality, augmented reality) devices, and MR (Mixed Reality, mixed reality) devices. A client of a target application can be installed and run in the terminal device 100, and the target application can provide a control function for virtual characters for users. Exemplarily, the target application can be the Unreal Engine or other applications with the control function of virtual characters, etc., and the present application does not make any limitations in this regard. Exemplarily, the target application can be used to create and modify the models of virtual characters, and can control the costumes of virtual characters, and can also control the display effects of the costumes of virtual characters. In addition, the form of the target application in the present application is not limited, including but not limited to Apps (Applications, applications) installed in the terminal device 100, applets, etc., and can also be in the form of a web page.

[0067] The server 200 can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The server 200 can be the background server of the above target application, and is used to provide background services for the client of the target application.

[0068] The terminal device 100 and the server 200 can communicate with each other through a network, such as a wired or wireless network.

[0069] The technical solution provided by the embodiments of the present application can be applied not only to the live broadcast scenario of virtual characters, but also to scenarios such as game scenarios, VR, AR, XR (Extended Reality), etc. that require the display of virtual characters.

[0070] In the entire industrial chain of virtual digital humans, the generation of upstream virtual digital humans is mainly divided into three major links: modeling, driving, and rendering. Currently, there are mainly three methods for generating virtual digital human models. According to the level of human participation, they are, in order, manual modeling, modeling with the help of acquisition devices, and modeling with artificial intelligence. The upstream investment in virtual digital humans focuses on professional talents and related software and hardware costs. The pure manual modeling method has high costs and low production capacity.

[0071] People have tried to introduce virtual characters into the real business world. At this time, the production of virtual digital humans was mainly done by hand drawing. By the early 21st century, with the progress of computer technologies such as CG (Computer Graphics) and motion capture, modelers used relevant tool software to produce virtual humans, and most of the costs were still labor costs.

[0072] The specific steps of pure manual modeling are as follows: Use computer software to draw a design draft and depict the three views of the character; determine the three-dimensional graphics of the character according to the design drawings, and use 3D modeling software such as MAYA, 3DMax, and Zbrush to establish a basic three-dimensional model.

[0073] Other links in virtual human production also involve texture artists, riggers, animators, prop artists, 3D scene designers, etc. The manual production cycle is long and the cost is very high. The cost of this modeling method is mainly related to labor. One is determined by the size of the production team configuration, and the other is determined by the accuracy requirements of the modeling. The more realistic and detailed the virtual human is, the higher the modeling time and cost required.

[0074] The early stages of 3D content production mainly include art setting, character setting, etc. Today, we will mainly focus on the technical processes after these steps to discuss the technical processes of 3D content production, which mainly include modeling, texture mapping, rigging, animation production, visual effect production, lighting setup, rendering, post-processing, etc.

[0075] In addition to videos, the virtual world also requires interactive content production, that is, gamified content. And the game engine also involves production links such as model movement, lighting, and rendering.

[0076] Please refer to Figure 2 , which shows a schematic diagram of the 3D production pipeline provided by an embodiment of the present application. Next, the terms to be mentioned in the embodiments of the present application will be defined, and it can be understood in combination with Figure 2 to understand.

[0077] 1. Modeling: Generally, modelers need original paintings or photos as references to create 3D models that try to reproduce the reference images as much as possible. In order to determine the deformation units during movement and the mapping relationship with the texture, it is also necessary to determine the topology of the model, that is, the so-called "topology". Simply put, topology is to divide the model surface into grid-like areas, so 3D software also calls the model a "mesh object".

[0078] 2. Texturing: Texturing is also translated as "material" in some places. Applying textures can be simply understood as the process of coloring a 3D model. For the already topologized model, it is necessary to determine which area of the texture image each mesh corresponds to. This correspondence process from 3D to 2D is called "UV unwrapping", and the drawn texture map will be mapped back to the model, thus completing the coloring. However, in the actual CG industry, shading, as an important process in the rendering pipeline, is often not as simple as mapping the RGB values of a texture map to the model. Instead, it also requires the cooperation of multiple maps such as normal, specular, and roughness to construct a material ball, and then combined with lighting calculations to determine the final display effect of the model. Textures are drawn using 3D drawing software according to the existing UVs of the model. When the UVs or the model are modified, the texture map also needs to be modified correspondingly or redrawn according to the new UVs or model.

[0079] 3. Rigging: As the name implies, rigging means setting up a set of bones in the model. The displacement and rotation of each bone drive the mesh vertices on the nearby surface to move synchronously, and the mesh vertices at the joints are affected by multiple nearby bones simultaneously. Therefore, the core work of rigging is to determine the weight relationship of each vertex affected by each bone, and this process is also called skinning. Blend Shape is also called Morph Target in some DCC software and is the main means to solve non-rigid deformation. In practical applications, the rigging solution is determined by the specific project requirements. For example, in some mobile games with high requirements for client volume and running efficiency, a pure bone rigging solution is adopted, and even facial expressions are driven by virtual bones to move the mesh.

[0080] 4. Animating: Animating is to make the 3D model move, which is divided into two categories: active animation and passive animation. Active animation is relatively easy to understand - based on the bound controller, the animator can operate the bones for displacement and rotation, and transform the facial expressions. The production of active animation itself is often referred to as "keyframing animation". Passive animation refers to the movement that is not directly driven by subjective consciousness, mainly including cloth movement simulation, hair movement simulation, etc. Although we can bind virtual bones to clothes and hair and force the animator to produce these animations, because these movements have strong physical laws, the use of program simulation can usually achieve a level of realism and production efficiency that is beyond human reach. Therefore, these are usually calculated by the computer in the industry.

[0081] 5. Visual Effects: Visual Effects is generally abbreviated as VFX. Due to the overlap and differences between VFX, CGI, and special effects, there is no unified and standardized definition in the industry. Usually, the VFX in content production mostly includes particles, flames, smoke, sword glows, etc. In essence, it is still achieved through model and material changes, light processing, etc.

[0082] 6. Lighting: The lighting in the virtual environment is achieved by establishing mathematical models and algorithms to simulate the physical world lighting. The implementation of lighting settings is achieved by creating light sources such as directional lights, point lights, and area lights, and adjusting their properties such as intensity, color, and direction. Lighting is an important and indispensable part of the scene. Basic lighting applications can shape the light and dark relationship of the subject and create a three-dimensional sense of the picture, while advanced lighting applications can achieve specific artistic expressions.

