Virtual character display method and device, terminal and storage medium

By setting prop animations for virtual props that match multiple states and postures, the rationality and authenticity of virtual character behavior display is solved, and the synchronous display of virtual character behavior is achieved in which virtual character behavior is consistent with real logic.

CN120361523APending Publication Date: 2025-07-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410107721.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

In first-person shooting games, the behavioral display of virtual characters lacks rationality and authenticity, and the pre-preparation of virtual characters' behavior animations in the prior art leads to limitations.

Method used

Set at least two prop states for virtual props, and determine the prop state according to the character posture to display prop animations suitable for the current posture; when there is a co-occurrence conflict between the character behavior animation and the prop animation, synchronous display is achieved by replacing the prop animation.

Benefits of technology

It improves the rationality and authenticity of the prop behavior of virtual characters, so that virtual characters present different prop animation effects when implementing the same prop behavior under different role postures, enhancing the realism of the picture.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a virtual character display method and device, a terminal and a storage medium, and relates to the field of human-computer interaction. The method comprises the following steps: displaying a virtual character in a first character posture, wherein the virtual character holds a virtual prop; a first prop animation that the virtual character holds the virtual prop to execute the target prop behavior under the first prop state is displayed, the prop state is related to the character posture of the virtual character, and the prop animations of the same prop behavior under different prop states are different; and when a role behavior instruction for the virtual role is received and a co-occurrence conflict exists between a role behavior animation of a role behavior indicated by the role behavior instruction and the first prop animation, displaying a second prop animation that the virtual role holds the virtual prop to execute a target prop behavior in a second prop state, and the role behavior animation, the co-occurrence conflict does not exist between the second prop animation and the character behavior animation. By adopting the scheme, the rationality and authenticity of virtual character behaviors can be improved.
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Description

Technical Field

[0001] Embodiments of the present application relate to the field of human-computer interaction, and particularly to a method, apparatus, terminal, and storage medium for displaying virtual characters. Background Art

[0002] In a First-Person Shooting (FPS) game, a player can control virtual props in a first-person perspective. Compared with other game types, FPS has a higher demand for the realism of the virtual character display screen.

[0003] In related technologies, when a player triggers different behavior commands, the terminal displays the behaviors of the virtual character. However, since the behavior animations of the virtual character need to be prepared in advance, there are certain limitations in the behavior display of the virtual character, resulting in the lack of rationality and authenticity of the virtual character's behavior. Summary of the Invention

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

[0005] On the one hand, embodiments of the present application provide a method for displaying a virtual character, the method including:

[0006] Displaying a virtual character in a first character pose, the virtual character holding a virtual prop;

[0007] Displaying a first prop animation in which the virtual character holds the virtual prop and performs a target prop behavior in a first prop state, where the prop state is related to the character pose of the virtual character, and the prop animations of the same prop behavior in different prop states are different;

[0008] When a character behavior command for the virtual character is received and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior command and the first prop animation, displaying a second prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in a second prop state, and the character behavior animation, where the second prop animation and the character behavior animation do not have a co-occurrence conflict.

[0009] On the other hand, embodiments of the present application provide a device for displaying a virtual character, the device including:

[0010] A character display module, configured to display a virtual character in a first character pose, the virtual character holding a virtual prop;

[0011] The prop animation display module is used to display a first prop animation of the virtual character holding the virtual prop and performing a target prop behavior in a first prop state, where the prop state is related to the character posture of the virtual character, and the prop animations of the same prop behavior in different prop states are different;

[0012] The behavior animation display module is used to display a second prop animation of the virtual character holding the virtual prop and performing the target prop behavior in a second prop state, and the behavior animation of the character when it receives a character behavior instruction for the virtual character and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the first prop animation, and the second prop animation and the character behavior animation do not have a co-occurrence conflict.

[0013] On the other hand, an embodiment of the present application provides a terminal, which includes a processor and a memory. At least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to implement the display method of the virtual character described in the above aspect.

[0014] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one instruction is stored, and the at least one instruction is loaded and executed by a processor to implement the display method of the virtual character as described in the above aspect.

[0015] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the display method of the virtual character provided in the above aspect.

[0016] In the embodiment of the present application, by setting at least two prop states for the virtual prop and determining the prop state of the virtual prop according to the character posture, the prop animation corresponding to the prop behavior in the prop state suitable for the current character posture is presented. That is, when the virtual character performs the same prop behavior in different character postures, different prop animation effects can be presented, making the prop animation match the character posture and improving the rationality of the prop behavior of the virtual character. In addition, when it is necessary to display the character behavior animation, the terminal attempts to synchronously display the character behavior animation and the prop animation by determining whether there is a co-occurrence conflict between the character behavior animation and the prop animation. Among them, when there is a co-occurrence conflict between the character behavior animation and the prop animation, the prop animation is replaced to achieve the synchronous display of the character behavior animation and the prop animation. In the synchronous display scenario, the virtual character synchronously performs the prop behavior and the character behavior, which is consistent with the behavior logic and behavior habits of people in the real scenario, improving the authenticity of the virtual character behavior. Brief Description of the Drawings

[0017] Figure 1 Fig. shows a schematic diagram of a computer system provided by an exemplary embodiment of the present application;

[0018] Figure 2 Fig. shows a flowchart of a method for displaying a virtual character provided by an exemplary embodiment of the present application;

[0019] Figure 3 Fig. shows a flowchart of a method for displaying a virtual character provided by another exemplary embodiment of the present application;

[0020] Figure 4 Fig. shows a schematic diagram of the prop state of a virtual prop when the virtual character provided by an exemplary embodiment of the present application is in a standing posture;

[0021] Figure 5 Fig. shows a schematic diagram of a replaced first conversion animation provided by an exemplary embodiment of the present application;

[0022] Figure 6 Fig. shows a schematic diagram of a second conversion animation provided by an exemplary embodiment of the present application;

[0023] Figure 7 Fig. shows a schematic diagram of a first prop animation and a character behavior animation when the behavior deduction method provided by an exemplary embodiment of the present application is two - hand deduction and the first prop state is a two - hand holding state;

[0024] Figure 8 Fig. shows a schematic diagram of a first prop animation and a character behavior animation when the behavior deduction method provided by an exemplary embodiment of the present application is one - hand deduction and the first prop state is a one - hand holding state;

[0025] Figure 9 Fig. shows a flowchart of the determination process of the first prop animation of a virtual character provided by an exemplary embodiment of the present application;

[0026] Figure 10 Fig. shows a schematic diagram of the prop state of a virtual prop when the virtual character provided by an exemplary embodiment of the present application is in a squatting posture;

[0027] Figure 11 Fig. shows a schematic diagram of the prop state of a virtual prop when the virtual character provided by an exemplary embodiment of the present application is in a prone posture;

[0028] Figure 12 Fig. shows a schematic diagram of a prop animation of an inspection behavior in different prop states provided by an exemplary embodiment of the present application;

[0029] Figure 13 Schematic diagram of the first prop animation for different attack behaviors provided by an exemplary embodiment of the present application;

[0030] Figure 14 Flowchart showing the display process of a virtual character provided by an exemplary embodiment of the present application;

[0031] Figure 15 Flowchart showing the process of switching the character posture of a virtual character provided by an exemplary embodiment of the present application;

[0032] Figure 16 Schematic diagram of the animation showing the switching of the character posture during an attack provided by an exemplary embodiment of the present application;

[0033] Figure 17 Schematic diagram of the first conversion animation after the display of the character behavior animation provided by an exemplary embodiment of the present application;

[0034] Figure 18 Flowchart showing the display of the prop animation in the case of a change in the posture type provided by an exemplary embodiment of the present application;

[0035] Figure 19 Block diagram showing the structure of a display device for a virtual character provided by an exemplary embodiment of the present application;

[0036] Figure 20 Block diagram showing the structure of a terminal provided by an exemplary embodiment of the present application. Detailed implementation manners

[0037] To make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below in conjunction with the accompanying drawings.

[0038] With the increasing demand for the picture realism in first-person shooting games, the ways of presenting the behaviors of virtual characters show a diversified development trend. For example, virtual characters perform different prop behaviors for different types of virtual props.

[0039] To further enhance the realism of the FPS picture, the embodiments of the present application provide a method for displaying a virtual character. This method classifies the behaviors of the virtual character into prop behaviors and character behaviors. On the one hand, the co-occurrence of prop behaviors and character behaviors is carried out to make the behaviors of the virtual character conform to the real logic and improve the authenticity of the behaviors of the virtual character. On the other hand, when performing the same prop behavior in different character postures, different prop animation effects are presented to match the prop animation with the character posture, thereby improving the rationality of the prop behaviors of the virtual character.

[0040] Please refer to Figure 1, which shows a schematic diagram of a computer system 100 provided by an exemplary embodiment of the present application. The computer system 100 is used to illustrate the implementation environment. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.

