Virtual scene interaction processing method and device and electronic equipment

By displaying a list of candidate roles in a virtual scene and allowing players to select and adjust the properties of virtual characters, the problem of players being unable to summon NPCs to take photos at any location is solved, improving the gaming experience.

CN120437580APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410169668.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-06
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

In the prior art, players cannot summon non-player characters at any location in the virtual scene for group photos, and cannot set the NPC's actions, positions, orientations, and clothing attributes, resulting in poor game experience.

Method used

Display a list of candidate roles in a virtual scene, allowing players to select target virtual characters and adjust their properties through adjustment controls, generating photo image data containing player characters and target virtual characters.

Benefits of technology

It realizes that players summon virtual characters to take photos at any location in the virtual scene, and can adjust the attributes of virtual characters, improving the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the following steps: displaying a role model of a first player role and a candidate role list in a virtual scene; in response to a selection operation for the at least one identifier, displaying a role model of a target virtual role and at least one adjustment control in the virtual scene, the target virtual role being a virtual role corresponding to the selected identifier, and different adjustment controls being used for adjusting different attributes of the role model of the target virtual role; in response to an attribute adjustment triggering operation based on the target adjustment control, displaying an updated role model of the target virtual role; image data of the virtual scene is generated, and the image data comprises a character model of the first player character and an updated character model of the target virtual character. According to the method and the device, the virtual character can be called at any position of the virtual scene to carry out group photo with the player character.
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Description

Technical Field

[0001] The present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual characters (such as player characters) controlled by users (or players) or artificial intelligence according to actual application needs. It has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual characters.

[0003] Taking Massive Multiplayer Online Role-Playing Game (MMORPG) as an example, in the solutions provided by related technologies, when a player needs to take a photo with a non-player character (NPC) in the game, the player can only control his or her own game character (i.e., player character) to move to the side of the NPC that needs to be photographed. The player cannot summon the NPC at any time to take a photo at any location in the game scene, and cannot set the NPC's attributes such as action, position, direction, and clothing, resulting in a poor gaming experience for the player. Summary of the Invention

[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can summon a virtual character at any location in the virtual scene to take a photo with a player character, and also support adjustment of the attributes of the virtual character, thereby enhancing the player's gaming experience.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present invention provides a method for interactive processing of a virtual scene, including:

[0007] Displaying a character model of a first player character and a candidate character list in a virtual scene, wherein the candidate character list includes an identifier corresponding to at least one virtual character;

[0008] In response to a selection operation on at least one of the identifiers, displaying a character model of a target virtual character and at least one adjustment control in the virtual scene, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character;

[0009] In response to a property adjustment triggering operation based on a target adjustment control, displaying an updated character model of the target virtual character, wherein the updated character model includes an adjusted target property, the target property being the property associated with the target adjustment control;

[0010] Image data of the virtual scene is generated, wherein the image data includes a character model of the first player character and an updated character model of the target virtual character.

[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

[0012] A display module, configured to display a character model of a first player character and a candidate character list in a virtual scene, wherein the candidate character list includes an identifier corresponding to at least one virtual character;

[0013] The display module is further configured to display, in response to a selection operation on at least one of the identifiers, a character model of a target virtual character and at least one adjustment control in the virtual scene, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character;

[0014] The display module is further configured to display an updated character model of the target virtual character in response to an attribute adjustment triggering operation based on the target adjustment control, wherein the updated character model includes an adjusted target attribute, and the target attribute is an attribute associated with the target adjustment control;

[0015] A generation module is used to generate image data of the virtual scene, wherein the image data includes a role model of the first player role and an updated role model of the target virtual role.

[0016] An embodiment of the present application provides an electronic device, including:

[0017] a memory for storing executable instructions;

[0018] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

[0019] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in an embodiment of the present application when executed by a processor.

[0020] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method of the virtual scene provided in the embodiment of the present application.

[0021] The embodiments of the present application have the following beneficial effects:

[0022] The embodiment of the present application sets a candidate character list in the virtual scene, allowing the player to summon the character model of the target virtual character at any location in the virtual scene to take an asynchronous photo with the character model of the first player character controlled by the player. At the same time, the embodiment of the present application also allows the player to adjust the attributes of the character model of the summoned target virtual character by setting at least one adjustment control, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 1 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;

[0024] Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application;

[0025] Figure 3 1 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application;

[0026] Figure 4 1 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application;

[0027] Figure 5 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0028] Figure 6 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0029] Figure 7 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0030] Figure 8 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0031] Figure 9 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0032] Figure 10 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0033] Figure 11 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0034] Figure 12 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0035] Figure 13 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0036] Figure 14 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0037] Figure 15 It is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION

[0038] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.

[0039] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0040] It is understandable that in the embodiments of the present application, when user information and other related data (such as data of player characters controlled by players) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0041] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It is understandable that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0042] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art to which this application pertains. The terms used herein are for the purpose of describing the embodiments of this application only and are not intended to limit this application.

[0043] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0044] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed are executed.

[0045] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the movement of virtual objects in the virtual scene.

[0046] 3) Virtual characters: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people and animals displayed in a virtual scene. For example, a virtual character can be a virtual image in a virtual scene that represents the user. A virtual scene can include multiple virtual characters, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. In addition, the types of virtual characters can include player characters and non-player characters (i.e., NPCs), where player characters refer to game characters controlled by players in the game, and non-player characters refer to game characters controlled by non-players in the game, such as bystanders, opponents, etc.

[0047] 4) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance then sends the game data generated during operation to the browser page on the user's terminal. The page then calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded results. When the page detects user actions on the game screen, it reports them to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the decoding and rendering process is repeated, presenting the game screen on the page in response to the user's actions.

[0048] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal over the network. This eliminates the need for powerful graphics and data processing capabilities, requiring only basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.

[0049] 5) Photo function: In the game, players can click the photo button to enter the photo mode and record the characters, scenes, actions and other in-game images or video format.

[0050] 6) Shaping: In the game, players can customize a character's fixed-frame action through the shaping editor, and the action can be applied to the player character or NPC.

[0051] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can summon a character model of a target virtual character at any position in the virtual scene to take a photo with the character model of a first player character controlled by the player, and allow the player to adjust the attributes of the character model of the target virtual character, thereby improving the player's gaming experience. The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device, or can be implemented in collaboration with a terminal device and a server. The following description will be given by taking the interactive processing method of a virtual scene provided by the embodiment of the present application, which is implemented in collaboration with a server and a terminal device, as an example.

[0052] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The solution for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely local game mode and cloud game mode, wherein the local game mode refers to the terminal device and the server collaboratively running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device via the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0053] The following describes the architecture of the interactive processing system for virtual scenes provided in an embodiment of the present application.

[0054] For example, see Figure 1 , Figure 1 This is a schematic diagram of the architecture of the interactive processing system 100 of the virtual scene provided by the embodiment of the present application, which is used to support the application of allowing players to summon the target virtual character at any position in the virtual scene to take a photo. Figure 1 As shown, the interactive processing system 100 of the virtual scene includes: a server 200, a network 300 and a terminal device 400, wherein the server 200 is a background server (such as a game background server) of the client 410 running on the terminal device 400, the network 300 can be a local area network or a wide area network, or a combination of the two, the terminal device 400 is a terminal device associated with the player, and a client 410 runs on the terminal device 400. The client 410 can be various types of game clients, such as MMORPG clients, shooting game clients, role-playing game clients, and browsers.

[0055] In some embodiments, a virtual scene may be displayed in the human-computer interaction interface of the client 410, and a character model of a first player character (e.g., game character A controlled by player 1) and a candidate character list may be displayed in the virtual scene, wherein the candidate character list may include an identifier (e.g., avatar) corresponding to at least one candidate virtual character (including a second player character and a non-player character). Then, in response to the selection operation of player 1 for at least one identifier, the client 410 displays the character model of the target virtual character and at least one adjustment control (e.g., including a direction adjustment control, a position adjustment control, a height adjustment control, an action adjustment control, and a clothing adjustment control, etc.) in the virtual scene, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character. The client 410 can then display the updated character model of the target virtual character (i.e., the character model after the target attributes are adjusted) in response to the attribute adjustment trigger operation of the target adjustment control by player 1, wherein the updated character model may include the adjusted target attributes (such as the adjusted position, adjusted action, adjusted clothing, etc.), and the target attributes are the attributes associated with the target adjustment control. Finally, the client 410 can generate image data of the virtual scene, wherein the image data may include the character model of the first player character and the updated character model of the target virtual character. In this way, on the one hand, the player is allowed to summon the character model of the target virtual character at any position in the virtual scene, and on the other hand, the player is allowed to adjust the attributes of the character model of the target virtual character so as to take a photo with the adjusted character model of the target virtual character, thereby enhancing the player's gaming experience.

[0056] It should be noted that the virtual scene in the interactive processing method of the virtual scene provided in the embodiment of the present application can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server. For example, it can completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation and output of the virtual scene, wherein the types of graphics processing hardware include central processing units (CPU) and graphics processing units (GPU). For example, when forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs the video frames that can form the visual perception of the virtual scene in the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames on the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0057] Of course, it is also possible to rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400. For example, taking the visual perception of the virtual scene as an example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0058] In other embodiments, the embodiments of the present application can also be implemented with the help of cloud technology (Cloud Technology). Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or local area network to realize data calculation, storage, processing, and sharing.