[0083] 7. Rendering: To simply understand rendering, it can be considered as drawing the picture. The final presentation of the model, texture, visual effects, and lighting on the screen is achieved through rendering.

[0084] 8. Post-Processing: For video content production, after rendering 3D materials into a video, there are often post-processing processes such as editing, mixing, and 2D visual effects. This link is the same as the technology of traditional 2D video production and processing.

[0085] Most of the models and textures produced by the above process belong to customized assets. When adjusting the model structure or UV, the texture needs to be remade. The produced shader will also be affected accordingly. After the model is made, when the concept setting is adjusted greatly, the workload of model modification will increase accordingly, and the UV and texture will also need to be further modified accordingly. Customized models and textures are as Figure 3 shown, where 310 is the model of the virtual character, 320 is the UV, and 330 is the model of the virtual character after texturing.

[0086] Process of drawing textures: Get the model with UV, and use 3D drawing software to make textures according to the distribution of UV, so the UV cannot change. These all belong to customized models and textures, as Figure 3 shown. So in the Unreal Engine, these customized models and textures cannot adjust the texture details and color changes.

[0087] The embodiment of the present application provides a method for displaying the clothing of a virtual character. When there is a need to change the clothing of the virtual character, one-key clothing change can be realized, without re-texturing, which can effectively reduce the number and workload of textures, and can also alleviate the problem of live broadcast lag.

[0088] Please refer to Figure 4 , which shows a flowchart of a method for displaying the clothing of a virtual character provided by an embodiment of the present application. This method is executed by a first computer device. This method includes at least one of the following steps 410 to 430.

[0089] Step 410, when the clothing of the virtual character meets the condition of switching from the second display effect to the first display effect, determine the first index data from multiple groups of index data, where each group of index data includes at least one material and at least one attribute value corresponding to each material respectively. One material is used to describe an attribute of a component of the clothing of the virtual character, and different index data correspond to different display effects of the clothing of the virtual character, and the first index data corresponds to the first display effect.

[0090] In some embodiments, this method is executed by a terminal device. In some embodiments, this method is executed by the client of a target application installed in the terminal device. In some embodiments, the target application is the Unreal Engine.

[0091] In some embodiments, the method can be applied to the live broadcast process of virtual characters to achieve one - key switching of the display effect of virtual character costumes. In some embodiments, if the method is applied to the live broadcast process of virtual characters, the first computer device can be any computer device in the virtual live broadcast scene, and this computer device is used to control the virtual characters. The virtual scene may also include a rendering machine, lighting equipment, camera equipment, projection equipment, etc. Among them, the rendering machine is used to render virtual characters, virtual scenes, etc., the projection equipment is used to display virtual characters, virtual scenes, etc., the camera equipment is used to shoot virtual characters, virtual scenes, etc. to obtain a live video, and the lighting equipment is used to control the lighting during the live broadcast.

[0092] In some embodiments, the present application does not limit the conditions for the costume of the virtual character to switch from the second display effect to the first display effect.

[0093] In some embodiments, the conditions for the costume of the virtual character to switch from the second display effect to the first display effect include at least one of the following:

[0094] Receiving a signal for a switching operation of the display effect of the costume of the virtual character;

[0095] Reaching a preset time threshold;

[0096] Meeting a preset trigger condition.

[0097] In some embodiments, the condition for the costume of the virtual character to switch from the second display effect to the first display effect is receiving a signal for a switching operation of the display effect of the costume of the virtual character.

[0098] In some embodiments, the switching of the display effect of the costume of the virtual character can be controlled by an operator. If the operator clicks the switching control for the display effect of the costume of the virtual character, the target application program receives a signal for a switching operation of the display effect of the costume of the virtual character and starts executing from step 410 above.

[0099] In some embodiments, the condition for the costume of the virtual character to switch from the second display effect to the first display effect is reaching a preset time threshold.

[0100] In some embodiments, the preset time threshold can be determined according to the actual display scene of the virtual character. Exemplarily, the preset time threshold is determined according to the live broadcast duration of the virtual character, or according to the scene change time of the virtual character during the live broadcast.

[0101] In some embodiments, the preset time thresholds for different display effects may be the same or different. Exemplarily, the preset time threshold for the first display effect is threshold 1, and the preset time threshold for the second display effect is threshold 2. Threshold 1 and threshold 2 may be the same or different.

[0102] In some embodiments, the condition for the virtual character's clothing to switch from the second display effect to the first display effect is to meet a preset trigger condition. Exemplarily, during the live broadcast of the virtual character, the preset trigger condition is that the virtual scene where the virtual character is located changes. Then, when the virtual scene where the virtual character is located changes, the virtual character's clothing switches from the second display effect to the first display effect. In some embodiments, different display effects of the virtual character's clothing correspond to different virtual scenes where the virtual character is located. Exemplarily, the first display effect corresponds to the first virtual scene, and the second display effect corresponds to the second virtual scene. The first virtual scene and the second virtual scene are different.

[0103] In some embodiments, the virtual character's clothing includes clothing, accessories, shoes, socks, etc. for dressing up the virtual character.

[0104] In some embodiments, multiple sets of index data are stored in the terminal device. In some embodiments, multiple sets of index data are stored in the client of the target application installed in the terminal device.

[0105] In some embodiments, each set of index data includes at least one material and the attribute values respectively corresponding to at least one material. One material is used to describe an attribute of a component of the virtual character's clothing. Different index data correspond to different display effects of the virtual character's clothing. The first index data corresponds to the first display effect.

[0106] In some embodiments, the virtual character's clothing can be divided into multiple components. Exemplarily, the virtual character's accessories, shoes, socks, skirt, sleeves, and top can be respectively divided into one component.

[0107] In some embodiments, a component of the virtual character's clothing includes one or more attributes. One attribute is used to describe a characteristic of the component. Exemplarily, a component includes three attributes: color, brightness, and hue shift.

