Control method, device, terminal device, and storage medium of virtual object

CN122828366APending Publication Date: 2026-09-29SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202610893622.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-18
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

上述过程涉及不同功能模块的独立调用,终端设备在此过程中面临渲染资源频繁加载、处理器运算负荷增加、内存占用上升以及图形渲染管线上下文切换开销大的技术缺陷

Benefits of technology

[0008]本公开提供的虚拟对象的控制方法、装置、终端设备和存储介质,通过在第一虚拟场景中触发对象编辑,并基于经选择和/或编辑的目标虚拟对象进入第二虚拟场景生成虚拟图像,有助于缩短交互路径,减少跨模块操作产生的冗余指令传输;降低终端在功能切换过程中的数据处理压力和资源占用水平,提升图形用户界面的响应效率和虚拟图像的生成效率。

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Abstract

This disclosure provides a method for controlling virtual objects, which provides a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of a first virtual scene, in which at least one group photo object is set, and the group photo object includes at least one virtual object. The method includes: displaying an object editing interface for a target group photo object, the object editing interface being used to select and / or edit a target virtual object in the target group photo object; in response to a scene display trigger command, displaying a second virtual scene in the GUI, and displaying the selected and / or edited target virtual object in the second virtual scene; and in response to an image generation command, controlling the generation of a virtual image in the GUI based on the second virtual scene and the target virtual object.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method, apparatus, terminal device, and storage medium for controlling virtual objects. Background Technology

[0002] With the development of computer technology, 3D virtual applications can now provide users with immersive visual experiences and personalized content recording capabilities. In related virtual image acquisition solutions, users typically need to sequentially configure the appearance of their controlled character, locate the scene space, and adjust the viewing angle through a human-computer interaction interface. This process involves independent calls to different functional modules, leading to technical drawbacks for terminal devices, such as frequent loading of rendering resources, increased processor load, increased memory consumption, and high overhead from context switching in the graphics rendering pipeline. Furthermore, in multi-user collaborative scenarios, each user terminal independently maintains its status data and reports synchronization information to the server, resulting in redundant signaling interactions, high network bandwidth consumption, and heavy server data processing pressure. Summary of the Invention

[0003] This disclosure provides a method, apparatus, terminal device, and computer-readable storage medium for controlling virtual objects, to at least partially solve the aforementioned problems existing in the related art.

[0004] In a first aspect, this disclosure provides a method for controlling virtual objects, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a first virtual scene, in which at least one group photo object is set, and the group photo object includes at least one virtual object. The method includes: displaying an object editing interface for a target group photo object, the object editing interface being used to select and / or edit a target virtual object in the target group photo object; in response to a scene display trigger command, displaying a second virtual scene in the graphical user interface, and displaying the selected and / or edited target virtual object in the second virtual scene; and in response to an image generation command, controlling the generation of a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

[0005] Secondly, this disclosure provides a control device for virtual objects, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a first virtual scene, in which at least one group photo object is set, and the group photo object includes at least one virtual object. The device includes: a trigger module, used to display an object editing interface for a target group photo object, the object editing interface being used to select and / or edit a target virtual object in the target group photo object; a display module, used to display a second virtual scene in the graphical user interface in response to a scene display trigger command, and to display the selected and / or edited target virtual object in the second virtual scene; and a generation module, used to control the generation of a virtual image determined based on the second virtual scene and the target virtual object in the graphical user interface in response to an image generation command.

[0006] Thirdly, this disclosure provides a terminal device including a processor and a memory, wherein the memory stores a computer program, and the processor executes the computer program to perform the steps in any of the methods described above.

[0007] Fourthly, this disclosure provides a computer-readable storage medium having a computer program stored thereon, the computer program being executed by a processor to perform the steps in any of the methods described above.

[0008] The virtual object control method, apparatus, terminal device, and storage medium provided in this disclosure, by triggering object editing in a first virtual scene and generating virtual images based on the selected and / or edited target virtual object to enter a second virtual scene, help shorten the interaction path, reduce redundant instruction transmissions generated by cross-module operations, reduce the data processing pressure and resource consumption level of the terminal during function switching, and improve the response efficiency of the graphical user interface and the generation efficiency of virtual images.

[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram of the game system architecture for the hardware environment provided in one implementation of this disclosure;

[0013] Figure 2 This is a flowchart illustrating the control method for the virtual object provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface of the group photo combination object provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the object editing interface provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the interface of the first marker provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the structure of the control device for the virtual object provided in one implementation of this disclosure; Figure 7 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0015] For ease of understanding, the prior art involved in this disclosure will first be described in detail.