[0059] Cloud technology is a general term for network, information, integration, management platform, and application technologies used in the cloud computing business model. It can form a resource pool that can be used on demand, providing flexibility and convenience. Cloud computing technology will become a key support. The backend services of technical network systems require a large amount of computing and storage resources.

[0060] For example, Figure 1 The server 200 in the example can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited to this. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0061] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to a browser environment to run. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0062] The following continues to describe the structure of the electronic device provided by the embodiment of the present application. Take the electronic device as an example, see Figure 2 , Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .

[0063] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0064] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0065] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

[0066] The memory 550 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0067] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.

[0068] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0069] A network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, WiFi, and USB;

[0070] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);

[0071] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.

[0072] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2The interactive processing device 555 of the virtual scene stored in the memory 550 is shown. It can be software in the form of a program or plug-in, and includes the following software modules: a display module 5551, a generation module 5552, a receiving module 5553, a control module 5554, and a synchronization module 5555. These modules are logical and can be arbitrarily combined or further divided according to the functions implemented. It should be noted that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be regarded as that the interactive processing device 555 of the virtual scene excludes the implementation of only including the display module 5551 and the generation module 5552. The functions of each module will be explained below.

[0073] The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

[0074] For example, see Figure 3 , Figure 3 This is a flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.

[0075] It should be noted that Figure 3 The illustrated methods can be executed by various computer programs running on a terminal device, not limited to a client. For example, they can also be executed by the operating system, software module, script, and applet described above. Therefore, the examples below using a client should not be considered as limiting the embodiments of the present application. In addition, for ease of description, the following description does not specifically distinguish between a terminal device and a client running on the terminal device.

[0076] In step 101 , a character model of a first player character and a candidate character list are displayed in a virtual scene.

[0077] Here, the candidate character list may include an identifier (eg, avatar, nickname, etc.) corresponding to at least one (ie, one or more) virtual characters (including the second player character and non-player characters).

[0078] In some embodiments, taking the game character A controlled by player 1 as the first player character, a client (such as an MMORPG game client) can be run on the terminal device associated with player 1, and a virtual scene can be displayed in the human-computer interaction interface of the client. The character model of the game character A controlled by player 1 and a list of candidate characters can be displayed in the virtual scene. For example, the list of candidate characters can be displayed in the upper left corner of the virtual scene.

[0079] In other embodiments, the virtual scene may be displayed in the human-computer interaction interface of the client from a first-person perspective (for example, the current player plays the first player character in the game from his own perspective); or from a third-person perspective (for example, the player chases the first player character in the game to play the game); or from a bird's-eye view perspective; wherein, the above-mentioned different perspectives can be switched arbitrarily.

[0080] For example, the first player character can be a virtual character controlled by the current player in the game. Of course, the virtual scene can also include other virtual characters, such as a second player character controlled by another user or a non-player character controlled by a bot. The virtual characters can be assigned to any of multiple teams, and the teams can have adversarial or collaborative relationships. The teams in the virtual scene can include any or all of the aforementioned relationships.

[0081] Taking the first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the first player character's field of view based on their viewing position and field of view within the complete virtual scene, and presenting the portion of the virtual scene within the field of view within the complete virtual scene. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows players to experience a truly immersive experience during operation.

[0082] Taking the bird's-eye view of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the player during the operation can be improved, thereby improving the efficiency of human-computer interaction. In addition, the above-mentioned different perspectives can also be switched. For example, assuming that the virtual scene is currently displayed from a first-person perspective, when a perspective switching operation triggered by the player is received, the first-person perspective can be switched to a bird's-eye view.

[0083] In other embodiments, the types of the virtual characters may include a second player character and a non-player character. Figure 4 , Figure 4 is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4 As shown, Figure 3 Step 101 shown can be performed by Figure 4 Steps 1011 to 1014 shown are implemented by combining Figure 4 The steps shown are explained.

[0084] In step 1011 , a character model of a first player character and a first image acquisition control are displayed in a virtual scene.

[0085] In some embodiments, taking the game character A controlled by player 1 as an example, the character model of the game character A controlled by player 1 can be displayed in the virtual scene. For example, the character model of the game character A can be displayed in the virtual scene from a third-person perspective. At the same time, a first image acquisition control (such as a "call friends to take photos" button) can also be displayed in the upper left corner of the virtual scene.

[0086] In step 1012 , in response to a trigger operation on the first image acquisition control, a candidate role list is displayed.

[0087] Here, the candidate role list may include a player role tab control (eg, a "Friends" tab control) and a non-player role tab control (eg, a "Partner" tab control).

[0088] In some embodiments, continuing with the above example, when a trigger operation (such as a click operation) is received from player 1 on the first image acquisition control displayed in the virtual scene, a list of candidate characters can be displayed in the virtual scene. For example, the list of candidate characters can be displayed in the upper left corner of the virtual scene, and the list of candidate characters can also be associated with a "Friends" tab control and a "Partner" tab control for player 1 to select.

[0089] In step 1013, in response to the player character tab control being in a selected state, an identifier corresponding to at least one second player character is displayed in the candidate character list.

[0090] In some embodiments, when the player character tab control is in a selected state, the candidate character list may also include a same server tab control (e.g., a "Friends on This Server" tab control) and a different server tab control (e.g., a "Friends across Servers" tab control). The above-mentioned display of an identifier corresponding to at least one second player character in the candidate character list may be achieved in the following manner: in response to the same server tab control being selected, an identifier corresponding to at least one second player character that is on the same server (i.e., this server) as the first player character and has a social relationship (e.g., a friend relationship, a follow-up relationship, etc.) is displayed in the candidate character list; in response to the different server tab control being selected, an identifier corresponding to at least one second player character that is on a different server (i.e., across servers) as the first player character and has a social relationship is displayed in the candidate character list.

[0091] For example, taking the player character tab control as the "Friends" tab control, when the "Friends" tab control is selected, the candidate character list can also be associated with the "Friends on this server" tab control and the "Friends across servers" tab control. When the "Friends on this server" tab control is selected, the avatars corresponding to multiple second player characters who are on the same server as the first player character and have a friend relationship can be displayed in the candidate character list in the form of cards; when the "Friends across servers" tab control is selected, the avatars corresponding to multiple second player characters who are on different servers from the first player character and have a friend relationship can be displayed in the candidate character list in the form of cards. In this way, by setting the "Friends on this server" tab control and the "Friends across servers" tab control, it is convenient for players to make choices.

[0092] In other embodiments, the candidate character list may further include a search box, and the following processing may be performed: receiving an input keyword (e.g., text) through the search box, and in response to the existence of a second player character matching the keyword (e.g., game character B controlled by player 2), updating the display of the identifier of the second player character matching the keyword (e.g., the avatar of game character B) in the candidate character list; in response to the absence of a second player character matching the keyword, updating the display of a first prompt message in the candidate character list, wherein the first prompt message is used to prompt that there is no search result matching the keyword. In this way, by setting a search box in the candidate character list, players can conduct accurate searches, thereby improving the efficiency of players in searching for other player characters who need to be photographed.

[0093] In step 1014 , in response to the non-player character tab control being in a selected state, an identifier corresponding to at least one non-player character is displayed in the candidate character list.

[0094] In some embodiments, taking the non-player character tab control as a "Partner" tab control as an example, when the "Partner" tab control is selected, the avatars corresponding to multiple partner characters (i.e., non-player characters) of the first player character can be displayed in the form of cards in the candidate character list. In this way, by setting the "Friends" tab control and the "Partner" tab control, it is convenient for players to search for player characters or non-player characters controlled by other players, thereby improving the player's gaming experience.

[0095] In some embodiments, the second player character can be a player character that has enabled permission to be summoned and whose social level (e.g., friendship level) with the first player character is greater than a social level threshold. The non-player character can be a partner character of the first player character and whose intimacy level (e.g., favorability level) with the first player character is greater than an intimacy level threshold. In other words, only other player characters that have enabled permission to be summoned and whose friendship level with the first player character is greater than the friendship level threshold (e.g., level 8) will have their corresponding identifiers displayed in the candidate character list, thereby protecting the privacy of other players. For non-player characters, only partner characters whose intimacy level with the first player character is greater than the intimacy level threshold will have their corresponding identifiers displayed in the candidate character list, thereby avoiding the problem of players being troubled by the excessive number of partner characters of the first player character.

[0096] In other embodiments, continuing with the above example, the above-mentioned display of an identifier corresponding to at least one second player character in the candidate character list can also be achieved in the following manner: the following processing is performed for each second player character: based on the social level (e.g., friendship level) between the second player character and the first player character, a first identifier that matches the social level is obtained; and the first identifier corresponding to the second player character is displayed in the candidate character list in the form of a card. Similarly, the above-mentioned display of an identifier corresponding to at least one non-player character in the candidate character list can be achieved in the following manner: the following processing is performed for each non-player character: based on the intimacy level (e.g., favorability level) between the non-player character and the first player character, a second identifier that matches the intimacy level is obtained; and the second identifier corresponding to the non-player character is displayed in the candidate character list in the form of a card.