[0108] In some embodiments, different index data correspond to different display effects of the virtual character's clothing. Exemplarily, such as Figure 5The virtual character 510 shown has the main color of the clothing corresponding to the virtual character 510 being red for the first index data and green for the second index data. The main color of the clothing of the virtual character refers to the color that occupies the largest area on the clothing of the virtual character. Of course, the display effect of the clothing of the virtual character is not only distinguished by color. Here, it is only an exemplary illustration by color, and it can also be differences in the texture, pattern style, etc. of the clothing. This application does not make limitations in this regard.

[0109] Step 420: Based on the attribute values respectively corresponding to each material included in the first index data, adjust the attribute values of each component of the clothing of the virtual character.

[0110] In some embodiments, adjust the attribute values of the attributes of each component of the clothing of the virtual character to the attribute values of the corresponding materials in the first index data.

[0111] In the related art, if you want to adjust the clothing of a virtual character, you need to remap. Even when switching the color of the clothing of the virtual character, you need to remap because the related art does not provide a method for adjusting the attribute values of each component of the clothing of the virtual character. In this regard, the embodiments of this application provide a method that can control the attributes of each component of the clothing of the virtual character.

[0112] In some embodiments, the attributes of each component of the clothing of the virtual character are controlled by a structure. In some embodiments, the structure may also have other names. This application does not make limitations in this regard. Exemplarily, the structure may also be referred to as a controller.

[0113] In some embodiments, the structure includes at least one material, and at least one material is set as a material dynamic instance. At least one material in the structure is respectively associated with the attributes of each component of the clothing of the virtual character. A material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted.

[0114] In some embodiments, at least one material in the structure is respectively associated with the attributes of each component of the clothing of the virtual character, which means that by adjusting the attribute value of the material in the structure, the attribute value of the corresponding component of the material on the clothing of the virtual character can be correspondingly controlled.

[0115] In some embodiments, a material dynamic instance means that the attribute value of the material can be selected and set from the preset attribute values.

[0116] In some embodiments, the above step 420 can be implemented as the following step 421.

[0117] Step 421: Invoke the structure. Based on the attribute values corresponding to each material included in the first index data through the structure, adjust the attribute values of each component of the virtual character's clothing, where the structure is used to control the attributes of each component of the virtual character's clothing.

[0118] In some embodiments, invoke the structure. Through the structure, adjust the j-th attribute value of the i-th component of the virtual character's clothing to the attribute value corresponding to the m-th material in the first index data, where the m-th material is used to describe the j-th attribute of the i-th component, and i, j, and m are positive integers.

[0119] In some embodiments, adjust the attribute value corresponding to the m-th material in the structure to the attribute value corresponding to the m-th material in the first index data, and then the j-th attribute value of the i-th component of the virtual character's clothing can be adjusted to the attribute value corresponding to the m-th material in the first index data.

[0120] In some embodiments, the structure can be reused. There is no need to recreate a structure every time the display effect of the virtual character is switched. Only the attribute values of each material in the structure need to be adjusted. Exemplarily, if it is necessary to switch the display of the virtual character's clothing from the first display effect to the third display effect, the attribute values corresponding to each material in the structure can be adjusted according to the attribute values corresponding to each material in the third index data.

[0121] Step 430: Render the virtual character's clothing according to the attribute values of each component of the virtual character's clothing, so that the virtual character's clothing presents the first display effect.

[0122] In some embodiments, send the attribute values of each component of the virtual character's clothing to the renderer, and the renderer renders the virtual character's clothing, so that the virtual character's clothing presents the first display effect.

[0123] The technical solution provided by the embodiments of the present application, when it is necessary to switch the display effect of the virtual character's clothing, only need to select a set of index data from multiple sets of index data, and adjust the attribute values of each component of the virtual character's clothing based on this set of index data, so as to achieve the purpose of adjusting the display effect of the virtual character's clothing. There is no need to remake the texture map corresponding to the virtual character's clothing, reduce the number of texture maps, reduce the workload of the staff, and at the same time, it can effectively avoid the problem that the virtual character is prone to jitter during the live broadcast due to too many assets.

[0124] Please refer to Figure 6 , which shows a flowchart of a method for displaying the clothing of a virtual character provided by another embodiment of the present application. This method is executed by a second computer device. This method may include at least one of the following steps 610-630.

[0125] Step 610: Determine at least one material of the virtual character's clothing, where one material is used to describe an attribute of a component of the virtual character's clothing.

[0126] In some embodiments, the first computer device and the second computer device may be the same computer device or different computer devices, and this application does not limit this.

[0127] In some embodiments, at least one material may be determined according to the attributes of the respective components of the virtual character's clothing.

[0128] In some embodiments, divide the virtual character's clothing into at least one component, and determine the respective corresponding attributes of each component. Determine the respective corresponding attributes of each component of the virtual character's clothing as at least one material.

[0129] In some embodiments, determine at least one material; divide the virtual character's clothing into at least one component, and determine the respective corresponding attributes of each component; determine the correspondence between at least one material and the respective corresponding attributes of each component of the virtual character's clothing.

[0130] Step 620: Based on at least one material, create a blueprint corresponding to the virtual character, where the blueprint includes multiple sets of index data, and each set of index data includes at least one material and the respective corresponding attribute values of at least one material, and different index data corresponds to different display effects of the virtual character's clothing.

[0131] In some embodiments, create multiple sets of index data and store the multiple sets of index data in the blueprint.

[0132] In some embodiments, the blueprint further includes a structure. In some embodiments, the blueprint is used to associate multiple sets of index data with the structure. In some embodiments, the blueprint can associate multiple sets of index data with the structure to achieve the purpose of one-key switching of the attribute values corresponding to each material in the structure. Exemplarily, after the blueprint associates the structure with the index data, if the first index data is selected, the attribute values of each material in the structure can be adjusted to the attribute values corresponding to each material in the first index data with one key, without having to adjust the attribute values of each material in the structure one by one.

[0133] In some embodiments, the above step 620 can be implemented as at least one of the following steps 621 to 624.

[0134] Step 621: Based on at least one material, create a structure, where the structure is used to control the attributes of the respective components of the virtual character's clothing.

[0135] In some embodiments, based on at least one material, a structure is created, and each material in the structure is associated with the attributes of the components of the clothing of the virtual character corresponding to the material, so that adjusting the attribute values of the materials in the structure can achieve the purpose of adjusting the attribute values of the corresponding components on the clothing of the virtual character.

[0136] Step 622, set at least one material in the structure as a material dynamic instance, where a material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted.