[0041] An application 111 that supports a virtual environment runs on the first terminal 110. The application 111 can be a multiplayer online battle program. When the first terminal 110 runs the application 111, the user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 can be any one of a Multiplayer Online Battle Arena (MOBA) game, a Simulation Game (SLG), a Massive Multiplayer Online Role-Playing Game (MMORPG), a First-Person Shooting game (FPS), and a Party Game. In this embodiment, the application 111 is taken as an FPS game for example. The first terminal 110 is a terminal used by a first user 112. The first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment to perform activities. The first virtual character can be called the main control virtual character of the first user 112. The activities of the first virtual character include but are not limited to at least one of switching the character posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual person, such as a simulated person or an anime character.

[0042] An application 131 that supports a virtual environment runs on the second terminal 130. The application 131 can be a multiplayer online battle program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. The application 131 can be any one of a MOBA game, an SLG game, an MMORPG game, an FPS game, and a party game. In this embodiment, the application 131 is taken as an FPS game for example. The second terminal 130 is a terminal used by a second user 132. The second user 132 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform activities. The second virtual character can be called the main control virtual character of the second user 132. Schematically, the second virtual character is a second virtual person, such as a simulated person or an anime character.

[0043] Optionally, the first virtual character and the second virtual character are in the same virtual world. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different factions, different teams, different organizations, or have a hostile relationship.

[0044] Optionally, the application programs installed on the first terminal 110 and the second terminal 130 are the same, or the application programs installed on the two terminals are of the same type on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of: smart phones, tablet computers, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptop computers, and desktop computers.

[0045] Figure 1 Only two terminals are shown in the figure, but there are multiple other terminals that can access the server 120 in different embodiments. Optionally, there is also one or more terminals that are the terminals corresponding to the developer, and a development and editing platform for the application program supporting the virtual environment is installed on this terminal. The developer can edit and update the application program on this terminal, and transmit the updated application program installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application program installation package from the server 120 to update the application program.

[0046] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.

[0047] The server 120 includes at least one of a single server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the application program supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.

[0048] In a schematic example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, 1V5 battles, etc.; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0049] The method for displaying a virtual character provided by the embodiments of the present application can be executed independently by the above-mentioned terminal or server, or can be executed in cooperation between the terminal and the server. For example, when the terminal executes the method for displaying a virtual character provided by the embodiments of the present application, the terminal stores a set of prop animations corresponding to different prop states, and role behavior animations corresponding to different role behaviors. And the terminal can determine the prop state applicable to the role posture according to the role posture of the controlled virtual character, and display the prop animation of the virtual character performing different prop behaviors in this role state. When receiving a role behavior instruction, the terminal can determine whether there is a co-occurrence conflict between the role behavior animation and the current prop animation, and switch the prop animation in the case of a co-occurrence conflict to jointly present the switched prop animation and the role behavior animation.

[0050] For another example, when the server executes the method for displaying a virtual character provided by the embodiments of the present application, the application program of the above virtual environment runs on the server side, and the server executes the steps of displaying the prop animation and the role behavior animation of the virtual character holding a virtual prop to perform a prop behavior. The server transmits the application running screen to the terminal in the form of a video stream, and the terminal performs screen display.

[0051] For still another example, when the terminal and the server interact to execute the method for displaying a virtual character provided by the embodiments of the present application, the terminal can report the received instruction to the server, and the server determines the animation to be displayed by the virtual character based on the instruction and the current role state of the virtual character, or based on the instruction and the currently executed prop behavior, and then instructs the terminal to perform animation display.

[0052] For the sake of convenience of description, in the following embodiments, the method for displaying a virtual character is described by taking the execution by the terminal as an example, but this is not intended to be limiting.

[0053] Figure 2 The flowchart of the method for displaying a virtual character provided by an exemplary embodiment of the present application is shown. The method includes the following steps.

[0054] Step 201: Display a virtual character in a first character pose, and the virtual character holds a virtual prop.

[0055] The character pose is used to describe the static body pose or dynamic action state of the virtual character, and switching between different character poses is supported. For example, standing pose, squatting pose, crawling pose, walking pose, running pose, and so on.

[0056] In the embodiments of the present application, the virtual character and its surrounding virtual environment are observed through a camera model. In the case of using the first-person perspective, the camera model is located near the head of the virtual character or at the head of the virtual character, and can capture partial body parts of the virtual character, such as the virtual hand, virtual prop, and virtual foot. When the position of the virtual character in the virtual world changes, the camera model changes its position following the virtual character.

[0057] When using the third-person perspective, the camera model can be located behind the virtual character and bound to the virtual character, or can be located at any position at a preset distance from the virtual character. Through this camera model, the virtual character located in the virtual world can be observed from different angles. In the third-person perspective, the camera model can capture the entire body of the virtual character, while in the first-person perspective, only partial body parts of the virtual character can be observed. For example, in the first-person perspective, the camera model can capture the virtual hand of the virtual character, but cannot capture the head of the virtual character.

[0058] In the embodiments of the present application, the perspective of the virtual character displayed by the terminal can be the first-person perspective or the third-person perspective, that is, the terminal can display the partial actions (such as hand actions) of the virtual character, or the terminal can display all the actions of the virtual character.

[0059] Step 202: Display a first prop animation in which the virtual character holds the virtual prop and performs a target prop behavior in a first prop state, where the prop state is related to the character pose of the virtual character, and the prop animations of the same prop behavior in different prop states are different.

[0060] In some embodiments, a virtual character can carry and use virtual items in a virtual world. A virtual item refers to a held item, such as a virtual weapon or a virtual tool. Correspondingly, the virtual character can perform item actions with the virtual item, such as attacking with a virtual weapon and defending with a virtual tool, etc.

[0061] In some embodiments, an item action refers to an action performed by a virtual character with a specific virtual item, which may include a series of possible item actions such as using, observing, holding, and switching the virtual item. Among them, the item actions taken by the virtual character for different items may be the same or different. The types and quantities of item actions that a virtual character can perform are determined by the virtual items held by the virtual character.

[0062] In the embodiments of the present application, a virtual item has at least two item states, and different item states are related to the character postures of the virtual character, that is, in different character postures, the same virtual item may be in different item states.

[0063] Optionally, by establishing a correlation between the character posture and the item state, when receiving the same item action instruction, the terminal can determine the item state corresponding to the character posture according to the current character posture, so as to display an item animation that conforms to the current character posture.

[0064] Optionally, in different character postures, the types, quantities, and amplitudes of item actions that a virtual character can perform may be different. In the present application, at least two item states are set to classify various item animations of the virtual character in different character postures, so that the virtual character can display an item animation that matches the current character posture in any character posture, improving the rationality of the item animation and further improving the authenticity of the virtual character's behavior.

[0065] In some embodiments, when receiving the same item action instruction in different item states, the terminal selects a corresponding item animation to display the item action according to the current item state and the item action indicated by the instruction.

[0066] Exemplarily, when receiving an attack instruction in the first item state, in the item animation corresponding to the attack action, according to the different orders of the attack instructions, the virtual character performs a variety of different large-amplitude attack actions, including a horizontal attack for the first time, a vertical attack for the second time, and when receiving the attack instruction for the third time, the virtual character performs a heavy blow through a charging action; when receiving an attack instruction in the second item state, in the item animation corresponding to the attack action, the virtual character performs a smaller backhand attack and cannot initiate a heavy blow through charging.

[0067] In some embodiments, the prop animation is a 3D (3 Dimensions) skeletal animation, which consists of the skin, bones, and joints of a virtual character. The prop animation drives the activities of the virtual character's bones based on the action parameters of the joint nodes, thereby driving the skin of the virtual character and enabling the virtual character to perform behavioral actions.

[0068] In some embodiments, the first prop animation refers to the prop animation in which the virtual character shown on the terminal holds a virtual prop and performs a target prop behavior when the virtual prop is in the first prop state. Optionally, when a prop behavior instruction is received, the first prop animation can be the prop animation of the prop behavior indicated by the prop behavior instruction in the first prop state. For example, when a prop behavior instruction to inspect a virtual prop is received, the first prop animation is the animation in which the virtual character performs an inspection behavior in the first prop state; or, the first prop animation is the animation in which the virtual character holds a virtual prop and performs a standby behavior (i.e., maintains the posture of holding the virtual prop).

[0069] It should be noted that the display in the embodiments of the present application can be understood as a process of playing a behavioral screen, that is, playing the virtual character, or the behavioral screen when the virtual character holds a virtual prop and performs a specific behavior.

[0070] Step 203, when a character behavior instruction for the virtual character is received and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the first prop animation, display the second prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in the second prop state, and the character behavior animation, and there is no co-occurrence conflict between the second prop animation and the character behavior animation.

[0071] In some embodiments, the character behavior refers to a behavior that is achieved without holding a specific virtual prop. Among them, the specific virtual prop can refer to the main virtual prop held by the virtual character in the default state, and the main virtual prop can be a virtual tool, a virtual weapon, etc. For example, the character behaviors of the virtual character can include: gesture behaviors, picking-up behaviors of virtual items, supply usage behaviors of using virtual supplies (non-specific virtual props), etc.