[0097] For example, taking the game character A controlled by player 1 as the first player character and the game character B controlled by player 2 as the second player character, the identification (such as the avatar) of the game character B displayed in the candidate character list can be determined based on the friendship level between the game character B and the game character A. For example, the color of the background image of the avatar of the game character B or the displayed number can be related to the friendship level. For example, the higher the friendship level, the darker the background image color or the larger the displayed number. In this way, the player can intuitively determine the friendship level between each second player character and the first player character.

[0098] For example, taking the game character A controlled by player 1 as the first player character and the partner character C of the game character A controlled by player 1 as the non-player character, the identifier of the partner character C displayed in the candidate character list can be determined based on the favorability level between the partner character C and the game character A. For example, the color of the identifier displayed in the card including the avatar of the partner character C can be determined according to the favorability level. For example, the higher the favorability level, the darker the color of the identifier. In this way, the player can intuitively determine the favorability level between each non-player character and the first player character.

[0099] In some embodiments, when there are multiple non-player characters, the identifiers corresponding to the multiple non-player characters may be arranged in the candidate character list in any of the following orders: order of intimacy level with the first player character from high to low, order of level of the non-player characters from high to low; when there are multiple second player characters (e.g., cross-server friends) that are on different servers from the first player character and have social relationships, the identifiers corresponding to the multiple second player characters may be arranged in the candidate character list in any of the following orders: order of time of the most recent interaction from recent to distant, order of interaction frequency from high to low; when there are multiple second player characters (e.g., local friends) that are on the same server as the first player character and have social relationships, the identifiers corresponding to the multiple second player characters may be arranged in the candidate character list in any of the following orders: order of social level with the first player character from high to low, order of interaction frequency from high to low.

[0100] For example, taking the four partner characters of the first player character as an example, assuming that they are partner character A, partner character B, partner character C and partner character D, among which, assuming that the favorability level between partner character A and the first player character is level 3, the favorability level between partner character B and the first player character is level 5, the favorability level between partner character C and the first player character is level 1, and the favorability level between partner character D and the first player character is level 6, the corresponding identifiers of these four partner characters can be displayed in the candidate character list in the following order: partner character D, partner character B, partner character A, partner character C. In this way, it is convenient for players to give priority to taking photos with the partner character with the highest favorability, thereby improving the player's gaming experience.

[0101] In step 102 , in response to a selection operation on at least one identifier, a character model of a target virtual character and at least one adjustment control are displayed in a virtual scene.

[0102] Here, the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character, such as position, orientation, height, action, and clothing.

[0103] In some embodiments, the candidate character list may further include a call-out control, and the above-mentioned step 102 may be implemented in the following manner: in response to a selection operation for at least one identifier and receiving a trigger operation for the call-out control (such as a click operation), the character model of the target virtual character is displayed in the virtual scene, and at least one adjustment control (such as a position adjustment control, an orientation adjustment control, a height adjustment control, an action adjustment control, and a clothing adjustment control, etc.) is displayed around the character model of the target virtual character, and the candidate character list is controlled to switch from an expanded state to a collapsed state.

[0104] For example, taking the game character A controlled by player 1 as the first player character, avatars and summoning controls corresponding to multiple virtual characters (for example, multiple second player characters) can be displayed in the candidate character list. When player 1 selects the avatar of any second player character among the multiple second player characters and receives a click operation on the summoning control by player 1, the character model of the second player character (that is, the target virtual character, such as game character B controlled by player 2) corresponding to the selected avatar can be displayed in the virtual scene, and at least one adjustment control can be displayed around the character model of game character B. For example, at least one of the following adjustment controls can be displayed around the character model of game character B: orientation adjustment control, position adjustment control, height adjustment control, action adjustment control, and clothing adjustment control. In addition, after displaying the character model of game character B in the virtual scene, the candidate character list can also be folded in the virtual scene to avoid interfering with subsequent operations of player 1.

[0105] In some embodiments, when the player is not satisfied with the character model of the target virtual character, the following processing can also be performed: in response to the selection operation on the character model of the target virtual character, a recycling control is displayed; in response to the triggering operation on the recycling control, a third prompt information is displayed, wherein the third prompt information is used to prompt whether to confirm the recycling of the character model of the target virtual character; in response to the confirmation operation on the third prompt information, the character model of the target virtual character is canceled from the virtual scene.

[0106] For example, taking the case where the first player character is game character A controlled by player 1 and the target virtual character is game character B controlled by player 2, after player 1 summons the character model of game character B controlled by player 2 in the virtual scene, if player 1 is not satisfied with the character model of game character B, for example, player 1 does not want to take a photo with the character model of game character B, the character model of game character B can be selected in the virtual scene. For example, when player 1 selects the character model of game character B, a recycling control can be displayed in the virtual scene. When player 1 clicks on the recycling control, a third prompt message can be displayed, such as "Are you sure to clear the friend / partner model in the scene?". When player 1 confirms the third prompt message, for example, when player 1 clicks on the "Confirm" button carried in the third prompt message, the character model of game character B can be canceled from the virtual scene.

[0107] In other embodiments, after the character model of the target virtual character is displayed in the virtual scene, the following processing may also be performed: in response to a copy operation on the character model of the target virtual character, a new character model of the target virtual character is displayed in the virtual scene; in response to the number of character models of the target virtual character existing in the virtual scene reaching a quantity threshold (for example, 10), a fourth prompt message is displayed, wherein the fourth prompt message is used to prompt that the number of character models of the target virtual character that can exist in the virtual scene has reached an upper limit.

[0108] For example, taking the case where the first player character is game character A controlled by player 1 and the target virtual character is game character B controlled by player 2, after player 1 summons the character model of game character B controlled by player 2 in the virtual scene, the player 1 can also copy the character model of the summoned game character B. For example, when player 1 receives a copy operation for the character model of game character B, the new character model of game character B can be displayed in the virtual scene. In other words, there are now two character models of game character B in the virtual scene. Of course, player 1 can also copy the character model of game character B again until the number of character models of game character B meets the needs of player 1. Of course, in order to ensure the smooth operation of the game, there is an upper limit on the number of character models of game character B displayed in the virtual scene. When it is detected that the number of character models of game character B displayed in the virtual scene reaches the set upper limit (for example, 10), a fourth prompt message can be displayed in the virtual scene, such as "The number of summoned friends in the scene has reached the upper limit."

[0109] In some embodiments, when there are multiple virtual characters, the above-mentioned step 102 can also be implemented in the following manner: in response to multiple identifiers being selected, multiple character models corresponding to multiple target virtual characters and at least one adjustment control are displayed in the virtual scene, wherein each adjustment control is used to simultaneously adjust the attributes corresponding to the multiple character models corresponding to the multiple target virtual characters, or to adjust the attributes corresponding to the character model of the selected target virtual character from the multiple target virtual characters.

[0110] For example, taking the first player character being game character A controlled by player 1 and the multiple virtual characters being multiple second player characters having a friend relationship with the first player character, avatars corresponding to multiple second player characters can be displayed in the candidate character list, such as the avatar of game character B controlled by player 2, the avatar of game character C controlled by player 3, and the avatar of game character D controlled by player 4, etc. Player 1 can select only one avatar at a time or can select multiple avatars at the same time. For example, when player 1 selects the avatars of game character B and game character D at the same time in the candidate character list, the character model of game character B and the character model of game character D can be displayed in the virtual scene. At the same time, at least one adjustment control can also be displayed in the virtual scene, such as a direction adjustment control, a position adjustment control, a height adjustment control, an action adjustment control, and a clothing adjustment control. For example, taking the position adjustment control as an example, when the trigger operation of the position adjustment control by player 1 is received, the positions of the character model of game character B and the character model of game character D can be adjusted at the same time, that is, the character models of multiple target virtual characters can be batch adjusted through the same adjustment control. Of course, it is also possible to only adjust the position of the character model of the selected game character from game character B and game character D. The embodiment of the present application does not make specific limitations on this.

[0111] In other embodiments, when there are multiple virtual characters, the above-mentioned step 102 can also be implemented in the following manner: in response to multiple identifiers being selected, multiple character models corresponding to multiple target virtual characters are displayed in the virtual scene, and at least one adjustment control associated with the character model of each target virtual character is displayed around the character model of the target virtual character.

[0112] For example, taking the case where the first player character is game character A controlled by player 1, and the multiple virtual characters are multiple partner characters of the first player character, avatars corresponding to multiple partner characters may be displayed in the candidate character list, for example, including the avatar of partner character A, the avatar of partner character B, the avatar of partner character C, and the avatar of partner character D, etc. Player 1 may select only one avatar at a time in the candidate character list or select multiple avatars at the same time. For example, when player 1 selects the avatars of partner character B and partner character C at the same time in the candidate character list, the character model of partner character B and the character model of partner character C may be displayed in the virtual scene. At the same time, at least one adjustment control associated with the character model of partner character B may be displayed around the character model of partner character B, and at least one adjustment control associated with the character model of partner character C may be displayed around the character model of partner character C. In other words, the embodiment of the present application may also set a corresponding set of adjustment controls for the character model of each target virtual character.