[0137] In some embodiments, since the structure can be reused, there is no need to recreate a structure every time the display effect of the virtual character is switched. It is only necessary to adjust the attribute values of each material in the structure. Therefore, the attribute values of each material in the structure should be adjustable, or in other words, dynamically adjustable and variable.

[0138] In some embodiments, a material dynamic instance means that the attribute value of the material can be selected and set from the preset attribute values.

[0139] In some embodiments, for each of at least one material, determine at least one preset attribute value corresponding to the material, where the attribute value corresponding to the material is determined from at least one preset attribute value corresponding to the material.

[0140] In some embodiments, the preset attribute value corresponding to the material can be determined according to the attributes of the components of the clothing of the virtual character corresponding to the material. Exemplarily, if the material corresponds to the color of a certain component of the clothing of the virtual character, the preset attribute value of the material can be a color atlas, and the corresponding color can be selected from the color atlas. Exemplarily, if the material corresponds to the brightness of a certain component of the clothing of the virtual character, the preset attribute value of the material can be a numerical range, and the corresponding brightness value can be selected from the numerical range.

[0141] Step 623, based on the structure, create multiple groups of index data, and there is at least one material corresponding to different attribute values in any two groups of index data.

[0142] In some embodiments, by respectively determining the attribute values corresponding to each material in the structure, the attribute values respectively corresponding to each material in the structure can be stored as a group of index data.

[0143] In some embodiments, for each group of index data, obtain the attribute values respectively corresponding to at least one material in the structure; store the attribute values respectively corresponding to at least one material as a group of index data.

[0144] In some embodiments, different groups of index data may be set separately, or may be modified based on a group of index data, which is not limited in the present application.

[0145] Step 624, linking the structure and multiple groups of index data to obtain a blueprint.

[0146] In some embodiments, linking a structure and multiple groups of index data means associating multiple groups of index data with the structure to achieve the purpose of switching the property values ​​corresponding to each material in the structure with one click. Exemplarily, after the blueprint associates the structure with the index data, if the first index data is selected, the property values ​​of each material in the structure can be adjusted to the property values ​​corresponding to each material in the first index data with one click, without having to adjust the property values ​​of each material in the structure one by one.

[0147] In some embodiments, the above step 620 also includes the following step 625.

[0148] Step 625: Create a skeletal mesh, which is used to associate the clothing of the virtual character with the model of the virtual character.

[0149] In some embodiments, the skeleton mesh is used to associate the costume of the virtual character with the model of the virtual character, so that the costume of the virtual character can move with the movement of the model of the virtual character. For example, when the virtual character raises his hand, the costume of the virtual character can also move accordingly to present a reasonable effect.

[0150] In some embodiments, the above step 624 may be implemented as the following step 624a.

[0151] Step 624a, linking the structure, the skeletal mesh and multiple groups of index data to obtain a blueprint.

[0152] In some embodiments, the skeleton mesh is associated with the structure and multiple groups of index data, so that even if the virtual character changes its action, the display effect of the virtual character's clothing can be guaranteed not to be exposed.

[0153] Step 630: Based on the first index data in the plurality of groups of index data, control the clothing of the virtual character to be displayed with a first display effect, wherein the first index data corresponds to the first display effect.

[0154] In some embodiments, after a set of index data is set, a display effect corresponding to the set of index data may be previewed.

[0155] In some embodiments, based on the first index data in the plurality of sets of index data, the target application controls the clothing of the virtual character to be displayed with the first display effect. Exemplarily, the target application is Unreal Engine.

[0156] The technical solution provided by the embodiments of the present application creates a blueprint corresponding to a virtual character through multiple materials of the virtual character's clothing. The blueprint includes multiple sets of index data, and different index data corresponds to different display effects, enabling the display effects of the virtual character's clothing to be switched with one key. When switching the display effect of the virtual character's clothing, there is no need to remake the texture map, reducing the number of texture maps.

[0157] The present application also gives an exemplary embodiment on how to texture the virtual character's clothing.

[0158] Please refer to Figure 7 , which shows a flowchart of a texture mapping method provided by an embodiment of the present application. This method is executed by a second computer device. This method may include at least one of the following steps 710 to 740.

[0159] Step 710, create a model of the virtual character.

[0160] In some embodiments, the virtual character can be any kind of virtual character. Exemplarily, the virtual character can be a virtual character in human form, or a virtual character in animal form. Exemplarily, the virtual character can be a virtual character in cartoon form, or a virtual character in simulation form.

[0161] Step 720, obtain at least one UV texture map corresponding to the virtual character's clothing.

[0162] In some embodiments, the number of UV texture maps corresponding to the virtual character's clothing can be determined based on the material of the virtual character's clothing. Exemplarily, if there are two materials of silk and embroidery for the virtual character's clothing, the virtual character's clothing can be divided into two UV texture maps, where one UV texture map corresponds to the silk fabric part and the other corresponds to the embroidery fabric part.

[0163] In some embodiments, the number of UV texture maps corresponding to the virtual character's clothing can be determined based on the style of the virtual character's clothing. Exemplarily, if the virtual character's clothing has two parts, a skirt and a shawl, the skirt and the shawl can be divided into two UV texture maps, where one UV texture map corresponds to the skirt part and the other corresponds to the shawl part.

[0164] Step 730, create a master material based on at least one UV texture map, and the master material is used to construct the model of the virtual character's clothing on the model of the virtual character.

[0165] In some embodiments, the master material is a seamless tileable texture map that can fit the model of the virtual character so that the virtual character's clothing can fit the model of the virtual character.

[0166] Step 740, create a material function, which is used to control the attributes of at least one UV map.

[0167] In some embodiments, the material function is used to control the attributes of at least one UV map so that the UV map can obtain the desired visual effect.

[0168] In some embodiments, the material function includes at least one of the following: a texture material function corresponding to each of the at least one UV map, a normal material function corresponding to each of the at least one UV map, a texture quality material function corresponding to each of the at least one UV map, and an occlusion relationship function.

[0169] In some embodiments, the texture material function corresponding to the UV map is used to control the texture of the UV map.

[0170] In some embodiments, the normal material function corresponding to the UV map is used to control the contrast of the UV map. In some embodiments, the normal material function is used to simulate the physical structure of the UV map so that the UV map can present a visual structural effect. For example, by adjusting the normal material function of the UV map, the UV map can present a three-dimensional visual effect.