[0072] In some embodiments, the character behavior instruction is used to control the virtual character to perform specific character behaviors in the virtual world. Optionally, the character behavior instruction can be manually triggered, such as by clicking an instruction button or by operating a mechanical control; or it can be automatically triggered under specific conditions, such as automatically performing a picking-up behavior when approaching a virtual item.

[0073] In some embodiments, co-occurrence conflict refers to the inability of the character behavior animation and the prop animation to be synchronously displayed on the terminal screen. In the embodiments of the present application, the purpose of identifying co-occurrence conflict is to determine whether the character behavior animation and the prop animation can be synchronously displayed, so as to avoid affecting the authenticity of the virtual character behavior due to the synchronous display of the animation in the case of co-occurrence conflict.

[0074] In a possible implementation manner, the co-occurrence conflict between animations can be preset. For example, an animation co-occurrence conflict table is preset, and the animation co-occurrence conflict table contains pairs of animations with co-occurrence conflict. When the pair of animations formed by the character behavior animation and the prop animation belongs to the animation co-occurrence conflict table, it is determined that there is a co-occurrence conflict between the character behavior animation and the prop animation.

[0075] In another possible implementation manner, the co-occurrence conflict is judged based on co-occurrence conflict conditions, and the co-occurrence conflict conditions can be set based on the action execution logic of real people in the real world. For example, the co-occurrence conflict conditions may include that it is impossible to perform a single-handed character behavior while holding a prop with both hands. When the prop animation is an animation of a virtual character holding a virtual prop with both hands and performing a specific behavior, the character behavior animation of the virtual character performing a single-handed character behavior and the prop animation meet the co-occurrence conflict conditions, that is, there is a co-occurrence conflict between the character behavior animation and the prop animation.

[0076] In some embodiments, the second prop animation refers to the prop animation in which the virtual character holds the virtual prop and performs the target prop behavior displayed on the terminal when the virtual prop is in the second prop state. Among them, the second prop animation and the first prop animation are two prop animations of the same prop behavior in different prop states.

[0077] In the embodiments of the present application, when a character behavior instruction for the virtual character is received and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the currently displayed first prop animation, the terminal switches from the first prop animation to display the second prop animation. Optionally, when there is no co-occurrence conflict between the character behavior animation and the first prop animation, the terminal can display the first prop animation and the character behavior animation in the first prop state after receiving the character behavior instruction; when there is a co-occurrence conflict between the character behavior animation and the first prop animation, since the virtual prop has at least two prop states, when the prop animation of the target prop behavior in other prop states has no co-occurrence conflict with the character behavior animation, the terminal switches the prop animation, so as to synchronously display the switched prop animation and the character behavior animation.

[0078] In a possible implementation, when there is a co-occurrence conflict between the role behavior animation of the role behavior indicated by the role behavior instruction and the first prop animation, the terminal determines whether the prop animation of the same prop behavior in other prop states has a co-occurrence conflict with the role behavior animation. When there is a second prop animation that does not have a co-occurrence conflict with the role behavior animation, the first prop animation is replaced with the second prop animation.

[0079] In the embodiments of the present application, since the second prop animation of the target prop behavior in the second prop state does not have a co-occurrence conflict with the role behavior animation, the terminal switches the prop state of the virtual prop to the second prop state, thereby displaying the second prop animation of the target prop behavior in the second prop state and the role behavior animation.

[0080] In some embodiments, during the change process from the first prop animation to the second prop animation, the terminal can use some connection means to improve the smoothness of the animation display, thereby improving the authenticity of the virtual role behavior.

[0081] In other embodiments, from the first-person perspective, the terminal can also complete the prop animation switching outside the screen and display the second prop animation and the role behavior animation after the switching is completed.

[0082] Optionally, the terminal can also add an animation segment between the first prop animation and the second prop animation for transition, increasing the continuity of the display process from the first prop animation to the second prop animation.

[0083] In summary, in the embodiments of the present application, by setting at least two prop states for the virtual prop and determining the prop state of the virtual prop according to the role posture, the prop animation corresponding to the prop behavior in the prop state applicable to the current role posture is presented. That is, when the virtual role performs the same prop behavior in different role postures, different prop animation effects can be presented, making the prop animation match the role posture and improving the rationality of the virtual role's prop behavior. In addition, when it is necessary to display the role behavior animation, the terminal attempts to synchronously display the role behavior animation and the prop animation by determining whether there is a co-occurrence conflict between the role behavior animation and the prop animation. Among them, when there is a co-occurrence conflict between the role behavior animation and the prop animation, the synchronous display of the role behavior animation and the prop animation is achieved by replacing the prop animation. In the synchronous display scenario, the virtual role synchronously performs the prop behavior and the role behavior, which is consistent with the behavior logic and behavior habits of people in the real scenario, improving the authenticity of the virtual role behavior.

[0084] In some embodiments, the virtual character holds a virtual prop with a virtual hand to perform a prop behavior. To present a prop animation corresponding to the prop behavior in a prop state that conforms to the current character pose, the terminal can determine the holding manner of the virtual hand on the virtual prop in the current character pose to determine the prop state of the virtual prop, that is, divide the prop state according to the holding state of the virtual hand.

[0085] In some embodiments, the degrees of freedom of movement of the virtual character in different character poses are different. Among them, in a character pose with a high degree of freedom of movement, the virtual character can perform a variety of large-scale complex behaviors, and these prop behaviors need to be realized by both hands of the virtual character. In a character pose with a low degree of freedom of movement, the virtual character can only perform some small-scale simple actions, and these actions can be realized with one hand. Taking the prop behavior of the virtual character inspecting a virtual prop as an example, in a standing pose with a high degree of freedom of movement, the virtual character realizes the inspection behavior by showing a difficult acrobatic technique, and in a squatting pose with a low degree of freedom of movement, the virtual character inspects by lifting the virtual prop.

[0086] In summary, the prop state of the virtual prop can be divided into a single-hand holding state and a two-hand holding state. Correspondingly, in the process of determining whether there is a co-occurrence conflict between the character behavior animation and the prop animation, the terminal needs to make a judgment in combination with the usage of the virtual hand represented by the behavior deduction method, that is, the terminal determines whether there is a co-occurrence conflict between the character behavior animation and the prop animation according to the behavior deduction method of the character behavior and the prop state of the virtual prop.

[0087] Please refer to Figure 3 , which shows a flowchart of a method for displaying a virtual character provided by another exemplary embodiment of the present application. The method includes the following steps.

[0088] Step 301, display a virtual character in a first character pose, and the virtual character holds a virtual prop.

[0089] The implementation manner of the above step 301 can refer to step 201, and the embodiments of the present application will not elaborate here. In the following embodiments, the first character pose is taken as an example of a standing pose for illustration.

[0090] Step 302, display a first prop animation in which the virtual character holds the virtual prop in a first prop state to perform a target prop behavior, where the prop state is related to the character pose of the virtual character, and the prop animations of the same prop behavior in different prop states are different.

[0091] In the embodiments of the present application, the prop states include a two-handed holding state and a single-handed holding state. Among them, the two-handed holding state of the virtual prop means that the virtual character holds the main virtual prop with the first virtual hand and the second virtual hand by default, and the single-handed holding state of the virtual prop means that the virtual character holds the main virtual prop with the first virtual hand or the second virtual hand by default. The virtual character performs prop actions with the help of the main virtual prop in the prop state.

[0092] In an exemplary example, as Figure 4 shown, the first character pose of the virtual character is a standing pose. In the standing pose, the virtual prop is in the two-handed holding state. In the first prop animation where the virtual character holds the virtual prop in the two-handed holding state, the virtual character holds the virtual prop 403 with the first virtual hand 401 and the second virtual hand 402.

[0093] It should be noted that during the process of the virtual character performing prop actions, the number of virtual hands used by the virtual character is determined by the prop action and has nothing to do with the prop state. For example, when the virtual character performs an attack action in the two-handed holding state, in the prop animation of the attack action, the virtual character waves the virtual prop with a single virtual hand, and in the prop animation where the virtual character holds the virtual prop, the virtual character holds the virtual prop with two virtual hands.

[0094] Step 303, when receiving a character action instruction for the virtual character, determine the action deduction method of the character action indicated by the character action instruction.

[0095] In some embodiments, in order to determine whether there is a co-occurrence conflict between the character action animation of the character action and the first prop animation, the terminal can analyze the occupancy situation of the virtual hands. When the prop action shown in the first prop animation occupies the virtual hands required for performing the character action, the terminal determines that there is a co-occurrence conflict between the character action animation and the first prop animation; when the prop action shown in the first prop animation does not occupy the virtual hands required for performing the character action, the terminal determines that there is no co-occurrence conflict between the character action animation and the first prop animation and they can co-occur.

[0096] In some embodiments, the action deduction method is divided according to the virtual character parts required when performing the character action. For example, the action deduction method can include two-handed deduction, single-handed deduction, two-foot deduction, single-foot deduction, head deduction, waist deduction, and so on.