[0113] In step 103 , in response to the attribute adjustment triggering operation based on the target adjustment control, an updated character model of the target virtual character is displayed.

[0114] Here, updating the role model may include adjusting the target attribute, wherein the target attribute is an attribute associated with the target adjustment control.

[0115] In some embodiments, when the target adjustment control is an orientation adjustment control, the target attribute includes the orientation of the character model of the target virtual character in the virtual scene, and the above-mentioned step 103 can be implemented in the following manner: in response to the trigger operation for the orientation adjustment control, the rotation control is displayed; in response to the orientation adjustment trigger operation based on the rotation control, the character model of the target virtual character after orientation adjustment (i.e., the updated character model) is displayed in the virtual scene. For example, assuming that the orientation of the character model of the target virtual character in the virtual scene is to the left, and the orientation of the updated character model of the target virtual character in the virtual scene is to the right.

[0116] For example, taking the game character A controlled by player 1 as the first player character and the game character B controlled by player 2 as the target virtual character, after player 1 selects the identifier of game character B in the candidate character list, the character model of game character B and the orientation adjustment control (such as the "turn" control) can be displayed in the virtual scene. For example, assuming that the orientation of the character model of game character B is to the left, when player 1 is not satisfied with the orientation of the character model of game character B, it can be adjusted through the orientation adjustment control. For example, when a click operation of player 1 on the orientation adjustment control is received, the rotation control can be displayed, and player 1 can control the rotation of the character model of game character B by clicking the rotation control. For example, player 1 can adjust the orientation of the character model of game character B from left to right through the rotation control.

[0117] In other embodiments, when the target adjustment control is a position adjustment control, the target attribute includes the position of the character model of the target virtual character in the virtual scene, and the above-mentioned step 103 can be implemented in the following manner: in response to the trigger operation of the position adjustment control, the character model of the target virtual character is controlled to switch from an immovable state to a movable state; in response to the drag operation on the character model of the target virtual character in the movable state, the character model of the target virtual character after position adjustment (i.e., the updated character model) is displayed in the virtual scene, for example, assuming that the character model of the target virtual character is located at point A in the virtual scene, and the updated character model of the target virtual character is located at point B in the virtual scene.

[0118] For example, taking the case where the first player character is game character A controlled by player 1 and the target virtual character is game character B controlled by player 2, after player 1 selects the avatar of game character B in the candidate character list, the character model of game character B and a position adjustment control (such as a "move" control) can be displayed in the virtual scene. When player 1 is not satisfied with the position of the character model of game character B in the virtual scene, the position of the character model of game character B in the virtual scene can be adjusted through the position adjustment control. For example, when player 1 clicks on the position adjustment control, the character model of game character B can be switched from an immovable state to a movable state, that is, player 1 can now drag the character model of game character B in the virtual scene. For example, assuming that player 1 can drag the character model of game character B from point A to point B in the virtual scene.

[0119] In some embodiments, when the target adjustment control is a height adjustment control, the target attribute includes the height of the character model of the target virtual character in the virtual scene, and the above-mentioned step 103 can also be implemented in the following manner: in response to the trigger operation for the height adjustment control, the lifting control is displayed, wherein the lifting control includes the height value of the current height of the character model of the target virtual character; in response to the height adjustment trigger operation based on the lifting control, the character model of the target virtual character after height adjustment (i.e., the updated character model) is displayed in the virtual scene, for example, assuming that the height of the character model of the target virtual character in the virtual scene is 1 meter, and the height of the updated character model of the target virtual character in the virtual scene is 1.3 meters.

[0120] For example, taking the case where the first player character is game character A controlled by player 1 and the target virtual character is game character B controlled by player 2, after player 1 selects the avatar of game character B from the candidate character list, the character model of game character B and a height adjustment control (e.g., an "up" control) can be displayed in the virtual scene. If player 1 is not satisfied with the height of the character model of game character B in the virtual scene, the height of the character model of game character B can be adjusted using the height adjustment control. For example, when player 1 clicks on the height adjustment control, a lift control can be displayed, wherein the lift control may include the height value of the current height of the character model of game character B in the virtual scene. When player 1 pulls the lift control upward, the height of the character model of game character B in the virtual scene can be raised, and when player 1 pulls the lift control downward, the height of the character model of game character B in the virtual scene can be lowered. In other words, the position of the character model of game character B in the Z-axis direction can be adjusted using the height adjustment control.

[0121] In other embodiments, when the target adjustment control is an action adjustment control, and the target attribute includes the action of the character model of the target virtual character, the above-mentioned step 103 can also be implemented in the following manner: in response to a trigger operation on the action adjustment control, a candidate action list is displayed, wherein the candidate action list includes at least one candidate action; in response to a selection operation on at least one candidate action, the character model of the target virtual character after the action is adjusted (i.e., the character model is updated) is displayed in the virtual scene, wherein the action of the character model of the target virtual character after the adjustment is the candidate action selected from the at least one candidate action.

[0122] For example, taking the case where the first player character is game character A controlled by player 1 and the target virtual character is game character B controlled by player 2, after player 1 selects the avatar of game character B in the candidate character list, the character model of game character B and the action adjustment control (such as the "plasticity" control) can be displayed in the virtual scene. When player 1 is not satisfied with the action of the character model of game character B, the player can adjust it by clicking the action adjustment control. For example, when player 1 clicks on the action adjustment control, a candidate action list can be displayed, wherein the candidate action list can include at least one candidate action, such as candidate action A, candidate action B, candidate action C, and candidate action D. When player 1 clicks on candidate action B in the candidate action list, the action of the character model of game character B can be adjusted to candidate action B, thereby achieving the adjustment of the action of the character model of game character B.

[0123] In some embodiments, the display of the candidate action list can be implemented as follows: in response to the absence of any candidate actions, a second prompt message and a create control are displayed in the candidate action list, wherein the second prompt message is used to indicate that no candidate actions currently exist; in response to a trigger operation on the create control, an action creation interface is displayed; and at least one candidate action created in the action creation interface is synchronized to the candidate action list. In other words, when there are no candidate actions, the player can enter the action creation interface by clicking the create control and create one. Subsequently, the action created by the player in the action creation interface can be synchronized to the candidate action list as at least one candidate action.

[0124] In other embodiments, the above-mentioned display of the candidate action list can also be implemented in the following manner: based on the feature data corresponding to at least one candidate action (for example, including the complexity and type of the action), calling the first machine learning model for prediction processing to obtain the score corresponding to each candidate action; for at least one candidate action with a score greater than a score threshold, applying a first display style (for example, highlighting or flashing) to display it in the candidate action list; for at least one candidate action with a score less than a score threshold, applying a second display style to display it in the candidate action list, wherein the prominence of the first display style is greater than the prominence of the second display style, so that candidate actions with high scores can be recommended to players, thereby improving the player's gaming experience.

[0125] In other embodiments, when the target adjustment control is a clothing adjustment control, and the target attribute includes the clothing of the character model of the target virtual character, the above-mentioned step 103 can also be implemented in the following manner: in response to a trigger operation on the clothing adjustment control, a candidate clothing list is displayed, wherein the candidate clothing list includes at least one candidate clothing; in response to a selection operation on at least one candidate clothing, the character model of the target virtual character after the clothing is adjusted (i.e., the character model is updated) is displayed in the virtual scene, wherein the clothing of the character model of the target virtual character after the clothing is adjusted is the candidate clothing selected from the at least one candidate clothing.

[0126] For example, taking the game character A controlled by player 1 as the first player character and the game character B controlled by player 2 as the target virtual character, after player 1 selects the avatar of game character B in the candidate character list, the character model of game character B and the clothing adjustment control (such as the "dressing" control) can be displayed in the virtual scene. When player 1 is not satisfied with the clothing of the character model of game character B, it can be adjusted by clicking the clothing adjustment control. For example, when player 1 clicks on the clothing adjustment control, a candidate clothing list can be displayed, wherein the candidate clothing list can include at least one candidate clothing, such as candidate clothing A, candidate clothing B, candidate clothing C and candidate clothing D, etc. When player 1 clicks on candidate clothing C in the candidate clothing list, the clothing of the character model of game character B can be adjusted to candidate clothing C, thereby achieving adjustment of the clothing of the character model of game character B.

[0127] In some embodiments, the above-mentioned display of the candidate clothing list can be implemented in the following manner: based on the feature data corresponding to at least one candidate clothing (for example, including the type of clothing, the degree of fit with the target virtual character, etc.), calling the second machine learning model for prediction processing to obtain the score of each candidate clothing; for at least one candidate clothing with a score greater than a score threshold, applying a third display style (for example, highlighting or flashing) in the candidate clothing list for display; for at least one candidate clothing with a score less than a score threshold, applying a fourth display style in the candidate clothing list for display, wherein the prominence of the third display style is greater than the prominence of the fourth display style. In other words, candidate clothing with high scores can be recommended to players to improve their gaming experience.

[0128] In step 104 , image data of the virtual scene is generated.