[0171] In some embodiments, the texture quality material function corresponding to the UV map is used to control the texture quality of the UV map. In some embodiments, the texture quality material function is used to simulate the brightness of the UV map so that the UV map can present a visual texture quality effect. For example, by adjusting the texture quality material function of the UV map, the UV map can present a more textured effect. In some embodiments, the texture quality material function can also be referred to as a roughness material function.

[0172] In some embodiments, the occlusion relationship function is used to control the occlusion relationship of at least one UV map during display.

[0173] In some embodiments, for each UV map, the normal map of the UV map is displayed using a first channel, and the normal map is used to characterize the contrast of the UV map; the roughness map of the UV map is displayed using a second channel, and the roughness map is used to characterize the texture quality of the UV map; the occlusion map of the UV map is displayed using a third channel, and the occlusion map is used to characterize the occlusion relationship of the UV map during display; wherein, the first channel, the second channel, and the third channel are simultaneously displayed as the clothing of a virtual character obtained by mapping the UV map.

[0174] In some embodiments, the first channel can be any one or more of the R, G, and B channels.

[0175] In some embodiments, the second channel can be any one or more of the R, G, and B channels.

[0176] In some embodiments, the third channel is the A channel.

[0177] Exemplarily, the first channel is the RG channel, the second channel is the B channel, and the third channel is the A channel.

[0178] Next, an example will be given where the clothing of a virtual character includes two UV maps, where UV1 corresponds to the silk fabric part and UV2 corresponds to the embroidered fabric part, to provide an exemplary description of the UV maps.

[0179] As Figure 8 shown is the effect diagram of the multi-channel map corresponding to UV1. Figure 9 is the normal map corresponding to UV1. Figure 10 is the texture map corresponding to UV1. Figure 9 The normal map shown, and Figure 10 the texture map shown are displayed simultaneously, which is the Figure 8 display effect shown.

[0180] As Figure 11 shown is the effect diagram of the multi-channel map corresponding to UV2. Figure 12 is the normal map corresponding to UV2. Figure 13 is the texture map corresponding to UV2. Figure 14 is the occlusion map corresponding to UV2. Figure 12 The normal map shown, and Figure 13 the texture map shown are displayed simultaneously, which is the Figure 11 display effect shown.

[0181] Among them, since there is an occlusion relationship between the embroidered fabric corresponding to UV2 and the silk fabric corresponding to UV1 (the embroidery covers the silk), UV2 has an occlusion map, and the occlusion map can control the occlusion range of UV2 on UV1. The clothing of the rendered virtual character is as Figure 15 shown, and the embroidered fabric part 1510 covers the silk fabric 1520.

[0182] The technical solution provided by the embodiments of the present application performs UV mapping through a four-way continuous master material, so that it is not necessary to adjust the UV map according to the model of the virtual character during the mapping process. The master material can fit the model of the virtual character, reducing the workload of staff in processing the map.

[0183] Please refer to Figure 16 , which shows a flowchart of a method for displaying the clothing of a virtual character provided by another embodiment of the present application. Next, the method provided by the embodiments of the present application will be introduced by way of example in combination with Figure 16 .

[0184] First, a virtual character model needs to be created. To facilitate the introduction of the texture mapping method in the embodiments of this application, it is assumed here that we have created a virtual character model with multiple sets of UVs.

[0185] Among them, UV1 is used to present the texture and texture of the base fabric, and UV2 is used to present the texture and texture of the embroidered part. Multichannel texture mapping is performed on UV1 and UV2 respectively. The method of multichannel texture mapping can refer to the introduction of Figure 8 from 15 in the above embodiments, and this application will not elaborate here.

[0186] Create a master material based on UV1 and UV2.

[0187] Create a material function. The material function can include a texture material function, a normal material function, a texture material function, an occlusion relationship function, etc.

[0188] Create a blueprint. In some embodiments, the blueprint includes a structure, multiple sets of index data, and a skeletal mesh. Exemplarily, as Figure 17 shown, the blueprint includes a skeletal mesh.

[0189] As Figure 18 shown, the structure includes at least one material and the corresponding property values of at least one material. The name of each material can be set by the staff based on their own experience or automatically generated, and this application does not limit this. In some embodiments, as Figure 19 shown, at least one material in the structure is set as a material dynamic instance. In some embodiments, the material properties of the property values corresponding to different materials are different. Exemplarily, the color property is a linear color, the parameter is a floating point number, and the texture mapping property is a texture 2D.

[0190] In some embodiments, multiple sets of index data are set based on the structure. Exemplarily, as Figure 20 shown, the properties of at least one material are set by referring to the structure. The variable type in the figure refers to the properties listed in the structure.

[0191] The linkage between the dynamic material instance, the skeletal mesh, and the structure is as Figure 21 shown. After the blueprint is set up, the material color, texture, and texture can be adjusted based on the index data.

[0192] After the above settings are completed, one-key switching of the virtual character's clothing can be achieved. Exemplarily, as Figure 22 shown, only the index of the selected index data needs to be adjusted in the control 2210 to achieve the switching of the display effect of the virtual character's clothing. For example, if the index in the control 2210 is adjusted from 1 to 2, the display effect of the virtual character's clothing can be switched from display effect 1 to display effect 2.

[0193] The technical solution provided by the embodiments of the present application creates a blueprint corresponding to a virtual character through multiple materials of the virtual character's clothing. The blueprint includes multiple groups of index data, and different index data correspond to different display effects, enabling the clothing of the virtual character to achieve one-key switching of display effects. When switching the display effect of the virtual character's clothing, there is no need to remake the texture map, reducing the number of texture maps. In addition, it can also enable real-time clothing change in the Unreal Engine. This master material can be reused for other assets and will not be discarded due to changes in UV and models. By ensuring the effect on the material in the Unreal Engine, the number of texture maps can be significantly reduced, ensuring the performance and frame rate of virtual live broadcasts and reducing the production cost of 3D assets.

[0194] To implement the above functions, it is also necessary to digitize some display effects of the UV texture map so that the display effect of the UV texture map can be adjusted based on the Unreal Engine. What is the digitization process? The image is converted into digital information and can be edited in real time using numbers in the Unreal Engine.