[0097] Optionally, the terminal determines the usage of the virtual hand when the virtual character performs a role behavior (shows a role behavior animation) by determining the behavior deduction method of the role behavior indicated by the role behavior instruction, and then determines whether there is a co-occurrence conflict between the role behavior animation and the prop animation in combination with the prop state. Among them, the behavior deduction methods include two-handed deduction and one-handed deduction. Among them, in the case of two-handed deduction, the terminal shows the role behavior animation in which the first virtual hand and the second virtual hand of the virtual character perform the role behavior. In the case of one-handed deduction, the terminal shows the role behavior animation in which the first virtual hand or the second virtual hand of the virtual character performs the role behavior.

[0098] In a possible implementation manner, since the behavior deduction method of the role behavior is fixed, when receiving a role behavior instruction, the terminal can determine the behavior deduction method according to the corresponding relationship between the role behavior indicated by the role behavior instruction and the behavior deduction method.

[0099] Exemplarily, the behavior of the virtual character picking up a virtual item is a role behavior with one-handed deduction, and the role behavior of the virtual character making a cross gesture is a role behavior with two-handed deduction.

[0100] Step 304, in the case where there is a co-occurrence conflict between the behavior deduction method and the first prop state, determine that there is a co-occurrence conflict between the role behavior animation of the role behavior and the first prop animation.

[0101] In a possible implementation manner, the terminal determines whether there is a co-occurrence conflict between the behavior deduction method and the prop state by querying a preset co-occurrence conflict list composed of the behavior deduction method and the prop state. When the combination of the behavior deduction method and the prop state exists in the co-occurrence conflict list, the terminal determines that there is a co-occurrence conflict between the role behavior animation of the role behavior and the first prop animation. On the contrary, when it does not exist in the co-occurrence conflict list, there is no co-occurrence conflict between the role behavior animation of the role behavior and the first prop animation.

[0102] In some embodiments, the situation where there is a co-occurrence conflict between the behavior deduction method and the first prop state may include the situation where the behavior deduction method is one-handed deduction and the first prop state is a two-handed holding state.

[0103] In the case where the behavior deduction method is one-handed deduction and the first prop state is a two-handed holding state, since in the first prop animation, both the first virtual hand and the second virtual hand of the virtual character hold the virtual prop and there is no free virtual hand to show the role behavior animation, there is a co-occurrence conflict between the behavior deduction method of the role behavior and the first prop state of the virtual prop.

[0104] Step 305, when there is a co-occurrence conflict between the character behavior animation and the first prop animation, display the second prop animation of the target prop behavior in the second prop state and the character behavior animation, and there is no co-occurrence conflict between the second prop animation and the character behavior animation.

[0105] Among them, when the behavior interpretation mode is a one-hand interpretation and the first prop state is a two-handed holding state, the terminal determines that there is a co-occurrence conflict between the behavior interpretation mode and the first prop state.

[0106] In the two-handed holding state, when the terminal displays the first prop animation of the first virtual hand and the second virtual hand performing the target prop behavior, it is unable to display the character behavior animation of the character behavior performed with one hand. The terminal needs to display the character behavior animation after stopping displaying the first prop animation of the target prop behavior in the two-handed holding state. Therefore, when the behavior interpretation mode is one-handed interpretation and the first prop state is the two-handed holding state, the terminal determines that the behavior interpretation mode has a co-occurrence conflict with the first prop state, and thus determines that the character behavior animation of the character behavior has a co-occurrence conflict with the first prop animation.

[0107] In an illustrative example, Figure 5 As shown, the virtual character is in a standing posture and the virtual prop is in a two-handed holding state. When the character behavior instruction 501 is received, the salute behavior needs to be performed by the second virtual hand 502. In the two-handed holding state, since the behavior performance mode of the salute behavior has a co-occurrence conflict with the two-handed holding state, the character behavior animation and the first prop animation have a co-occurrence conflict.

[0108] Optionally, when the behavior interpretation mode is one-hand interpretation and the first prop state is a two-hand holding state, the terminal displays a second prop animation of the first virtual hand holding the virtual prop in the one-hand holding state to perform the target prop behavior, and displays a character behavior animation of the second virtual hand performing the character behavior.

[0109] The second prop animation refers to the prop animation of the same target prop behavior in the second prop state. When the first prop state is the two-handed holding state, the second prop state of the virtual prop is the one-handed holding state. The second prop animation of the target prop behavior in the one-handed holding state can be displayed together with the character behavior animation performed with one hand.

[0110] When the behavior interpretation mode is a one-hand interpretation and the first prop state is a two-handed holding state, the display method of the second prop animation and the character behavior animation may include the following sub-steps.

[0111] Sub-step 1: Replace the hand animation of the second virtual hand in the first conversion animation with the character behavior animation. The first conversion animation is an animation that switches from the first prop animation to the second prop animation.

[0112] In some embodiments, a conversion animation is used to show the conversion process of a prop animation for the same prop behavior in different prop states, so as to improve the continuity and smoothness of the prop animation switching process and avoid the screen fragmentation caused by directly switching the prop animation.

[0113] Optionally, the first conversion animation is used to show the conversion of the first prop animation of the target prop behavior in the first prop state to the second prop animation of the target prop behavior in the second prop state, and the second prop animation is included in the first conversion animation.

[0114] Since there is no co-occurrence conflict between the second prop animation and the character behavior animation, the second prop animation and the character behavior animation can be displayed synchronously. Among them, the hand animation of the first virtual hand is the second prop animation, and the hand animation of the second virtual hand is the character behavior animation. In order to improve the continuity and smoothness of the prop animation switching process, after the terminal displays the first prop animation of the first virtual hand performing the prop behavior, the first conversion animation is displayed. Therefore, the terminal processes the first conversion animation and replaces the hand animation of the second virtual hand in the first conversion animation with the character behavior animation, so as to achieve the effect that the terminal synchronously displays the second prop animation of the first virtual hand performing the prop behavior and the character behavior animation of the second virtual hand performing the character behavior.

[0115] Sub-step 2: Display the replaced first conversion animation.

[0116] In a possible implementation manner, in the replaced first conversion animation, the first virtual hand of the virtual character changes the prop state of the virtual prop to a single-handed holding state, and the second virtual hand performs the character behavior.

[0117] In an exemplary example, as Figure 5 shown, in the standing posture, in the replaced first conversion animation, the hand animation of the first virtual hand 503 is switched from the first prop animation to the second prop animation. During this process, the first virtual hand 503 first pulls the virtual prop 504 away from the second virtual hand 502, and then waves the virtual prop 504 to put away the virtual prop 504, that is, the virtual prop 504 is held in the first virtual hand 503. At the same time, the second virtual hand 502 is lifted during the process of the first virtual hand 503 putting away the virtual prop 504 and performs a salute gesture.

[0118] It should be noted that during the process of the terminal displaying the second prop animation, the character posture does not change. In order to display the first prop animation of the prop behavior in the first prop state that matches the character posture subsequently, the method provided in this embodiment may further include the following steps.

[0119] Step 306, when the character behavior animation is finished being displayed, display a second conversion animation, where the second conversion animation is an animation that switches from a second prop animation to a first prop animation.

[0120] Optionally, the second conversion animation is used to display the conversion of the second prop animation of the target prop behavior in the second prop state to the first prop animation of the target prop behavior in the first prop state, and the first prop animation is included in the second conversion animation.

[0121] In a possible implementation manner, when the character behavior animation is finished being displayed, the terminal replaces the hand animations of the first virtual hand and the second virtual hand with the second conversion animation.

[0122] In an exemplary example, the second conversion animation is as Figure 6 shown. In the replaced first conversion animation, the terminal displays the second prop animation in which the first virtual hand 601 of the virtual character holds the virtual prop 602, and displays the character behavior animation in which the second virtual hand 603 performs a salute gesture. After the character behavior animation is finished being displayed, the terminal displays the process of the prop animation conversion in which the first virtual hand 601 waves the virtual prop 602 and the second virtual hand 603 picks up the virtual prop 602, so as to display the first prop animation in which the first virtual hand 601 and the second virtual hand 603 hold the virtual prop 602.

[0123] In the embodiments of the present application, the terminal analyzes the usage of the virtual hand according to the behavior deduction method and the prop state, so as to determine whether there is a co-occurrence conflict between the prop animation and the character behavior animation, so as to synchronously display the prop animation and the character behavior animation. When there is a co-occurrence conflict, the co-occurrence conflict is resolved by replacing the prop animation, and the co-occurrence of the prop animation and the character behavior animation of the same prop behavior is realized, making the behavior of the virtual character conform to the behavior habits of real people and improving the authenticity of the behavior of the virtual character.

[0124] In addition, the embodiments of the present application display the animation process between the first prop animation and the second prop animation through the conversion animation, enhance the coherence between the first prop animation and the second prop animation, and improve the smoothness of the behavior of the virtual character.

[0125] In some embodiments, when there is no co-occurrence conflict between the behavior deduction method and the prop state, there may still be a mutual exclusion conflict between the behavior deduction method and the prop state. The mutual exclusion conflict means that the character behavior animation and the prop animation cannot be synchronously displayed by switching the prop animation, and can only be displayed in sequence. Optionally, the mutual exclusion conflict between the animations can be preset or judged based on the conflict conditions.