[0129] Here, the image data may include a character model of the first player character and an updated character model of the target virtual character.

[0130] In some embodiments, step 104 can be implemented by: performing any one of the following processes: in response to the duration of stopping adjustment reaching a duration threshold (for example, 3 minutes), automatically generating image data of the virtual scene (i.e., automatically taking a group photo); displaying a second image acquisition control in the virtual scene; in response to a trigger operation on the second image acquisition control, generating image data of the virtual scene (i.e., manually taking a group photo).

[0131] For example, taking the game character A controlled by player 1 as the first player character and the game character B controlled by player 2 as the target virtual character, when it is detected that the time for which player 1 stops adjusting the attributes of the character model of game character B reaches a time threshold (for example, 3 minutes), image data of the virtual scene can be automatically generated, wherein the image data includes the character model of game character A and the updated character model of game character B (for example, the character model of game character B after the clothing is adjusted). That is to say, when it is detected that the time for which player 1 stops adjusting the attributes of the character model of game character B reaches a time threshold, a photo of the character model of game character A and the updated character model of game character B can be automatically taken.

[0132] For example, taking the game character A controlled by player 1 as the first player character and the game character B controlled by player 2 as the target virtual character, a second image acquisition control (such as a "photo" control) can also be displayed in the virtual scene. After player 1 adjusts the attributes of the character model of game character B, such as the orientation, action, position, height, and clothing, he can click the second image acquisition control to take a photo. For example, after receiving the click operation of player 1 on the second image acquisition control, image data of the virtual scene can be generated, wherein the image data includes the character model of game character A and the character model of game character B after the attributes are adjusted (such as the character model after the action is adjusted).

[0133] The interactive processing method of the virtual scene provided in the embodiment of the present application, on the one hand, allows the player to summon the character model of the target virtual character to be photographed at any location in the virtual scene by setting a candidate character list in the virtual scene; on the other hand, by setting at least one adjustment control, allows the player to adjust the attributes such as the direction, position, height, action and clothing of the character model of the summoned target virtual character, thereby improving the player's gaming experience.

[0134] Below, an MMORPG game is taken as an example to illustrate an exemplary application of the embodiment of the present application in an actual application scenario.

[0135] An embodiment of the present application provides an interactive processing method for a virtual scene, and adds a "call friends to take photos" function to the in-game photo system. It can create one or more character models of NPCs or other player characters in any scene, and adjust the position, movement, orientation, height and clothing of the character models of NPCs or other player characters, so as to achieve the purpose of asynchronously taking photos with other player characters or taking photos with NPCs.

[0136] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

[0137] In some embodiments, see Figure 5 , Figure 5 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 5 As shown, a character model 601 of a game character (i.e., the first player character) controlled by the current player (e.g., player 1) and a "Call Friends for Photo" control 602 are displayed in a virtual scene 600. When a click operation is received from player 1 on the "Call Friends for Photo" control 602, a candidate character list 603 can be displayed in the virtual scene 600, wherein the candidate character list 603 is associated with a "Friends" tab control 604 and a "Partners" tab control 605. When the "Friends" tab control 604 is in a selected state, player characters controlled by friends that meet the calling conditions can be displayed in the candidate character list 603. For example, a tab corresponding to the player character controlled by player 1's friends can be displayed in the candidate character list 603. In addition, Player 1's friends may include local server friends and cross-server friends. For example, when the "Friends" tab control 604 is selected, the candidate character list 603 may also be associated with a "Local Server Friends" tab control 606 and a "Cross-Server Friends" tab control 607. When the "Cross-Server Friends" tab control 607 is selected, the tabs corresponding to the player characters controlled by Player 1's cross-server friends may be displayed in the candidate character list 603. In addition, a search box 608 may be displayed in the candidate character list 603. After Player 1 enters text (e.g., a friend's name) in the search box 608, the search results under the currently selected category (e.g., "Cross-Server Friends") may be retrieved and displayed based on the text. When no search results are found, a prompt message "No search results" may be displayed in the candidate character list 603.

[0138] Continue to see Figure 5Assuming that player 1 selects the friend tab 609 in the candidate character list 603 and receives a click operation on the player's call-up control 610, a character model 611 of the player character controlled by the friend corresponding to the friend tab 609 can be displayed in the virtual scene 600, and related operation controls are displayed around the character model 611, such as a "turn" control 612 (i.e., a direction adjustment control), a "move" control 613 (i.e., a position adjustment control), a "rise" control 614 (i.e., a height adjustment control), a "shape" control 615 (i.e., an action adjustment control), and a "dress" control 616 (i.e., a clothing adjustment control). At the same time, the candidate character list 603 can also be folded in the virtual scene 600, for example, the candidate character list 603 can be canceled from being displayed in the virtual scene 600.

[0139] It should be noted that for Player 1's friends, only the player characters who have reached a specified friendship level (for example, friendship level is over 8) and have enabled the friend-controlled permission to be summoned will be displayed in the candidate character list. For example, Figure 6 Taking the friend tab 617 shown in the as an example, the friend tab 617 may include a friend level identifier 6171 (for example, different color background images and numbers can be displayed according to the friend level), a business card base 6172 (for example, a corresponding picture can be displayed according to the business card base), and an avatar frame 6173.

[0140] Similarly, for player 1's partners, only partners who have reached a specified favorability (e.g., reaching the level of regret for not meeting each other earlier) will be displayed in the candidate role list. Figure 7 Taking the partner tab 618 shown as an example, the partner tab 618 may include a favorability indicator 6181 (for example, an indicator of different colors may be displayed according to favorability), a partner avatar frame 6182 (for example, a default style may be used), and a base plate 6183 (for example, a base plate may use a uniform blue and pink color scheme).

[0141] In addition, it should be noted that when there are multiple partners who have reached a specified favorability, the multiple partners can be arranged in the candidate character list in order of favorability from high to low; similarly, when the player has multiple cross-server friends, the player characters controlled by multiple friends can be displayed in the candidate character list in order from near to far according to the time of the most recent chat; and for the player's friends in the same server, when there are multiple friends in the same server, the player characters controlled by multiple friends in the same server can be displayed in sequence in order from high to low according to the friendship degree. The embodiments of the present application do not make specific limitations on this.

[0142] In other embodiments, see Figure 8 , Figure 8 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 8 As shown, when a click operation is received by player 1 on the "Shape" control 615, a candidate shape list 619 (or a candidate action list) may be displayed on the right side of the virtual scene, wherein candidate shape list 619 may be associated with a "System" tab control 620 and a "My" tab control 621. When the "System" tab control 620 is selected, several candidate shapes provided by the game system may be displayed in candidate shape list 619 for player 1 to select. Player 1 may select an unlocked shape (e.g., shape 622) to adjust the action of character model 611 to the selected shape 622. In addition, if the "My" tab control 621 is selected and there is currently no modeling, a prompt message 623 such as "No modeling works yet" and a "Go to New" control 624 may be displayed. After clicking the "Go to New" control 624, the player can jump to the modeling record interface to create. For example, the player can use the game's built-in modeling editor to change the bone parameters to create a unique fixed-frame action and save it, which can be used on the game character or NPC controlled by the player.

[0143] It should be noted that when the single-player shaping function is not unlocked, the "Shaping" control 615 may be locked. When the player clicks the locked "Shaping" control 615, a prompt message such as "The single-player shaping talent has not been unlocked" may be displayed. In addition, some companions (such as pandas) do not support shaping. When such companions are summoned, the "Shaping" control 615 may not be displayed. If both the shaping control and the dressing control are unavailable, the bottom frame may not be displayed.

[0144] In some embodiments, see Figure 9 , Figure 9 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 9As shown, when a click operation is received from player 1 on the "outfit" control 616, an outfit selection bar 625 (i.e., a list of candidate clothing) can be displayed at a fixed position on the right side of the virtual scene 600. The outfit selection bar 625 can display the numbers corresponding to the 10 outfit plans that the player has matched in the wardrobe system. For example, if player 1 selects number 2 in the outfit selection bar 625, the outfit of the character model 611 can be adjusted to the outfit plan corresponding to number 2. In addition, when player 1 selects the character model 611 in the virtual scene 600, a "recycle" control 626 can also be displayed in the virtual scene 600. When a click operation is received from player 1 on the "recycle" control 626, the character model 611 can be retracted. In addition, a "Clear" control 627 can be displayed in the lower left corner of the virtual scene 600. When player 1 clicks on the "Clear" control 627, a pop-up window 628 can be displayed for secondary confirmation. When player 1 clicks on the "Confirm Clear" control displayed in the pop-up window 628, all character models in the virtual scene 600 can be cleared.

[0145] It should be noted that for player 1's partner, there may be no dressing function, that is, when player 1's partner is called out, the "dressing" control 616 may not be displayed, and the dressing selection bar 625 and the candidate style list 619 may exist at the same time, and the positions of the two are fixed.

[0146] In addition, it should be noted that when the player's friends are not online, the character model of the player's character controlled by the friend can also be summoned. The player can only edit one character model at a time, and it needs to be outlined to indicate the selected state. All summoned character models need to have a special effects mark to display, which is visible in the photo mode and the special effects are hidden after taking the photo.