[0195] Exemplarily, as Figure 23 shown is the normal map material function. As Figure 24 shown, connect the normal map material function 2410 to the master material 2420 so that the parameter attribute of the normal strength of the master material can be controlled based on the normal map material function.

[0196] Exemplarily, as Figure 25 shown is the texture map material function. The repeatability, offset, rotation, etc. of the texture can all be adjusted through the texture map material function to avoid additional texture map requirements due to minor changes.

[0197] Exemplarily, one set of UV is used for the base texture and fabric texture, and the other set is used for the embroidery effect; then how to handle the occlusion relationship between these two sets of texture maps? How can the texture map of UV2 only display the embroidery part and filter out other areas so that UV2 can be combined with the base fabric of UV1 for display? In this case, it is necessary to create an occlusion relationship function for the two sets of UV, and automatically filter out the areas outside the embroidery through the Mask of the embroidery texture map. As Figure 26 shown, controlling the parameter of the A channel can achieve automatically filtering out the areas outside the embroidery through the Mask of the embroidery texture map.

[0198] As Figures 27 to 30 shown is a schematic diagram of the digitization of the gradient effect. If a gradient effect needs to be created during the texture map production process, first draw a gradient layer and then overlay it on the color layer. Here, the gradient effect is obtained through the calculation form of coordinates and the offset value and contrast can be adjusted through numerical values. Among them, Figures 27 - 30 shown are schematic diagrams of four gradient effects with different gradient directions and / or positions of the gradient axes. Among them,Figure 27 and Figure 28 shown is a pair with the same gradient axis position but different gradient directions; Figure 29 and Figure 30 shown is a pair with the same gradient axis position but different gradient directions. As Figure 31 shown, for the gradient effect of the skirt, the gradient range, intensity, direction, offset value, and axis can all be adjusted in real time through numerical values. Of course, not only the gradient effect, but other display effects can also be represented digitally. Here, only the gradient effect is used as an example for illustrative purposes. For example, the shadow effect can also be represented digitally.

[0199] As Figure 32 shown, a schematic diagram of the material properties that need to be digitally processed during the costume change of a virtual character's clothing is also given. Of course, for different virtual characters, or for the clothing of different virtual characters, the material properties that need to be digitally processed during the costume change will be different. Here, it is only for illustrative purposes.

[0200] The following is an embodiment of the device of the present application, which can be used to execute the method embodiment of the present application. For the details not disclosed in the device embodiment of the present application, please refer to the method embodiment of the present application.

[0201] Please refer to Figure 33 , which shows a block diagram of a virtual character's clothing display device provided by an embodiment of the present application. This device has the function of implementing the above-mentioned virtual character's clothing display method. This function can be implemented by hardware or by hardware executing corresponding software. This device can be the first computer device introduced above or can be set in the first computer device. As Figure 33 shown, this device 3300 may include: a first determination module 3310, an adjustment module 3320, and a rendering module 3330.

[0202] The first determination module 3310 is configured to, when the clothing of the virtual character satisfies the condition of switching from a second display effect to a first display effect, determine first index data from multiple groups of index data, where each group of index data includes at least one material and the attribute values respectively corresponding to the at least one material. One material is used to describe an attribute of a component of the virtual character's clothing, and different index data correspond to different display effects of the virtual character's clothing. The first index data corresponds to the first display effect.

[0203] The adjustment module 3320 is configured to adjust the attribute values of each component of the virtual character's clothing based on the attribute values respectively corresponding to each material included in the first index data.

[0204] A rendering module 3330, configured to render the clothing of the virtual character according to the attribute values of each component of the clothing of the virtual character, so that the clothing of the virtual character presents the first display effect.

[0205] In some embodiments, an adjustment module 3320 is configured to call a structure, and based on the attribute values respectively corresponding to each material included in the first index data through the structure, adjust the attribute values of each component of the clothing of the virtual character, where the structure is used to control the attributes of each component of the clothing of the virtual character.

[0206] In some embodiments, the structure includes at least one material, the at least one material is set as a material dynamic instance, each of the at least one material in the structure is associated with the attribute of each component of the clothing of the virtual character, and the material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted.

[0207] In some embodiments, an adjustment module 3320 is configured to call the structure, and through the structure, adjust the j-th attribute value of the i-th component of the clothing of the virtual character to the attribute value corresponding to the m-th material in the first index data, where the m-th material is used to describe the j-th attribute of the i-th component, and i, j, and m are positive integers.

[0208] The technical solution provided by the embodiments of the present application, when it is necessary to switch the display effect of the clothing of the virtual character, only needs to select a set of index data from multiple sets of index data, and based on this set of index data, adjust the attribute values of each component of the clothing of the virtual character, so as to achieve the purpose of adjusting the display effect of the clothing of the virtual character. There is no need to remake the texture map corresponding to the clothing of the virtual character, reduce the number of texture maps, reduce the workload of the staff, and at the same time, it can effectively avoid the problem that the virtual character is prone to jitter during the live broadcast due to excessive assets.

[0209] Please refer to Figure 34 , which shows a block diagram of a clothing display device for a virtual character provided by an embodiment of the present application. The device has the function of implementing the above-mentioned clothing display method for the virtual character, and the function can be implemented by hardware or by hardware executing corresponding software. The device can be the second computer device introduced above, or can be set in the second computer device. As Figure 34 shown, the device 3400 may include: a second determination module 3410, a creation module 3420, and a control module 3430.

[0210] The second determination module 3410 is configured to determine at least one material of the clothing of the virtual character, and one material is used to describe one attribute of one component of the clothing of the virtual character.

[0211] A creation module 3420 is configured to create a blueprint corresponding to the virtual character based on the at least one material, where the blueprint includes multiple groups of index data, each group of index data includes the at least one material and the attribute values respectively corresponding to the at least one material, and different index data corresponds to different display effects of the virtual character's clothing.

[0212] A control module 3430 is configured to control the clothing of the virtual character to be displayed with a first display effect based on the first index data in the multiple groups of index data, and the first index data corresponds to the first display effect.