[0126] In the embodiments of the present application, by identifying mutually exclusive conflicts, the role behavior animations and prop animations with mutually exclusive conflicts are sequentially displayed, avoiding screen fragmentation in the case of mutually exclusive conflicts. Among them, when the behavior deduction method is two-handed deduction, the terminal can determine that there is a mutually exclusive conflict between the behavior deduction method and the first prop state.

[0127] When the behavior deduction method is two-handed deduction, regardless of whether the first prop state is a single-handed holding state or a two-handed holding state, the virtual character can neither perform role behaviors in the way of two-handed deduction nor realize the synchronous display of role behavior animations and prop animations by switching prop animations. Therefore, when the behavior deduction method is two-handed deduction, there is a mutually exclusive conflict between the behavior deduction method and the first prop state.

[0128] Since at least one virtual hand is occupied by the first prop animation of the target prop behavior in the first prop state, the terminal cannot display the role behavior animations of the first virtual hand and the second virtual hand performing role behaviors. There is a mutually exclusive conflict between the role behavior animations of the role behaviors and the first prop animation. Therefore, the terminal needs to display the role behavior animations of the role behaviors indicated by the role behavior instructions after the first prop animation is displayed.

[0129] In a possible implementation manner, when the behavior deduction method is two-handed deduction and the first prop state is a two-handed holding state or a single-handed holding state, the terminal stops displaying the first prop animation, and then displays the role behavior animations of the first virtual hand and the second virtual hand performing role behaviors.

[0130] In an exemplary example, as Figure 7 shown, the virtual character is in a standing posture. In the two-handed holding state, the first virtual hand 701 and the second virtual hand 702 of the virtual character hold the virtual prop 703. When receiving the role behavior instruction 704, the terminal stops displaying the first prop animation, and then displays the role behavior animations of the first virtual hand 701 and the second virtual hand 702 performing the "no" gesture action.

[0131] In addition, when the role behavior animations of the two-handed deduction role behaviors are displayed, since the prop state of the virtual prop corresponding to the first posture type is the first prop state, and the posture type remains unchanged, the terminal still displays the first prop animation of the virtual character holding the virtual prop in the first prop state. Therefore, the terminal redisplay the first prop animation of the virtual character holding the virtual prop and performing the target prop behavior in the first prop state, ensuring that under the role postures of the same posture type, the virtual character always displays the prop animations that conform to the role postures. Furthermore, when implementing the same prop behavior in different role postures, the terminal screen can present different prop animation effects, improving the rationality of the screen.

[0132] In the embodiments of the present application, when the behavior deduction method is two - hand deduction, and the first prop state is a two - hand holding state or a single - hand holding state, there is a mutually exclusive conflict between the behavior deduction method and the first prop state. Moreover, there is also a mutually exclusive conflict between the behavior deduction method and the second prop state. Therefore, the character behavior animation and the first prop animation cannot be synchronously displayed, and the terminal cannot achieve the synchronous display of the character behavior animation and the second prop animation of the same prop behavior by replacing the prop animation. In order to enable smooth virtual character display, after the first prop animation is displayed, the terminal then displays the character behavior animation, improving the rationality of the character behavior of the virtual character.

[0133] In some other embodiments, when the behavior deduction method is single - hand deduction, and the first prop state is a single - hand holding state, there may also be a mutually exclusive conflict between the behavior deduction method and the first prop state.

[0134] Among them, when the virtual hand adopted by the behavior deduction method and the virtual hand occupied by the first prop state are the same virtual hand, there is a mutually exclusive conflict between the behavior deduction method and the first prop state.

[0135] When the virtual hand adopted by the behavior deduction method and the virtual hand occupied by the first prop state are different virtual hands, there is no mutually exclusive conflict or co - occurrence conflict between the behavior deduction method and the first prop state.

[0136] In some embodiments, when the behavior deduction method is single - hand deduction, and the first prop state is a single - hand holding state, the terminal synchronously displays the first prop animation in which the first virtual hand holds a virtual prop and executes the target prop behavior, and the character behavior animation in which the second virtual hand executes the character behavior. Taking the first prop animation being displayed by the first virtual hand as an example, the display methods of the first prop animation and the character behavior animation in the embodiments of the present application are divided into the following two cases.

[0137] Case 1, the case where the terminal displays the character behavior animation in which the second virtual hand executes the character behavior.

[0138] Since the first prop animation needs to be displayed by the first virtual hand executing the prop behavior, and the character behavior animation is displayed by the second virtual hand executing the character behavior, the first prop animation can be synchronously displayed with the character behavior animation, without co - occurrence conflict or mutually exclusive conflict.

[0139] In a possible implementation manner, when the terminal displays the first prop animation in which the first virtual hand executes the target prop behavior in a single - hand holding state, the terminal replaces the hand animation of the second virtual hand in the first prop animation with the character behavior animation, so as to display the first prop animation in which the first virtual hand executes the prop behavior, and display the character behavior animation in which the second virtual hand executes the character behavior.

[0140] Exemplarily, as Figure 8 shown, the virtual character is in a squatting posture, the prompt icon 801 for the squatting posture lights up, and the first virtual hand 802 and the second virtual hand 803 hold the virtual prop 804. When the terminal receives the character behavior instruction 805, the terminal replaces the hand animation of the second virtual hand 803 with the character behavior animation of the "saluting" behavior, and the hand animation of the first virtual hand 802 remains unchanged.

[0141] Case 2, the case where the terminal displays the character behavior animation of the first virtual hand performing the character behavior.

[0142] Since the first prop animation occupies the first virtual hand, and the character behavior animation is displayed by means of the first virtual hand performing the character behavior animation, it is impossible to achieve synchronous display by switching the prop animation. Therefore, there is a mutual exclusion conflict between the first prop animation and the character behavior animation.

[0143] In a possible implementation manner, when the terminal displays the first prop animation of the first virtual hand performing the target prop behavior in the single-handed holding state, the terminal first displays a third conversion animation, and the third conversion animation is an animation that shows converting the first prop animation from the hand animation of the first virtual hand to the hand animation of the second virtual hand. Subsequently, the terminal displays the character behavior animation of the first virtual hand performing the character behavior.

[0144] In another possible implementation manner, the terminal first displays the first prop animation of the target prop behavior in the single-handed holding state, and then, when receiving the character behavior instruction, stops displaying the first prop animation and displays the character behavior animation.

[0145] In the embodiments of the present application, when the behavior deduction method is single-handed deduction and the first prop state is the single-handed holding state, the terminal can display the first prop animation of the first virtual hand performing the prop behavior and synchronously display the character behavior animation of the second virtual hand performing the character behavior, achieving the effect of the virtual character performing the prop behavior and the character behavior synchronously, which is consistent with the behavior habits of real people and improves the authenticity of the virtual character's behavior.

[0146] In order to improve the rationality of the virtual character's behavior and make the prop animation conform to the character posture, in some embodiments, different character postures belong to different posture types, the posture types correspond to the prop states, and the prop animations of the same prop behavior are different under the prop states corresponding to different posture types.

[0147] Optionally, the terminal can determine the prop state of the virtual prop by determining the posture type of the character posture, and then determine the prop animation in the prop state according to the target prop behavior. Please refer to Figure 9, which shows a flowchart of the determination process of the first prop animation of the virtual character provided in an exemplary embodiment of the present application. The process includes the following steps.

[0148] Step 901, determine the pose type to which the first character pose belongs, where different pose types correspond to different prop states.

[0149] Optionally, the pose types to which the character poses of the virtual character belong may include a first pose type and a second pose type. The number of pose types may include two or more. In the embodiments of the present application, two pose types are taken as an example for illustration.

[0150] In a possible implementation manner, the terminal determines the pose type to which the first character pose belongs according to the correspondence between the character pose and the pose type. For example, the terminal determines that the first character pose belongs to the first pose type by querying the correspondence table between the character pose and the pose type.

[0151] Since different pose types correspond to different prop states, and the prop animations of the same prop behavior are different in different prop states, the prop animations of the same prop behavior are different under the character poses of different pose types.

[0152] Exemplarily, as Figure 4 shown, the standing pose belongs to the first pose type. When the virtual character is in the standing pose, the virtual prop is in the two-handed holding state. In the first prop animation of the virtual character holding the virtual prop in the two-handed holding state, the virtual character holds the virtual prop 403 through the first virtual hand 401 and the second virtual hand 402.

[0153] Exemplarily, as Figure 10 shown, the squatting pose belongs to the second pose type. When the virtual character is in the squatting pose, the squatting pose prompt icon 1000 lights up, and the virtual character holds the virtual prop 1002 through the first virtual hand 1001.

[0154] In addition, under the character poses that belong to the same pose type, the prop animations of the same prop behavior are the same.

[0155] Exemplarily, as Figure 11 shown, the prone pose belongs to the second pose type. When the virtual character is in the prone pose, the prone pose prompt icon 1100 lights up, and the virtual character holds the virtual prop 1102 through the first virtual hand 1101.