[0147] The following describes the process of adjusting the direction, position, and height of the summoned character model.

[0148] It should be noted that a fixed interval can be maintained between the coordinate adjustment controls (including the "turn" control 612, the "move" control 613 and the "elevate" control 614) and the character model 611. After the player clicks any coordinate adjustment control, the cancel control, confirmation control, undo control, restore control and other coordinate adjustment controls can be hidden in the virtual scene, and only the coordinate adjustment control clicked by the player will be displayed.

[0149] In some embodiments, see Figure 10 , Figure 10 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 10As shown, when a click operation of the player 1 on the "turn" control 612 is received, the rotation control 629 and the reset area 630 can be displayed (i.e., the reset function is supported), and a prompt message such as "move here to reset" can be displayed in the reset area 630. Player 1 can control the character model 611 to rotate around the Z axis (i.e., adjust the orientation of the character model 611) through the rotation control 629. In addition, when it is detected that the player 1's finger touches the reset area 630, the text displayed in the reset area 630 can be changed. For example, the text displayed in the reset area 630 can be updated to "Release to reset the lens". After detecting that the player 1 lets go, the character model 611 can be controlled to rotate back to 0°.

[0150] In other embodiments, see Figure 11 , Figure 11 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 11 As shown, when player 1 clicks on "move" control 613, other controls in the virtual scene may be hidden, and only "move" control 613 may be displayed. Player 1 may then drag character model 611 in the virtual scene to change the position of character model 611. It should be noted that when player 1 drags character model 611, character model 611 automatically moves along the ground, and the Z-axis coordinate does not change.

[0151] In some embodiments, see Figure 12 , Figure 12 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 12 As shown, when player 1 clicks on the "rise" control 614, a lift control 631 may be displayed. The lift control 631 may display the current Z-axis world coordinate of the character model 611. When player 1 drags the lift control 631 upward, an upward arrow may be displayed, and the value of the Z-axis world coordinate of the character model 611 displayed in the lift control 631 increases. When player 1 drags the lift control 631 downward, a downward arrow may be displayed, and the value of the Z-axis world coordinate of the character model 611 displayed in the lift control 631 decreases. It should be noted that the model's rising coordinates may have an upper limit, which can be configured by game planners.

[0152] In other embodiments, after entering the friend calling function in photo mode, the selected character model can be called up in the virtual scene and enter the editing state. While in the editing state, the selected model can be switched, but clicking on the model in the non-friend calling state will not provide any feedback. Furthermore, after closing the photo interface, all called character models will be recycled. Furthermore, there is a limit on the number of character models that can be called up in the virtual scene; for example, a maximum of 10 character models can be called up simultaneously.

[0153] In some embodiments, the same character model may be placed multiple times, such as Figure 13 As shown, after player 1 places the character model 611 in the virtual scene 600, he can place the character model 611 in the virtual scene 600 again, and for the character models that have been placed, the number of placed ones can also be displayed on the tab corresponding to the character model. When the number of character models placed by player 1 in the virtual scene 600 reaches the upper limit, when the placement operation is performed again, a prompt message such as "The number of friends called in the scene has reached the upper limit!" can be displayed.

[0154] The privacy setting process is described below.

[0155] For example, see Figure 14 , Figure 14 Schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application. Figure 14 As shown, in the technical solution provided in the embodiment of the present application, a checkbox setting 633 is added to the friend system settings, namely whether other users are allowed to summon their own models in the photo system to take photos. For example, players can set whether they can be summoned by others in the friend settings. Only when the permission to be summoned is turned on, the character model of the game character controlled by the player can be summoned by other players. In this way, the player's privacy can be further protected.

[0156] Next, continue to combine Figure 15 The interactive processing method of the virtual scene provided in the embodiment of the present application is described.

[0157] For example, see Figure 15 , Figure 15 This is a flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application, which will be combined with Figure 15 The steps shown are explained.

[0158] In step 201, the friend calling function is entered.

[0159] In step 202, a selection operation for a friend list is received.

[0160] In step 203, friends who meet the conditions are displayed in the friend list.

[0161] Here, in the friend list (i.e. Figure 5 When the "Friends" tab control 604 is selected, the friends displayed in the corresponding candidate role list 603) need to meet the following conditions: privacy permission is enabled and the friendship level reaches level 8.

[0162] In step 204 , a selection operation for a buddy list is received.

[0163] In step 205, partners meeting the conditions are displayed in a partner list.

[0164] Here, in the partner list (i.e. Figure 5 When the "Partner" tab control 605 is selected, the partners displayed in the corresponding candidate role list 603) need to meet the following conditions: the favorability reaches a specified level (for example, reaching the level of regret for not meeting each other earlier).

[0165] In step 206 , in response to a click operation on a tab corresponding to any friend / partner, a corresponding role model is created in the scene.

[0166] In step 207, the orientation, position, and height of the character model are set.

[0167] In step 208, the outfit of the character model is set.

[0168] In some embodiments, 10 outfits automatically matched by the player in the wardrobe system can be pulled, and the character model's outfit can be adjusted to the selected outfit based on the player's selection.

[0169] In step 209, the action of the character model is set.

[0170] In some embodiments, shaping data may be pulled and the bone rotation data of the character model may be changed according to the player's selection to achieve shaping of the character model.

[0171] In step 210 , editing of a single model is completed.

[0172] In some embodiments, when it is necessary to continue summoning the next character model, the above steps 206 to 209 may be repeatedly executed.

[0173] In step 211, the settings are completed and a photo is taken.

[0174] To sum up, the interactive processing method of the virtual scene provided by the embodiment of the present application has the following beneficial effects: by providing the function of summoning character models of NPCs or other player characters in any game scene, plus customized adjustments (for example, including editable NPC or friend model positions, orientations, movements, and outfits, etc.), a variety of rich and beautiful photo effects can be produced, satisfying the player's needs for taking photos with NPCs or offline friends, and creating a secondary creative space. In addition, players can also share photos to external platforms, bringing about a traffic-generating effect, thereby forming a good social communication effect.

[0175] The following continues to describe the exemplary structure of the interactive processing device 555 of the virtual scene provided by the embodiment of the present application implemented as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the virtual scene interaction processing device 555 of the memory 550 may include: a display module 5551 and a generation module 5552.

[0176] Display module 5551 is used to display the role model of the first player character and a list of candidate characters in the virtual scene, wherein the candidate character list includes an identifier corresponding to at least one virtual character; display module 5551 is also used to display the role model of the target virtual character and at least one adjustment control in the virtual scene in response to a selection operation for at least one identifier, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the role model of the target virtual character; display module 5551 is also used to display the updated role model of the target virtual character in response to an attribute adjustment trigger operation based on the target adjustment control, wherein the updated role model includes the adjusted target attribute, and the target attribute is the attribute associated with the target adjustment control; generation module 5552 is used to generate image data of the virtual scene, wherein the image data includes the role model of the first player character and the updated role model of the target virtual character.

[0177] In some embodiments, the types of virtual characters include second player characters and non-player characters; the display module 5551 is also used to display the character model of the first player character and the first image acquisition control in the virtual scene; in response to the trigger operation on the first image acquisition control, a candidate character list is displayed, wherein the candidate character list includes a player character tab control and a non-player character tab control; in response to the player character tab control being in a selected state, an identifier corresponding to at least one second player character is displayed in the candidate character list; in response to the non-player character tab control being in a selected state, an identifier corresponding to at least one non-player character is displayed in the candidate character list.

[0178] In some embodiments, when the player character tab control is in a selected state, the candidate character list also includes a same server tab control and a different server tab control; the display module 5551 is also used to display, in response to the same server tab control being selected, an identifier corresponding to at least one second player character that is on the same server as the first player character and has a social relationship in the candidate character list; and to display, in response to the different server tab control being selected, an identifier corresponding to at least one second player character that is on a different server than the first player character and has a social relationship in the candidate character list.

[0179] In some embodiments, the candidate character list also includes a search box; the interactive processing device 555 of the virtual scene also includes a receiving module 5553, which is used to receive the input keyword through the search box; the display module 5551 is also used to update the display of the identifier of the second player character matching the keyword in the candidate character list in response to the existence of a second player character matching the keyword; and to update the display of the first prompt information in the candidate character list in response to the absence of a second player character matching the keyword, wherein the first prompt information is used to prompt that there is no search result matching the keyword.

[0180] In some embodiments, the second player character is a player character that has enabled permission to be summoned and whose social level with the first player character is greater than a social level threshold; the non-player character is a partner character of the first player character and whose intimacy level with the first player character is greater than the intimacy level threshold.

[0181] In some embodiments, the display module 5551 is further used to perform the following processing for each second player character: based on the social level between the second player character and the first player character, obtain a first identifier that matches the social level; and display the first identifier corresponding to the second player character in the form of a card in the candidate character list; the display module 5551 is further used to perform the following processing for each non-player character: based on the intimacy level between the non-player character and the first player character, obtain a second identifier that matches the intimacy level; and display the second identifier corresponding to the non-player character in the form of a card in the candidate character list.