[0016] In existing games, when players encounter a scene or non-player character they like and want to take a photo, they usually have to follow a fixed and cumbersome process. First, players need to confirm whether the currently controlled game character is the image they want to photograph. If not, they need to switch to the target character and configure the corresponding appearance skin or equipment. This process may involve switching between multiple systems, such as the character selection interface and the appearance configuration interface. Second, players need to move the character to the first virtual scene area and manually adjust the character's position and perspective to obtain the ideal shooting angle. Then, players need to open the game's built-in photo function or use a third-party platform (such as Steam's screenshot function) to initiate the photo taking process. If the photo function supports parameter adjustment, players also need to further adjust various shooting parameters such as lens focus, depth of field, and filters. Finally, players click the photo button to complete the photo taking.

[0017] The existing photo-taking process suffers from at least the following technical flaws: First, the current solution employs a linear, sequential pre-preparation mode. Players must complete pre-operations unrelated to the photo-taking system, such as character switching, appearance configuration, and location movement, before entering the core photo-taking phase. This fragmented process design results in a lack of continuity and immersion in the player's photo-taking experience. Second, while exploring the game world, players may encounter ideal scenes but lack matching characters, or they may encounter favorite non-player characters but the environment does not meet their shooting requirements. Existing technology cannot fully satisfy personalized group photo needs, leading to a lack of in-game social sharing content and a decrease in user creativity. Finally, when players wish to invite friends to participate in a group photo, the current technology requires both players to complete a series of time-consuming operations, such as character preparation, moving to the same location, and coordinating their movements. This process not only consumes a significant amount of time but also increases the burden of communication and coordination, severely impacting the triggering efficiency and actual completion rate of multi-person group photos.

[0018] To address the aforementioned issues, this disclosure proposes the following technical concept: By setting up a dedicated object editing mechanism and a dedicated group photo scene within the game to trigger the group photo function, when a player triggers the object editing command, the game system displays a unified object editing interface. This interface integrates virtual object selection, editing, and preview functions, allowing players to select, edit, and preview the group photo characters within a single interface, eliminating the need to switch between multiple independent system modules. Furthermore, in response to the scene display trigger command, the game system seamlessly switches the player from the object editing interface to a second virtual scene specifically designed for group photo customization. This second virtual scene displays the target virtual object selected and / or edited by the player, achieving integrated integration of character customization and scene display. Finally, in response to the image generation command, the game system generates a virtual group photo image in the graphical user interface based on the second virtual scene and the target virtual object. Through the aforementioned technical means, this disclosure reconstructs the group photo process for game characters into a unified and continuous functional loop: from triggering the group photo to selecting / editing the characters, entering the group photo scene, and generating the group photo image, all operations are completed within a coherent interactive flow. This effectively solves the problems in existing technologies such as the separation between the pre-photo-taking operation and the core photo-taking function, the limitation of random matching of characters and scenes, and the high coordination cost of multi-person group photos. Overall, this technical solution improves the smoothness of operation, the freedom of use, and the efficiency of social collaboration in the game's group photo function, significantly reduces the player's operational burden and time cost, and significantly improves the game experience of taking group photos.

[0019] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.

[0020] First, the hardware environment required for this disclosure will be introduced.

[0021] In one optional implementation, the control method, apparatus, storage medium, and terminal device for the virtual object provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0022] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0023] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0024] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.

[0025] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.

[0026] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.

[0027] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, or a 5G network. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.

[0028] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.

[0029] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.

[0030] The preceding text described the hardware environment required for this disclosure. The following text, based on this hardware environment and using a terminal device as the execution subject, will detail various embodiments of the virtual object control method provided in this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0031] Please refer to Figure 2 This is a flowchart of a method for controlling virtual objects provided in one implementation of this disclosure. The method provides a graphical user interface through a terminal device, which displays at least a portion of a first virtual scene. The first virtual scene contains at least one group photo object, which includes at least one virtual object. As shown in the figure, the method for controlling the virtual object includes the following steps: Step S1: Display the object editing interface for the target group photo combination object. The object editing interface is used to select and / or edit the target virtual objects in the target group photo combination object.

[0032] The first virtual scene is a three-dimensional virtual space for players to take photos together, which is at least partially presented on the graphical user interface.

[0033] In one optional implementation, the player launches the game client via a smartphone, displaying the game's graphical user interface (GUI) on the screen. This GUI showcases the game's visuals in a first virtual scene. This first virtual scene is a specialized virtual photography space within the game system, distinct from the battle scenes or main storyline exploration scenes of other gameplay modes. It can be configured as a closed, three-dimensional area with various themes, such as a seaside resort, a classical courtyard, or a futuristic urban district. Within this first virtual scene, various group photo objects can be arranged according to a pre-configured spatial layout strategy. These group photo objects are typically clustered according to a theme, and group photo objects with different themes are distributed within matching scene partitions within the first virtual scene. It should be noted that the above description regarding the number of themes and the spatial scale of the first virtual scene is merely one example, and this disclosure is not intended to limit the scene type of the first virtual scene. In practice, the first virtual scene can be a specific functional area seamlessly connected to the open world, or it can be a copy space loaded independently through a portal or function menu. Its loading time can be dynamically determined according to the player's command to trigger the group photo function, thereby providing players with a focused and resource-optimized group photo environment while ensuring that the main game flow is not interrupted.