[0156] Step 902, when the first character pose belongs to the first pose type, obtain the first prop animation set corresponding to the first prop state, where the first pose type corresponds to the first prop state, and the first prop animation set includes the prop animations of different prop behaviors in the first prop state.

[0157] The prop animations in the prop animation set include the prop animations of all executable prop behaviors corresponding to the pose types in the corresponding prop states. Different prop states correspond to different prop animation sets. The terminal can switch the prop animation sets to achieve the display effect of showing different prop animations for the same prop behavior.

[0158] Optionally, in the prop animation sets corresponding to different prop states, the types and quantities of prop animations are different.

[0159] In a possible implementation, affected by the character pose, the virtual character can perform a large number of complex prop behaviors in the first character pose, and can only perform some simple prop behaviors in the second character pose. Among them, the first character pose belongs to the first pose type, and the second character pose belongs to the second pose type.

[0160] Exemplarily, as Figure 12 shown, in the screen 1210, the virtual character is in a standing pose. The standing pose belongs to the first pose type. When performing an inspection behavior in the standing pose, the terminal shows the character behavior animation of the first virtual hand 1201 and the second virtual hand 1202 holding the virtual prop 1203 to perform the inspection behavior. The squatting pose belongs to the second pose type. In the screen 1220, when performing an inspection behavior in the squatting pose, the squatting pose prompt icon 1200 lights up, and the terminal shows the character behavior animation of the first virtual hand 1201 holding the virtual prop 1203 to perform the inspection behavior.

[0161] In another possible implementation, for the same prop behavior, the terminal can show multiple prop animations of the same prop behavior in the first character pose, and can only show one prop animation of the same prop behavior in the second character pose. Among them, the first character pose belongs to the first pose type, and the second character pose belongs to the second pose type.

[0162] Exemplarily, as Figure 13 shown, the standing pose belongs to the first pose type. In the screen 1310, in the standing pose, when receiving the character behavior instruction of the first attack behavior, the first virtual hand 1301 swings the virtual prop 1302 longitudinally. In the screen 1320, in the standing pose, when receiving the character behavior instruction of the second attack behavior, the first virtual hand 1301 swings the virtual prop 1302 horizontally. In the screen 1330, in the squatting pose, the squatting pose prompt icon 1300 lights up, and when receiving the character behavior instruction of the attack behavior, the first virtual hand 1301 swings the virtual prop 1302 in a backhand motion.

[0163] Step 903, determine the first prop animation of the target prop behavior from the first prop animation set.

[0164] In a possible implementation manner, when the terminal displays a prop animation in which a virtual character holds a virtual prop and performs a target prop behavior in a prop state, the terminal selects a corresponding prop animation from a first set of prop animations according to the number of the target prop behavior for display.

[0165] In the above embodiment, the terminal determines the posture type according to the character posture, and then determines the set of prop animations corresponding to the prop state according to the posture type. Since the prop animations in different sets of prop animations are different, the virtual character can perform various different forms of prop behaviors in character postures of different posture types, improving the authenticity of the virtual character's behaviors.

[0166] Please refer to Figure 14 , which shows a flowchart of the display process of a virtual character provided by an exemplary embodiment of the present application. This process includes the following steps.

[0167] Step 1401, determine whether the posture type to which the character posture belongs belongs to the first posture type.

[0168] The posture type includes a first posture type and a second posture type. The first posture type may include standing and walking postures, and the second posture type may include squatting, lying prone, and running postures.

[0169] If the character posture belongs to the first posture type, execute step 1402.

[0170] If the character posture belongs to the second posture type, execute step 1410.

[0171] Step 1402, when the character posture belongs to the first posture type, display a first prop animation in which the virtual character holds a virtual prop and performs a target prop behavior in a two-handed holding state.

[0172] Step 1403, determine whether a character posture switching instruction is received, and determine whether the posture type changes when the character posture switching instruction is received.

[0173] If a character posture switching instruction is received and the posture type of the character posture indicated by the character posture switching instruction changes, execute step 1404.

[0174] If a character posture switching instruction is not received, or if a character posture switching instruction is received and the posture type of the character posture indicated by the character posture switching instruction remains unchanged, execute step 1405.

[0175] Step 1404, display a first conversion animation.

[0176] Step 1405, when the first prop animation is being displayed, in response to a character behavior instruction, determine whether the behavior performance method of the character behavior is two-handed performance.

[0177] If it is determined that the behavior performance method is two-handed performance, execute Step 1406.

[0178] If it is determined that the behavior performance method is one-handed performance, execute Step 1408.

[0179] Step 1406, stop displaying the first prop animation.

[0180] Step 1407, display the character behavior animation.

[0181] After this step is executed, execute Step 1409.

[0182] Step 1408, synchronously display the second prop animation in which the first virtual hand performs the prop behavior, and the character behavior animation in which the second virtual hand performs the character behavior.

[0183] Step 1409, redisplay the first prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in the two-handed holding state.

[0184] Step 1410, when the character posture belongs to the second posture type, display the second prop animation in which the virtual prop held by the virtual character in the one-handed holding state performs the target prop behavior.

[0185] Step 1411, determine whether a character posture switching instruction is received, and determine whether the posture type changes when the character posture switching instruction is received.

[0186] If a character posture switching instruction is received and the posture type of the character posture indicated by the character posture switching instruction changes, execute Step 1412.

[0187] If a character posture switching instruction is not received, or if a character posture switching instruction is received and the posture type of the character posture indicated by the character posture switching instruction remains unchanged, execute Step 1413.

[0188] Step 1412, display the second conversion animation.

[0189] Step 1413, when the second prop animation is being displayed, in response to a character behavior instruction, determine whether the behavior performance method of the character behavior is two-handed performance.

[0190] If it is determined that the behavior performance method is two-handed performance, execute Step 1414.

[0191] If it is determined that the behavior performance method is one-handed performance, execute Step 1416.

[0192] Step 1414, stop displaying the second prop animation.

[0193] Step 1415, display the character behavior animation.

[0194] After this step is executed, execute Step 1417.

[0195] Step 1416, synchronously display the second prop animation of the first virtual hand performing the target prop behavior and the character behavior animation of the second virtual hand performing the character behavior.

[0196] Step 1417, redisplay the second prop animation of the virtual character holding the virtual prop in a single-handed grip state and performing the target prop behavior.

[0197] Optionally, the virtual character can also switch the character posture and the prop animation set during the display of the prop animation, and then select a prop animation from the switched prop animation set for display. Please refer to Figure 15 , which shows a flowchart of the character posture switching process of the virtual character provided by an exemplary embodiment of the present application.

[0198] Step 1501, in response to the character posture switching instruction, determine the posture type to which the second character posture indicated by the character posture switching instruction belongs.

[0199] Considering that after the virtual character switches the character posture, its posture type may change or may not change. In different posture types, the prop states of the virtual prop are different, and the prop animations of the same prop behavior are different. Therefore, the terminal needs to determine the posture type of the second character posture, so as to determine the prop state of the virtual prop and the prop animation of the target prop behavior in the prop state.

[0200] Exemplarily, as Figure 4 shown, in the standing posture, the virtual character holds the virtual prop 403 through the first virtual hand 401 and the second virtual hand 402. As Figure 10 shown, in the squatting posture, the virtual character holds the virtual prop 1002 through the first virtual hand 1001. As Figure 11 shown, in the prone posture, the virtual character holds the virtual prop 1102 through the first virtual hand 1101. Among them, the standing posture belongs to the first posture type, and the squatting posture and the prone posture belong to the second posture type.

[0201] Step 1502, when the second character pose belongs to the second pose type, obtain the second prop animation set corresponding to the second prop state, where the second pose type corresponds to the second prop state, the second prop animation set contains prop animations for different prop behaviors in the second prop state, and the prop animation for the target prop behavior in the second prop animation set is the second prop animation.

[0202] In a possible implementation, in response to a character pose switching instruction, when the terminal determines that the second character pose indicated by the character pose switching instruction belongs to the second pose type, it immediately switches the first prop animation set for the prop behavior in the first prop state corresponding to the first pose type to the second prop animation set corresponding to the second prop state.

[0203] In another possible implementation, when a character pose switching instruction is received and the first prop animation has not been fully displayed, the terminal waits for the first prop animation to be fully displayed and then switches the first prop animation set corresponding to the first prop state to the second prop animation set corresponding to the second prop state.

[0204] Step 1503, display the first conversion animation, which is an animation that switches from the first prop animation to the second prop animation.

[0205] Optionally, this step may include the following sub-steps.

[0206] Step 1, determine the animation display progress of the first prop animation.

[0207] Optionally, when a character pose switching instruction is received, the terminal may be in the process of displaying the first prop animation. Therefore, the terminal needs to determine the animation display progress of the first prop animation so as to display the first conversion animation when the first prop animation is fully displayed.

[0208] Optionally, when a character pose switching instruction is received, the terminal may be in the process of synchronously displaying the prop animation and the character animation. The terminal can determine the display progress of the prop animation and the character behavior animation and display the first conversion animation when both the prop animation and the character behavior animation are fully played.