[0213] In some embodiments, the creation module 3420 is configured to create a structure based on the at least one material, where the structure is used to control the attributes of each component of the virtual character's clothing; set the at least one material in the structure as a material dynamic instance, where the material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted; create the multiple groups of index data based on the structure, and there are at least one material's corresponding attribute values different in any two groups of the index data; link the structure and the multiple groups of index data to obtain the blueprint.

[0214] In some embodiments, the creation module 3420 is further configured to create a skeletal mesh, where the skeletal mesh is used to associate the virtual character's clothing with the virtual character's model; link the structure, the skeletal mesh and the multiple groups of index data to obtain the blueprint.

[0215] In some embodiments, the creation module 3420 is configured to, for each group of index data, obtain the attribute values respectively corresponding to the at least one material in the structure; store the attribute values respectively corresponding to the at least one material as a group of index data.

[0216] In some embodiments, the apparatus 3400 further includes a texture mapping module (not shown in the figure).

[0217] The texture mapping module is configured to create the model of the virtual character; obtain at least one UV texture map corresponding to the virtual character's clothing; create a master material based on the at least one UV texture map, where the master material is used to construct the model of the virtual character's clothing on the model of the virtual character; create a material function, where the material function is used to control the attributes of the at least one UV texture map.

[0218] In some embodiments, the material function includes:

[0219] The texture material functions respectively corresponding to the at least one UV texture map, and the texture material function corresponding to the UV texture map is used to control the texture of the UV texture map.

[0220] The normal material function corresponding to each of the at least one UV map, and the normal material function corresponding to the UV map is used to control the contrast of the UV map;

[0221] The texture material function corresponding to each of the at least one UV map, and the texture material function corresponding to the UV map is used to control the texture of the UV map;

[0222] The occlusion relationship function, and the occlusion relationship function is used to control the occlusion relationship of the at least one UV map during display.

[0223] In some embodiments, the texture mapping module is configured to, for each UV map, display the normal map of the UV map using a first channel, where the normal map is used to characterize the contrast of the UV map; display the roughness map of the UV map using a second channel, where the roughness map is used to characterize the texture of the UV map; display the occlusion map of the UV map using a third channel, where the occlusion map is used to characterize the occlusion relationship of the UV map during display; wherein, the first channel, the second channel, and the third channel are simultaneously displayed as the clothing of the virtual character obtained by mapping with the UV map.

[0224] In some embodiments, the apparatus 3400 further includes a preset module (not shown in the figure).

[0225] The preset module is configured to determine at least one preset attribute value corresponding to each of the at least one material, where the attribute value corresponding to the material is determined from at least one preset attribute value corresponding to the material.

[0226] The technical solution provided by the embodiments of the present application creates a blueprint corresponding to the virtual character through multiple materials of the clothing of the virtual character. The blueprint includes multiple sets of index data, and different index data correspond to different display effects, enabling the clothing of the virtual character to achieve one-key switching of display effects. When switching the display effect of the clothing of the virtual character, there is no need to remap, reducing the number of maps.

[0227] It should be noted that, when the apparatus provided in the above embodiments implements its functions, only the above-mentioned division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus provided in the above embodiments and the method embodiments belong to the same concept, and the specific implementation process thereof can be found in the method embodiments, which will not be elaborated here.

[0228] Please refer to Figure 35, which shows a block diagram of a computer device 3500 provided by an embodiment of the present application. The computer device 3500 can be any electronic device with data calculation, processing, and storage functions. The computer device 3500 can be used to implement the virtual character clothing display method provided in the above embodiments.

[0229] Generally, the computer device 3500 includes: a processor 3501 and a memory 3502.

[0230] The processor 3501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 3501 can be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 3501 can also include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 3501 can be integrated with a GPU (Graphic Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 3501 can also include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.

[0231] The memory 3502 can include one or more computer-readable storage media, and the computer-readable storage media can be non-transitory. The memory 3502 can also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 3502 is used to store a computer program, and the computer program is configured to be executed by one or more processors to implement the above virtual character clothing display method.

[0232] Those skilled in the art can understand that Figure 35 the structure shown in does not constitute a limitation on the computer device 3500, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component layout.

[0233] In a schematic embodiment, a computer-readable storage medium is further provided. A computer program is stored in the storage medium. When the computer program is executed by a processor of a computer device, the above-mentioned method for displaying the clothing of a virtual character is implemented. Optionally, the above-mentioned computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0234] In an exemplary embodiment, a computer program product is further provided. The computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the above-mentioned method for displaying the clothing of a virtual character.

[0235] It should be noted that, before and during the process of collecting relevant data of the user, this application can display a prompt interface, a pop-up window or output a voice prompt message. The prompt interface, pop-up window or voice prompt message is used to prompt the user that their relevant data is being collected currently, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation of the user on the prompt interface or the pop-up window. Otherwise (that is, when the confirmation operation of the user on the prompt interface or the pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application (including the clothing of virtual characters, UV texture maps, etc.) is processed strictly in accordance with the requirements of relevant national laws and regulations. Obtaining the informed consent or separate consent of the personal information subject is carried out under the condition that the user agrees and authorizes, and subsequent data use and processing behaviors are carried out within the scope of laws and regulations and the authorization of the personal information subject. The collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

[0236] It should be understood that "a plurality of" as mentioned herein refers to two or more than two. "And / or" describes the relationship between associated objects and indicates that there can be three relationships. For example, A and / or B can represent three situations: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. In addition, the step numbers described herein only exemplarily show a possible execution sequence between steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two steps with different numbers can be executed simultaneously, or two steps with different numbers can be executed in the reverse order of the illustration. The embodiments of the present application do not limit this.

[0237] The foregoing are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included within the protection scope of the present application.

Claims

1. A method for displaying the clothing of a virtual character, characterized in that, The method includes: When the clothing of the virtual character meets the condition of switching from the second display effect to the first display effect, determine the first index data from multiple sets of index data, where each set of index data includes at least one material and the attribute values respectively corresponding to the at least one material, and one material is used to describe an attribute of a component of the clothing of the virtual character, and different index data correspond to different display effects of the clothing of the virtual character, and the first index data corresponds to the first display effect; Based on the attribute values respectively corresponding to the various materials included in the first index data, adjust the attribute values of the various components of the clothing of the virtual character; According to the attribute values of the various components of the clothing of the virtual character, render the clothing of the virtual character so that the clothing of the virtual character presents the first display effect.