[0182] In some embodiments, when there are multiple non-player characters, the identifiers corresponding to the multiple non-player characters are arranged in the candidate character list in any of the following orders: order of intimacy level with the first player character from high to low, order of level of the non-player characters from high to low; when there are multiple second player characters that are on different servers from the first player character and have social relationships, the identifiers corresponding to the multiple second player characters are arranged in the candidate character list in any of the following orders: order of time of the most recent interaction from recent to distant, order of interaction frequency from high to low; when there are multiple second player characters that are on the same server as the first player character and have social relationships, the identifiers corresponding to the multiple second player characters are arranged in the candidate character list in any of the following orders: order of social level with the first player character from high to low, order of interaction frequency from high to low.

[0183] In some embodiments, the candidate character list also includes a call-out control; the display module 5551 is also used to respond to a selection operation for at least one identifier and receive a trigger operation for the call-out control, display the character model of the target virtual character in the virtual scene, and display at least one adjustment control around the character model of the target virtual character; the virtual scene interactive processing device 555 also includes a control module 5554, which is used to control the candidate character list to switch from an expanded state to a collapsed state.

[0184] In some embodiments, when the target adjustment control is an orientation adjustment control, the target attribute includes the orientation of the character model of the target virtual character in the virtual scene; the display module 5551 is also used to display the rotation control in response to a trigger operation for the orientation adjustment control; in response to the orientation adjustment trigger operation based on the rotation control, the character model of the target virtual character after orientation adjustment is displayed in the virtual scene.

[0185] In some embodiments, when the target adjustment control is a position adjustment control, the target attributes include the position of the character model of the target virtual character in the virtual scene; the control module 5553 is also used to control the character model of the target virtual character to switch from an immovable state to a movable state in response to a trigger operation on the position adjustment control; the display module 5551 is also used to display the character model of the target virtual character after position adjustment in the virtual scene in response to a drag operation on the character model of the target virtual character in the movable state.

[0186] In some embodiments, when the target adjustment control is a height adjustment control, the target attribute includes the height of the character model of the target virtual character in the virtual scene; the display module 5551 is also used to display the lifting control in response to the trigger operation for the height adjustment control, wherein the lifting control includes the height value of the current height of the character model of the target virtual character; in response to the height adjustment trigger operation based on the lifting control, the character model of the target virtual character after height adjustment is displayed in the virtual scene.

[0187] In some embodiments, when the target adjustment control is an action adjustment control, the target attribute includes the action of the character model of the target virtual character; the display module 5551 is also used to display a candidate action list in response to a trigger operation on the action adjustment control, wherein the candidate action list includes at least one candidate action; in response to a selection operation on at least one candidate action, the character model of the target virtual character after the action is adjusted is displayed in the virtual scene, wherein the action of the character model of the target virtual character after the adjustment is the candidate action selected from at least one candidate action.

[0188] In some embodiments, the display module 5551 is also used to display a second prompt message and a new control in the candidate action list in response to the absence of any candidate actions, wherein the second prompt message is used to prompt that there are currently no candidate actions; in response to a trigger operation for the new control, an action creation interface is displayed; the interactive processing device 555 of the virtual scene also includes a synchronization module 5555, which is used to synchronize at least one candidate action created in the action creation interface to the candidate action list.

[0189] In some embodiments, the display module 5551 is also used to call the first machine learning model for prediction processing based on the feature data corresponding to at least one candidate action to obtain a score corresponding to each candidate action; for at least one candidate action whose score is greater than the score threshold, the first display style is applied to display it in the candidate action list; for at least one candidate action whose score is less than the score threshold, the second display style is applied to display it in the candidate action list, wherein the prominence of the first display style is greater than the prominence of the second display style.

[0190] In some embodiments, when the target adjustment control is a clothing adjustment control, the target attribute includes the clothing of the character model of the target virtual character; the display module 5551 is also used to display a candidate clothing list in response to a trigger operation on the clothing adjustment control, wherein the candidate clothing list includes at least one candidate clothing; in response to a selection operation on at least one candidate clothing, the character model of the target virtual character after the clothing is adjusted is displayed in the virtual scene, wherein the clothing of the character model of the target virtual character after the clothing is adjusted is the candidate clothing selected from at least one candidate clothing.

[0191] In some embodiments, the display module 5551 is also used to call the second machine learning model for prediction processing based on the feature data corresponding to at least one candidate clothing to obtain a score for each candidate clothing; for at least one candidate clothing whose score is greater than the score threshold, the third display style is applied to display in the candidate clothing list; for at least one candidate clothing whose score is less than the score threshold, the fourth display style is applied to display in the candidate clothing list, wherein the prominence of the third display style is greater than the prominence of the fourth display style.

[0192] In some embodiments, the display module 5551 is also used to display a recycling control in response to a selection operation on the character model of the target virtual character; display a third prompt message in response to a trigger operation on the recycling control, wherein the third prompt message is used to prompt whether to confirm the recycling of the character model of the target virtual character; and cancel the display of the character model of the target virtual character in the virtual scene in response to a confirmation operation on the third prompt message.

[0193] In some embodiments, the display module 5551 is further used to display the new character model of the target virtual character in the virtual scene in response to a copy operation on the character model of the target virtual character; and to display a fourth prompt message in response to the number of character models of the target virtual character existing in the virtual scene reaching a quantity threshold, wherein the fourth prompt message is used to prompt that the number of character models of the target virtual character that can exist in the virtual scene has reached an upper limit.

[0194] In some embodiments, when there are multiple virtual characters, the display module 5551 is further used to display character models of multiple target virtual characters and at least one adjustment control in a virtual scene in response to multiple identifiers being selected, wherein each adjustment control is used to simultaneously adjust the attributes corresponding to the character models of multiple target virtual characters, or to adjust the attributes corresponding to the character model of a selected target virtual character from the character models of multiple target virtual characters.

[0195] In some embodiments, when there are multiple virtual characters, the display module 5551 is further used to display character models of multiple target virtual characters in the virtual scene in response to multiple identifiers being selected, and to display at least one adjustment control associated with the character model of the target virtual character around the character model of each target virtual character.

[0196] In some embodiments, the generation module 5552 is also used to perform any one of the following processes: generating image data of the virtual scene in response to the duration of stopping adjustment reaching a duration threshold; displaying a second image acquisition control in the virtual scene; generating image data of the virtual scene in response to a trigger operation on the second image acquisition control.

[0197] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, so it will not be repeated here. Figure 3 ,or Figure 4 The present invention should be understood by referring to the description of any one of the accompanying drawings.

[0198] The present invention provides a computer program product comprising a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual scene interactive processing method described in the present invention.

[0199] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, Figure 3 ,or Figure 4 The interactive processing method of the virtual scene is shown.

[0200] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or various devices including one or any combination of the above memories.

[0201] In some embodiments, executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0202] As an example, executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.

[0203] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a character model of a first player character and a candidate character list in a virtual scene, wherein the candidate character list includes an identifier corresponding to at least one virtual character; In response to a selection operation on at least one of the identifiers, displaying a character model of a target virtual character and at least one adjustment control in the virtual scene, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character; In response to a property adjustment triggering operation based on a target adjustment control, displaying an updated character model of the target virtual character, wherein the updated character model includes an adjusted target property, the target property being the property associated with the target adjustment control; Image data of the virtual scene is generated, wherein the image data includes a character model of the first player character and an updated character model of the target virtual character.

2. The method according to claim 1, characterized in that The types of the virtual characters include a second player character and a non-player character; The step of displaying the role model of the first player role and the candidate role list in the virtual scene includes: Displaying a character model of a first player character and a first image acquisition control in a virtual scene; In response to a trigger operation on the first image acquisition control, displaying a candidate character list, wherein the candidate character list includes a player character tab control and a non-player character tab control; In response to the player character tab control being in a selected state, displaying an identifier corresponding to at least one second player character in the candidate character list; In response to the non-player character tab control being in a selected state, an identifier corresponding to at least one non-player character is displayed in the candidate character list.

3. The method according to claim 2, characterized in that When the player character tab control is in a selected state, the candidate character list further includes a same server tab control and a different server tab control; The step of displaying an identifier corresponding to at least one second player character in the candidate character list includes: In response to the same server tab control being in a selected state, displaying in the candidate character list an identifier corresponding to at least one second player character that is on the same server as the first player character and has a social relationship with the first player character; In response to the different server tab control being in a selected state, an identifier corresponding to at least one second player character that is on a different server from the first player character and has a social relationship with the first player character is displayed in the candidate character list.

4. The method according to claim 2 or 3, characterized in that The candidate role list also includes a search box; The method further comprises: Receiving input keywords through the search box; In response to the presence of a second player character matching the keyword, updating the identification of the second player character matching the keyword in the candidate character list; In response to the absence of a second player character matching the keyword, first prompt information is updated and displayed in the candidate character list, wherein the first prompt information is used to prompt that there is no search result matching the keyword.

5. The method according to claim 2, characterized in that The second player character is a player character that has enabled permission to be summoned, and whose social level with the first player character is greater than a social level threshold; the non-player character is a partner character of the first player character, and whose intimacy level with the first player character is greater than an intimacy level threshold.