[0209] In a possible implementation, the terminal determines whether the hand animations of the first virtual hand and the second virtual hand are fully displayed based on the behavior data of the virtual character refreshed by the server at virtual time, and displays the first conversion animation when the hand animations of the first virtual hand and the second virtual hand are fully displayed.

[0210] Step 2, when the animation display progress indicates full display, display the first conversion animation.

[0211] Step 3, set a delay conversion flag when the animation display progress indicator is not fully displayed; display the first conversion animation when there is a delay conversion flag and the first prop animation is fully displayed.

[0212] The delay conversion flag is used to mark the prop animation that needs to display the conversion animation later and is not fully displayed currently, so as to determine whether to display the conversion animation when the prop animation is fully displayed, so as to realize the delayed display of the conversion animation when the pose type of the character pose changes and the prop animation is not fully displayed, enhancing the organization and coherence of the animation display.

[0213] In a possible implementation, the terminal identifies the prop animation that has been fully displayed. When there is a delay conversion flag, it determines to display the conversion animation. When the currently fully displayed prop animation is the first prop animation, it displays the first conversion animation. When the currently fully displayed prop animation is the second prop animation, it displays the second conversion animation. When there is no delay conversion flag, the terminal determines that there is no need to display the conversion animation.

[0214] In an exemplary example, as Figure 16 shown, the virtual character is in a squatting pose, the virtual prop 1600 is in a single-handed holding state, and the squatting pose prompt button 1601 is lit. When receiving the character behavior instruction of the attack behavior, the terminal displays the prop animation of the attack behavior in the single-handed holding state. When this prop animation is not finished playing, in response to the character pose switching instruction, the terminal switches the character pose of the virtual character to a standing pose (in the terminal screen, the virtual character's line of sight rises and the squatting pose prompt button 1601 goes out). Since the pose type of the standing pose is different from that of the squatting pose, when the prop animation of the attack behavior is fully played, after the terminal resumes displaying the first prop animation of the virtual character holding the virtual prop 1600 with one hand, it displays the first conversion animation that switches the first prop animation to the second prop animation.

[0215] The first conversion animation is as Figure 17 shown, the virtual character is in a standing pose, and the virtual prop 1700 is in a single-handed holding state. In the first conversion animation, the first virtual hand 1701 waves the virtual prop 1700, and the second virtual hand 1702 picks up the virtual prop 1700. Finally, the virtual character holds the virtual prop 1700 with the first virtual hand 1701 and the second virtual hand 1702, and the virtual prop 1700 is in a two-handed holding state.

[0216] In the above embodiments, when the virtual character changes its character pose and the pose type of the character pose changes, the terminal switches the item state of the virtual item to the corresponding item state, and obtains the item animation set corresponding to the current item state, so that when the item state changes, item animations with different interpretations of the same item behavior can be displayed, enriching the behavior display method of the virtual character and further improving the authenticity of the virtual character's behavior. In addition, in the embodiment of the present application, when the first item animation is not finished being displayed, the first transition animation is delayed until the first item animation is finished being displayed, and then the first transition animation is displayed. By delaying the display of the transition animation, the coherence and continuity of the animation display are enhanced, and the smoothness of the virtual character's behavior is improved.

[0217] Please refer to Figure 18 , which shows a flowchart of displaying item animations in the case of a change in pose type provided by an exemplary embodiment of the present application. The process includes the following steps.

[0218] Step 1801, determine the pose type to which the first character pose belongs, where different pose types correspond to different item states.

[0219] Step 1802, when the first character pose belongs to the first pose type, obtain the first item animation set corresponding to the first item state, where the first pose type corresponds to the first item state, and the first item animation set contains item animations of different item behaviors in the first item state.

[0220] Step 1803, determine the first item animation of the target item behavior from the first item animation set.

[0221] Step 1804, display the first item animation of the virtual character holding the virtual item and performing the target item behavior in the first item state.

[0222] Step 1805, in response to the character pose switching instruction, determine the pose type to which the second character pose indicated by the character pose switching instruction belongs.

[0223] Step 1806, when the second character pose belongs to the second pose type, obtain the second item animation set corresponding to the second item state, where the second pose type corresponds to the second item state, the second item animation set contains item animations of different item behaviors in the second item state, and the item animation of the target item behavior in the second item animation set is the second item animation.

[0224] Step 1807, display the first transition animation, where the first transition animation is an animation that switches from the first item animation to the second item animation.

[0225] In the embodiments of the present application, the implementation manners of the above steps 1801 to 1803 may refer to steps 901 to 903, the implementation manner of the above step 1804 may refer to step 302, and the implementation manners of the above steps 1805 to 1807 may refer to steps 1501 to 1503. The embodiments of the present application will not elaborate herein.

[0226] It should be noted that after step 1807, the terminal displays a second prop animation in which the virtual character holds a virtual prop and performs a target prop behavior in the second prop state. Thus, in the case of a change in the pose type, by switching the prop animation set, a prop animation of the target prop behavior in the prop state matching the character pose is displayed, improving the rationality of the virtual character's prop behavior.

[0227] See Figure 19 , which shows a structural block diagram of a display device for a virtual character provided by an exemplary embodiment of the present application. The device includes:

[0228] A character display module 1901, configured to display a virtual character in a first character pose, and the virtual character holds a virtual prop;

[0229] A prop animation display module 1902, configured to display a first prop animation in which the virtual character holds the virtual prop and performs a target prop behavior in a first prop state, where the prop state is related to the character pose of the virtual character, and the prop animations of the same prop behavior in different prop states are different;

[0230] A behavior animation display module 1903, configured to, when receiving a character behavior instruction for the virtual character and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the first prop animation, display a second prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in a second prop state, and the character behavior animation, and there is no co-occurrence conflict between the second prop animation and the character behavior animation.

[0231] Optionally, the device further includes a conflict determination module for:

[0232] When receiving a character behavior instruction for the virtual character, determining the behavior deduction manner of the character behavior indicated by the character behavior instruction;

[0233] When there is a co-occurrence conflict between the behavior deduction manner and the first prop state, determining that there is a co-occurrence conflict between the character behavior animation of the character behavior and the first prop animation.

[0234] Optionally, the behavior demonstration method includes two-handed demonstration and single-handed demonstration, and the prop states include a two-handed holding state and a single-handed holding state;

[0235] The conflict determination module is further configured to:

[0236] When the behavior demonstration method is single-handed demonstration and the first prop state is the two-handed holding state, determine that there is a co-occurrence conflict between the behavior demonstration method and the first prop state;

[0237] The behavior animation display module 1903 is further configured to:

[0238] Display the second prop animation in which the first virtual hand holds the virtual prop in the single-handed holding state and executes the target prop behavior, and display the character behavior animation in which the second virtual hand executes the character behavior.

[0239] Optionally, the device further includes a conversion animation display module, configured to:

[0240] Replace the hand animation of the second virtual hand in the first conversion animation with the character behavior animation, where the first conversion animation is an animation switched from the first prop animation to the second prop animation;

[0241] Display the replaced first conversion animation.

[0242] Optionally, the behavior animation display module 1903 is further configured to:

[0243] When the behavior demonstration method is two-handed demonstration and the first prop state is the two-handed holding state or the single-handed holding state, stop displaying the first prop animation;

[0244] Display the character behavior animation in which the first virtual hand and the second virtual hand execute the character behavior.

[0245] Optionally, the prop animation display module 1902 is further configured to:

[0246] When the character behavior animation is displayed completely, redisplay the first prop animation in which the virtual character holds the virtual prop in the first prop state and executes the target prop behavior.

[0247] Optionally, the behavior animation display module 1903 is further configured to:

[0248] When the behavior demonstration method is single-handed demonstration and the first prop state is the single-handed holding state, synchronously display the first prop animation in which the first virtual hand holds the virtual prop and executes the target prop behavior, and the character behavior animation in which the second virtual hand executes the character behavior.

[0249] Optionally, the conversion animation display module is further configured to:

[0250] When the character behavior animation is finished being displayed, display a second conversion animation, where the second conversion animation is an animation that switches from the second prop animation to the first prop animation.

[0251] Optionally, the device further includes a prop animation determination module, configured to:

[0252] Determine the posture type to which the first character posture belongs, where different posture types correspond to different prop states;

[0253] When the first character posture belongs to the first posture type, obtain a first set of prop animations corresponding to the first prop state, where the first posture type corresponds to the first prop state, and the first set of prop animations includes prop animations of different prop behaviors in the first prop state;

[0254] Determine the first prop animation of the target prop behavior from the first set of prop animations.

[0255] Optionally, the device further includes a character posture switching module, configured to:

[0256] In response to a character posture switching instruction, determine the posture type to which the second character posture indicated by the character posture switching instruction belongs;

[0257] An animation set determination module, configured to, when the second character posture belongs to the second posture type, obtain a second set of prop animations corresponding to the second prop state, where the second posture type corresponds to the second prop state, the second set of prop animations includes prop animations of different prop behaviors in the second prop state, and the prop animation of the target prop behavior in the second set of prop animations is the second prop animation;

[0258] The conversion animation display module is further configured to display a first conversion animation, where the first conversion animation is an animation that switches from the first prop animation to the second prop animation.