2. The method according to claim 1, wherein The adjusting the attribute values of the various components of the clothing of the virtual character based on the attribute values respectively corresponding to the various materials included in the first index data includes: Call a structure, and through the structure, adjust the attribute values of the various components of the clothing of the virtual character based on the attribute values respectively corresponding to the various materials included in the first index data, where the structure is used to control the attributes of the various components of the clothing of the virtual character.

3. The method according to claim 2, wherein The structure includes at least one material, and the at least one material is set as a material dynamic instance, and the at least one material in the structure is respectively associated with the attributes of the various components of the clothing of the virtual character, and the material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted.

4. The method according to claim 2, characterized in that, The calling the structure and adjusting the attribute values of the various components of the clothing of the virtual character based on the attribute values respectively corresponding to the various materials included in the first index data through the structure includes: Call the structure, and through the structure, adjust the j-th attribute value of the i-th component of the clothing of the virtual character to the attribute value corresponding to the m-th material in the first index data, where the m-th material is used to describe the j-th attribute of the i-th component, and i, j, and m are positive integers.

5. A method for displaying the clothing of a virtual character, characterized in that, The method includes: Determine at least one material of the clothing of the virtual character, and one material is used to describe an attribute of a component of the clothing of the virtual character; Based on the at least one material, create a blueprint corresponding to the virtual character, where the blueprint includes multiple sets of index data, and each set of index data includes the at least one material and the attribute values respectively corresponding to the at least one material, and different index data correspond to different display effects of the clothing of the virtual character; Based on the first index data in the multiple sets of index data, control the clothing of the virtual character to be displayed in the first display effect, and the first index data corresponds to the first display effect.

6. The method according to claim 5, wherein The creating the blueprint corresponding to the virtual character based on the at least one material includes: Based on the at least one material, create a structure, and the structure is used to control the attributes of the various components of the clothing of the virtual character; Set at least one of the materials in the structure to a material dynamic instance, where the material dynamic instance means that the attribute value corresponding to each material is dynamically adjusted; Based on the structure, create the multiple sets of index data, where there is at least one material with different corresponding attribute values in any two sets of the index data; Link the structure and the multiple sets of index data to obtain the blueprint.

7. The method according to claim 6, characterized in that, The method further includes: Create a skeletal mesh body, which is used to associate the clothing of the virtual character with the model of the virtual character; The linking the structure and the multiple sets of index data to obtain the blueprint includes: Link the structure, the skeletal mesh body, and the multiple sets of index data to obtain the blueprint.

8. The method according to claim 6, characterized in that, The creating the multiple sets of index data based on the structure includes: For each set of index data, obtain the attribute values respectively corresponding to the at least one material in the structure; Store the attribute values respectively corresponding to the at least one material as a set of index data.

9. The method according to claim 5, wherein The method further includes: Create the model of the virtual character; Obtain at least one UV map corresponding to the clothing of the virtual character; Based on the at least one UV map, create a master material, which is used to construct the model of the clothing of the virtual character on the model of the virtual character; Create a material function, which is used to control the attributes of the at least one UV map.

10. The method according to claim 9, characterized in that The material function includes: The texture material functions respectively corresponding to the at least one UV map, and the texture material function corresponding to the UV map is used to control the texture of the UV map; The normal material functions respectively corresponding to the at least one UV map, and the normal material function corresponding to the UV map is used to control the contrast of the UV map; The texture quality material functions respectively corresponding to the at least one UV map, and the texture quality material function corresponding to the UV map is used to control the texture quality of the UV map; An occlusion relationship function, which is used to control the occlusion relationship when the at least one UV map is displayed.

11. The method according to claim 9, wherein The creating the master material based on the at least one UV map includes: For each UV map, display the normal map of the UV map using the first channel, and the normal map is used to represent the contrast of the UV map; Display the roughness map of the UV map using the second channel, and the roughness map is used to represent the texture quality of the UV map; Display the occlusion map of the UV map using the third channel, and the occlusion map is used to represent the occlusion relationship when the UV map is displayed; Wherein, the first channel, the second channel, and the third channel are simultaneously displayed as the clothing of the virtual character obtained by mapping the UV map.

12. The method according to claim 5, wherein The method further includes: For each of the at least one material, determine at least one preset attribute value corresponding to the material, where the attribute value corresponding to the material is determined from at least one preset attribute value corresponding to the material.

13. A clothing display device for a virtual character, characterized in that, The device includes: A first determination module, configured to determine first index data from multiple groups of index data when the clothing of the virtual character meets the condition of switching from a second display effect to a first display effect. Each group of index data includes at least one material and the attribute values respectively corresponding to the at least one material. One material is used to describe an attribute of a component of the clothing of the virtual character, and different index data corresponds to different display effects of the clothing of the virtual character. The first index data corresponds to the first display effect; An adjustment module, configured to adjust the attribute values of each component of the clothing of the virtual character based on the attribute values respectively corresponding to the respective materials included in the first index data; A rendering module, configured to render the clothing of the virtual character according to the attribute values of each component of the clothing of the virtual character, so that the clothing of the virtual character presents the first display effect.

14. A clothing display device for a virtual character, characterized in that, The apparatus includes: A second determination module, configured to determine at least one material of the clothing of the virtual character. One material is used to describe an attribute of a component of the clothing of the virtual character; A creation module, configured to create a blueprint corresponding to the virtual character based on the at least one material. The blueprint includes multiple groups of index data, and each group of index data includes the at least one material and the attribute values respectively corresponding to the at least one material. Different index data corresponds to different display effects of the clothing of the virtual character; A control module, configured to control the clothing of the virtual character to be displayed in the first display effect based on the first index data in the multiple groups of index data. The first index data corresponds to the first display effect.

15. A computer device, characterized in that, The computer device includes a processor and a memory. A computer program is stored in the memory, and the processor is configured to execute the computer program to implement the method according to any one of claims 1 to 4, or to implement the method according to any one of claims 5 to 12.

16. A computer-readable storage medium, characterized in that, A computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the method according to any one of claims 1 to 4, or to implement the method according to any one of claims 5 to 12.

17. A computer program product, characterized in that, The computer program product includes a computer program, and the computer program is loaded and executed by a processor to implement the method according to any one of claims 1 to 4, or to implement the method according to any one of claims 5 to 12.