[0034] In one optional implementation, the group photo object includes the group photo characters and a suitable group photo environment, providing players with an interactive target that can directly trigger the group photo process. For example, in one implementation, a group photo object can consist of three non-player characters performing a barbecue action, a beach terrain model, and a barbecue grill prop model. These elements are arranged in three-dimensional space according to a pre-set relative positional relationship to create a unified beach barbecue theme. In another implementation, a group photo object can consist of two non-player characters dressed in formal attire, a castle interior wall, and a chandelier model to create a classic banquet theme. Yet another implementation, a group photo object can consist of four non-player characters dressed in casual wear, tropical plants, and a surfboard model to create a beach party theme. By pre-configuring the group photo characters and environment, players can quickly obtain visually consistent group photo materials without manually adjusting the scene layout. It should be noted that the above-mentioned number of characters in a group photo is only an example. In actual implementation, a group photo object can contain two, four or more characters, whose poses can be standing, dancing, preparing for battle or any other pose that conforms to the theme setting. This disclosure is not intended to limit the specific number of characters, the type of action, or the type of environmental props.

[0035] In an optional implementation, to avoid inefficient interaction due to players' inability to identify which game elements have the photo-taking function, the aforementioned photo-taking objects can be configured with photo-taking prompts in the first virtual scene. Specifically, these prompts can be displayed as text labels, glowing outlines, or dynamic particle effects above or near the photo-taking objects, such as displaying the text "Take a Photo" above the heads of non-player characters within the photo-taking objects. When the player uses an input device to aim at the photo-taking object, the game system can further provide operation guidance in a designated area of ​​the graphical user interface, such as displaying a prompt message to press a designated button to activate the photo-taking function. Besides visual cues, the photo-taking prompts can also be presented as audio prompts or haptic feedback; this disclosure is not limited to these. Thus, through a multimodal prompting mechanism, players can quickly locate photo-taking targets among the vast visual elements in the first virtual scene, and clear operational expectations can be provided in the pre-interaction stage, thereby reducing the likelihood of players abandoning photo-taking due to misoperation or excessive exploration costs.

[0036] It can be understood that the group photo object is one or more virtual objects within the first virtual scene. These virtual objects serve as the entry point for triggering the group photo function and are positioned at different locations within the first virtual scene to meet the diverse group photo needs of players. Please refer to [link / reference]. Figure 3This is a schematic diagram of the interface of the group photo object provided in one implementation of this disclosure. As shown in the figure, the graphical user interface 300 displays a player character 301 controlled by the player and a game screen corresponding to the first virtual scene. From the game screen, it can be seen that a group photo object 302 is set in the beach area of ​​the first virtual scene. This group photo object 302 is represented by multiple female characters in swimsuits gathered together. When the player character 301 moves closer to the group photo object 302 in the first virtual scene, it is clear that the group photo object 302 includes multiple female characters in swimsuits, and the corresponding photo environment is a beach environment.

[0037] In one implementation of this disclosure, the game system can respond to an object editing trigger command to display an object editing interface for the group photo objects. The object editing trigger command is an operation command used to trigger the game system to display the object editing interface.

[0038] In an optional implementation, the object editing trigger command can be triggered by an interactive operation performed by the player on the target group photo object. The target group photo object is the one selected by the player in the first virtual scene to trigger the group photo function. For example, when the player-controlled game character approaches a beach barbecue-themed group photo object in the first virtual scene, the game system displays a prompt in the graphical user interface to "Press G to start the group photo." After the player presses the G key, the game system receives the object editing trigger command, identifies the group photo object as the target group photo object, and displays the object editing interface for that group photo object in the graphical user interface. This object editing interface allows the player to select and edit the individual characters (i.e., the virtual objects selected for subsequent group photos) within the group photo object, including character replacement and modification of character appearance.

[0039] The object editing interface is an interactive interface used to manage and edit the characters in a group photo within a target group photo object.

[0040] In one optional implementation, the object editing interface adopts a split-column layout design, including a character preview area and a character editing area. For example, the character preview area is located on the left side of the object editing interface, displaying all virtual objects in the target group photo object (which typically includes at least one virtual object) in 3D model form by default. When the target group photo object is a beach barbecue theme containing three non-player characters, the character preview area displays 3D models of these three non-player characters performing barbecue actions / poses. The character editing area is located on the right side of the object editing interface, including an avatar area displaying the character icons of the three non-player characters and a control area displaying editing function controls. This split-column layout allows players to conveniently perform editing operations while previewing the character's appearance, improving editing efficiency and operational intuitiveness.