[0259] Optionally, the conversion animation display module is further configured to:

[0260] Determine the animation display progress of the first prop animation;

[0261] When the animation display progress indicates that it is finished being displayed, display the first conversion animation;

[0262] When the animation display progress indicator is not fully displayed, set a delay conversion flag; when there is the delay conversion flag and the first prop animation is fully displayed, display the first conversion animation.

[0263] In summary, in the embodiments of the present application, by setting at least two prop states for the virtual prop and determining the prop state of the virtual prop according to the character posture, the prop animation corresponding to the prop behavior in the prop state applicable to the current character posture is presented. That is, when the virtual character performs the same prop behavior in different character postures, different prop animation effects can be presented, making the prop animation match the character posture and improving the rationality of the virtual character's prop behavior. In addition, when it is necessary to display the character behavior animation, the terminal determines whether there is a co-occurrence conflict between the character behavior animation and the prop animation, and attempts to synchronously display the character behavior animation and the prop animation. Among them, when there is a co-occurrence conflict between the character behavior animation and the prop animation, the prop animation is replaced to achieve the synchronous display of the character behavior animation and the prop animation. In the synchronous display scenario, the virtual character synchronously performs the prop behavior and the character behavior, which is consistent with the behavior logic and behavior habits of people in the real scenario, improving the authenticity of the virtual character's behavior.

[0264] It should be noted that: for the device provided in the above embodiments, only the above 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 internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device provided in the above embodiments and the method embodiments belong to the same concept, and the implementation process is detailed in the method embodiments, which will not be repeated here.

[0265] Please refer to Figure 20 , which shows a block diagram of a terminal 2000 provided by an exemplary embodiment of the present application. The terminal 2000 can be a portable mobile terminal, such as: a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 2000 may also be referred to by other names such as user equipment, portable terminal, etc.

[0266] Generally, the terminal 2000 includes: a processor 2001 and a memory 2002.

[0267] The processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 2001 may be implemented in at least one of the hardware forms of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2001 may 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 central processing unit (CPU); the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 2001 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may further include an artificial intelligence (AI) processor, and the AI processor is used to process computational operations related to machine learning.

[0268] The memory 2002 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 2002 may further 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 2002 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2001 to implement the method for displaying a virtual character provided in the embodiments of the present application.

[0269] In some embodiments, the terminal 2000 may further optionally include: a peripheral device interface 2003 and at least one peripheral device.

[0270] The peripheral device interface 2003 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2001 and the memory 2002. In some embodiments, the processor 2001, the memory 2002, and the peripheral device interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2001, the memory 2002, and the peripheral device interface 2003 may be implemented on a separate chip or circuit board, and this embodiment does not limit this.

[0271] Those skilled in the art can understand, Figure 20The structure shown does not constitute a limitation on the terminal 2000, and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0272] An embodiment of the present application also provides a computer-readable storage medium storing at least one instruction, which is loaded and executed by a processor to implement the method for displaying a virtual character as described in the above embodiments.

[0273] An embodiment of the present application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. The processor obtains the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the method for displaying a virtual character as described in the above embodiments.

[0274] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on a computer-readable storage medium. The computer-readable storage medium includes computer storage media and communication media, where the communication media includes any medium facilitating the transmission of a computer program from one place to another. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.

[0275] The above are only alternative 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 a virtual character, characterized in that The method includes: Displaying a virtual character in a first character pose, where the virtual character holds a virtual prop; Showing a first prop animation in which the virtual character holds the virtual prop and performs a target prop behavior in a first prop state, where the prop state is related to the character pose of the virtual character, and the prop animations for the same prop behavior in different prop states are different; When a character behavior instruction for the virtual character is received and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the first prop animation, showing a second prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in a second prop state, and the character behavior animation, where the second prop animation and the character behavior animation do not have a co-occurrence conflict.

2. The method according to claim 1, characterized in that, The method further includes: When a character behavior instruction for the virtual character is received, determining the behavior deduction method of the character behavior indicated by the character behavior instruction; When there is a co-occurrence conflict between the behavior deduction method and the first prop state, determining that there is a co-occurrence conflict between the character behavior animation of the character behavior and the first prop animation.

3. The method according to claim 2, wherein The behavior deduction method includes two-handed deduction and one-handed deduction, and the prop state includes a two-handed holding state and a one-handed holding state; The method includes: When the behavior deduction method is one-handed deduction and the first prop state is a two-handed holding state, determining that there is a co-occurrence conflict between the behavior deduction method and the first prop state; The showing of the second prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in the second prop state, and the character behavior animation, includes: Showing the second prop animation in which a first virtual hand holds the virtual prop in a one-handed holding state and performs the target prop behavior, and showing the character behavior animation of the second virtual hand performing the character behavior.

4. The method according to claim 3, wherein The showing of the second prop animation in which a first virtual hand holds the virtual prop in a one-handed holding state and performs the target prop behavior, and showing the character behavior animation of the second virtual hand performing the character behavior, includes: Replacing the hand animation of the second virtual hand in a first conversion animation with the character behavior animation, where the first conversion animation is an animation that switches from the first prop animation to the second prop animation; Showing the replaced first conversion animation.

5. The method according to claim 3, wherein The method further includes: When the behavior deduction method is two-handed deduction and the first prop state is a two-handed holding state or a one-handed holding state, stopping the showing of the first prop animation; Showing the character behavior animation of the first virtual hand and the second virtual hand performing the character behavior.

6. The method according to claim 5, characterized in that, After the showing of the character behavior animation of the first virtual hand and the second virtual hand performing the character behavior, the method further includes: When the character behavior animation is shown completely, showing again the first prop animation in which the virtual character holds the virtual prop and performs the target prop behavior in the first prop state.

7. The method according to claim 3, characterized in that, The method further includes: When the behavior interpretation mode is one-hand interpretation and the first prop state is one-hand holding state, the first prop animation of the first virtual hand holding the virtual prop to perform the target prop behavior and the character behavior animation of the second virtual hand performing the character behavior are synchronously displayed.

8. The method according to any one of claims 1 to 7, characterized in that, After showing the second prop animation of the virtual character holding the virtual prop in the second prop state and performing the target prop behavior, and the character behavior animation, the method further includes: When the character behavior animation is finished being displayed, a second conversion animation is displayed, where the second conversion animation is an animation of switching from the second prop animation to the first prop animation.

9. The method according to any one of claims 1 to 7, characterized in that, Before showing the first prop animation in which the virtual character holds the virtual prop in the first prop state to perform the target prop behavior, the method further includes: Determining a posture type to which the first character posture belongs, wherein different posture types correspond to different prop states; When the first character posture belongs to a first posture type, obtaining a first prop animation set corresponding to the first prop state, wherein the first posture type corresponds to the first prop state, and the first prop animation set includes prop animations of different prop behaviors in the first prop state; The first prop animation of the target prop behavior is determined from the first prop animation set.

10. The method according to claim 9, characterized in that, After showing the second prop animation of the virtual character holding the virtual prop in the second prop state and performing the target prop behavior, and the character behavior animation, the method further includes: In response to a character posture switching instruction, determining a posture type to which a second character posture indicated by the character posture switching instruction belongs; When the second character posture belongs to a second posture type, obtaining a second prop animation set corresponding to the second prop state, wherein the second posture type corresponds to the second prop state, the second prop animation set includes prop animations of different prop behaviors in the second prop state, and the prop animation of the target prop behavior in the second prop animation set is the second prop animation; A first conversion animation is displayed, where the first conversion animation is an animation switching from the first prop animation to the second prop animation.

11. The method according to claim 10, wherein The displaying of the first conversion animation comprises: Determine the animation display progress of the first prop animation; When the animation display progress indication is completed, display the first conversion animation; When the animation display progress indication has not been completed, a delayed conversion mark is set; when the delayed conversion mark exists and the first prop animation is completed, the first conversion animation is displayed.

12. A display device for a virtual character, characterized in that, The device comprises: A character display module, used for displaying a virtual character in a first character posture, wherein the virtual character holds a virtual prop; A prop animation display module, used to display a first prop animation of the virtual character holding the virtual prop and performing a target prop behavior in a first prop state, wherein the prop state is related to the character posture of the virtual character, and the prop animations of the same prop behavior in different prop states are different; The behavior animation display module is configured to, when receiving a character behavior instruction for the virtual character and there is a co-occurrence conflict between the character behavior animation indicated by the character behavior instruction and the first prop animation, display the second prop animation of the virtual character holding the virtual prop to perform the target prop behavior in the second prop state, and the character behavior animation, where the second prop animation and the character behavior animation do not have a co-occurrence conflict.

13. A terminal, characterized in that, The terminal includes a processor and a memory, and at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to implement the method for displaying a virtual character according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, At least one instruction is stored in the readable storage medium, and the at least one instruction is loaded and executed by a processor to implement the method for displaying a virtual character according to any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, the processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the method for displaying a virtual character according to any one of claims 1 to 11.