6. The method according to claim 5, characterized in that The step of displaying an identifier corresponding to at least one second player character in the candidate character list includes: The following process is performed for each of the second player characters: Based on the social level between the second player character and the first player character, obtaining a first identifier that matches the social level; Displaying the first identifier corresponding to the second player character in the candidate character list in the form of a card; The step of displaying an identifier corresponding to at least one non-player character in the candidate character list includes: The following process is performed for each non-player character: Based on the intimacy level between the non-player character and the first player character, obtaining a second identifier that matches the intimacy level; The second identifier corresponding to the non-player character is displayed in the candidate character list in the form of a card.

7. The method according to any one of claims 2 to 6, characterized in that When there are multiple non-player characters, the identifiers corresponding to the multiple non-player characters are arranged in the candidate character list in any one of the following orders: an order of intimacy levels with the first player character from high to low, or an order of levels of the non-player characters from high to low; When there are multiple second player characters that are in different servers from the first player character and have a social relationship with the first player character, the identifiers corresponding to the multiple second player characters are arranged in the candidate character list in any of the following orders: the order of the time of the most recent interaction from the most recent to the most recent, or the order of the frequency of interaction from the most frequent to the least frequent; When there are multiple second player characters that are on the same server and have a social relationship with the first player character, the identifiers corresponding to the multiple second player characters are arranged in the candidate character list in any of the following orders: the social level between them and the first player character is from high to low, and the interaction frequency is from high to low.

8. The method according to claim 1, characterized in that The candidate role list also includes a call-out control; In response to a selection operation on at least one of the identifiers, displaying a character model of a target virtual character and at least one adjustment control in the virtual scene includes: In response to a selection operation on at least one of the identifiers and receiving a trigger operation on the call-out control, displaying a character model of a target virtual character in the virtual scene and displaying at least one adjustment control around the character model of the target virtual character; and Control the candidate role list to switch from an expanded state to a collapsed state.

9. The method according to claim 1, characterized in that When the target adjustment control is a direction adjustment control, the target attribute includes the direction of the character model of the target virtual character in the virtual scene; The method of displaying an updated character model of the target virtual character in response to a property adjustment triggering operation based on a target adjustment control includes: In response to a trigger operation on the orientation adjustment control, displaying a rotation control; In response to a triggering operation of adjusting the orientation based on the rotation control, a character model of the target virtual character with the orientation adjusted is displayed in the virtual scene.

10. The method according to claim 1, characterized in that When the target adjustment control is a position adjustment control, the target attribute includes the position of the character model of the target virtual character in the virtual scene; The method of displaying an updated character model of the target virtual character in response to a property adjustment triggering operation based on a target adjustment control includes: In response to a triggering operation on the position adjustment control, controlling the character model of the target virtual character to switch from an immovable state to a movable state; In response to a drag operation on the character model of the target virtual character in the movable state, the character model of the target virtual character with its position adjusted is displayed in the virtual scene.

11. The method according to claim 1, wherein When the target adjustment control is a height adjustment control, the target attribute includes the height of the character model of the target virtual character in the virtual scene; The method of displaying an updated character model of the target virtual character in response to a property adjustment triggering operation based on a target adjustment control includes: In response to a trigger operation on the height adjustment control, displaying a height adjustment control, wherein the height adjustment control includes a height value of a current height of the character model of the target virtual character; In response to a height adjustment triggering operation based on the lifting control, a character model of the target virtual character after the height is adjusted is displayed in the virtual scene.

12. The method according to claim 1, characterized in that When the target adjustment control is an action adjustment control, the target attribute includes an action of a character model of the target virtual character; The method of displaying an updated character model of the target virtual character in response to a property adjustment triggering operation based on a target adjustment control includes: In response to a triggering operation on the action adjustment control, displaying a candidate action list, wherein the candidate action list includes at least one candidate action; In response to a selection operation for the at least one candidate action, the character model of the target virtual character after the action is adjusted is displayed in the virtual scene, wherein the action of the character model of the target virtual character after the adjustment is the candidate action selected from the at least one candidate action.

13. The method according to claim 12, characterized in that The displaying of the candidate action list includes: In response to the absence of any candidate action, displaying a second prompt message and a new control in the candidate action list, wherein the second prompt message is used to prompt that there is currently no candidate action; In response to a trigger operation on the new control, displaying an action creation interface; At least one candidate action created in the action creation interface is synchronized to the candidate action list.

14. The method according to claim 12, characterized in that The displaying of the candidate action list includes: Based on the feature data corresponding to the at least one candidate action, calling a first machine learning model to perform prediction processing to obtain a score corresponding to each candidate action; For the candidate action with a score greater than the score threshold in the at least one candidate action, display it in the candidate action list using a first display style; For the candidate action with a score less than the score threshold in the at least one candidate action, a second display style is applied to display it in the candidate action list, wherein the prominence of the first display style is greater than the prominence of the second display style.

15. The method according to claim 1, wherein When the target adjustment control is a clothing adjustment control, the target attribute includes clothing of the character model of the target virtual character; The method of displaying an updated character model of the target virtual character in response to a property adjustment triggering operation based on a target adjustment control includes: In response to a triggering operation on the clothing adjustment control, displaying a candidate clothing list, wherein the candidate clothing list includes at least one candidate clothing; In response to a selection operation on the at least one candidate costume, the character model of the target virtual character after the costume is adjusted is displayed in the virtual scene, wherein the costume of the character model of the target virtual character after the costume is adjusted is the candidate costume selected from the at least one candidate costume.

16. The method according to claim 15, characterized in that The display of the candidate clothing list includes: Based on the feature data corresponding to the at least one candidate clothing item, calling a second machine learning model to perform prediction processing to obtain a score for each candidate clothing item; For the candidate clothing in the at least one candidate clothing, the candidate clothing having a score greater than the score threshold is displayed in the candidate clothing list using a third display style; For the candidate clothing with a score less than the score threshold in the at least one candidate clothing, the fourth display style is applied to display in the candidate clothing list, wherein the prominence of the third display style is greater than the prominence of the fourth display style.

17. The method according to any one of claims 1 to 16, characterized in that The method further comprises: In response to a selection operation on the role model of the target virtual role, displaying a recycling control; In response to a trigger operation on the recycling control, displaying a third prompt message, wherein the third prompt message is used to prompt whether to confirm recycling the role model of the target virtual character; In response to a confirmation operation on the third prompt information, the character model of the target virtual character is canceled from being displayed in the virtual scene.

18. The method according to any one of claims 1 to 16, characterized in that The method further comprises: In response to a copy operation on the character model of the target virtual character, displaying a new character model of the target virtual character in the virtual scene; In response to the number of role models of the target virtual character existing in the virtual scene reaching a number threshold, fourth prompt information is displayed, wherein the fourth prompt information is used to prompt that the number of role models of the target virtual character that can exist in the virtual scene has reached an upper limit.

19. The method according to claim 1, wherein When there are multiple virtual characters, the step of displaying a character model of a target virtual character and at least one adjustment control in the virtual scene in response to a selection operation on at least one identifier includes: In response to multiple identifiers being selected, character models of multiple target virtual characters and at least one adjustment control are displayed in the virtual scene, wherein each adjustment control is used to simultaneously adjust the attributes corresponding to the character models of the multiple target virtual characters, or to adjust the attributes corresponding to the character model of a selected target virtual character from the character models of the multiple target virtual characters.

20. The method according to claim 1, wherein When there are multiple virtual characters, the step of displaying a character model of a target virtual character and at least one adjustment control in the virtual scene in response to a selection operation on at least one identifier includes: In response to a plurality of the identifiers being selected, a plurality of character models of target virtual characters are displayed in the virtual scene, and at least one adjustment control associated with the character model of the target virtual character is displayed around the character model of each target virtual character.

21. The method according to claim 1, wherein The generating of the image data of the virtual scene comprises: Perform any of the following: In response to the duration of stopping the adjustment reaching a duration threshold, generating image data of the virtual scene; A second image acquisition control is displayed in the virtual scene; and image data of the virtual scene is generated in response to a triggering operation on the second image acquisition control.

22. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, configured to display a character model of a first player character and a candidate character list in a virtual scene, wherein the candidate character list includes an identifier corresponding to at least one virtual character; The display module is further configured to display, in response to a selection operation on at least one of the identifiers, a character model of a target virtual character and at least one adjustment control in the virtual scene, wherein the target virtual character is the virtual character corresponding to the selected identifier, and different adjustment controls are used to adjust different attributes of the character model of the target virtual character; The display module is further configured to display an updated character model of the target virtual character in response to an attribute adjustment triggering operation based on the target adjustment control, wherein the updated character model includes an adjusted target attribute, and the target attribute is an attribute associated with the target adjustment control; A generation module is used to generate image data of the virtual scene, wherein the image data includes a role model of the first player role and an updated role model of the target virtual role.

23. An electronic device, characterized in that: include: a memory for storing executable instructions; A processor is configured to implement the interactive processing method of a virtual scene according to any one of claims 1 to 21 when executing the executable instructions stored in the memory.

24. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 21 is implemented.

25. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 21 is implemented.