[0041] The target virtual object is a set of virtual objects selected from the target group photo objects to participate in the subsequent group photo process.

[0042] In one optional implementation, the determination of the target virtual objects is based on the player's active selection. For example, in the object editing interface, the game system by default selects all virtual objects in the group photo set into the target virtual object set and displays corresponding character icons with checkmarks in the character editing area. Players can deselect certain virtual objects and remove them from the target virtual objects through specific actions (such as right-clicking); they can also add removed virtual objects back into the target virtual objects through further actions. This design gives players flexible control over the objects involved in the group photo, ensuring that the group photo result meets the player's personalized needs.

[0043] Understandably, in step S1, the game system responds to the player's object editing trigger command, opening a dedicated object editing interface to provide the player with an integrated virtual object management and editing environment. Players no longer need to manually move their characters or switch between multiple systems in the game world; they can complete the selection and editing preparation of photo subjects within a unified interface. This significantly reduces the operational complexity and time cost of the photo-taking process, improving the continuity and smoothness of the photo-taking experience.

[0044] Step S2: In response to the scene display trigger command, a second virtual scene is displayed in the graphical user interface, and the selected and / or edited target virtual object is displayed in the second virtual scene.

[0045] Among them, the scene display trigger command is an operation command used to trigger the game system to switch from object editing mode to group photo display mode.

[0046] In an optional implementation, the scene display trigger command can be generated by the player's confirmation operation on the object editing interface. For example, at the bottom area of ​​the object editing interface, the game system provides an "OK" button as the trigger control for the scene display trigger command. After the player completes the selection and editing of the target virtual object, clicking the "OK" button will cause the game system to receive the scene display trigger command and execute the switching operation from the object editing interface to the second virtual scene.

[0047] In an optional implementation, the scene display trigger command can also be automatically triggered by the host player. For example, after the host player completes the configuration of the target virtual object in the object editing interface, the game system starts a countdown mechanism (e.g., a 10-second countdown). If the host player does not actively cancel the countdown when it ends, the game system automatically triggers the scene display trigger command, forcibly switching all players participating in the group photo to the second virtual scene. This automatic triggering mechanism avoids the problem of the group photo process being interrupted due to the host player's operation delay or forgetfulness.

[0048] The second virtual scene is a three-dimensional virtual scene environment specially customized for the group photo function.

[0049] In one optional implementation, the second virtual scene is a 3D scene specifically designed based on the theme of the target group photo. For example, when the target group photo theme is a beach barbecue, the second virtual scene presents a 3D environment including elements such as a beach, barbecue grill, and palm trees. The lighting effects, weather effects, and background music are all specially optimized to create a photo atmosphere that matches the theme. The target virtual objects in the second virtual scene are arranged according to a preset group photo position, and each virtual object performs a default idle action to ensure that their postures are coordinated and consistent in the group photo.

[0050] In one optional implementation, after the scene display trigger command is activated, the game system sends a forced entry command to the terminal devices of all invited players. For example, when the host player clicks the "OK" button, the game system immediately sends a forced entry command to the terminal devices of all invited players who have accepted the invitation. This command instructs the invited players' terminal devices to forcibly interrupt any currently performing operations (including character movement, skill release, interface interaction, etc.) and synchronously load the resource data of the second virtual scene. This forced synchronization mechanism ensures that all players participating in the group photo can enter the group photo scene at the same time, avoiding the problem of inconsistent group photo preparation time caused by the operation delay of individual players.

[0051] Among them, the selected and / or edited target virtual objects are the set of virtual objects that the player has confirmed to participate in the group photo in the object editing interface, and their character composition and appearance may have been modified by the player.

[0052] In one alternative implementation, the appearance of the edited target virtual objects reflects the player's personalized configuration. For example, during the object editing stage, the host player might replace the default appearances of three non-player characters in a beach BBQ themed group photo with their respective swimsuit-themed skins. One of the non-player characters has been set as the host player's role and replaced with the host player's game ID, while another non-player character has been set as the role by invited player A and replaced with player A's game ID. Upon entering the second virtual scene, all three virtual objects display the edited appearance, creating a highly personalized and visually consistent group photo.

[0053] It is understandable that in step S2, the game system smoothly transitions the player from object editing mode to a dedicated group photo display scene by responding to the scene display trigger command, and presents the target virtual object that has been personalized by the player in this scene. This mechanism achieves an effective connection between group photo object editing and group photo scene display, providing complete scene and object preparation for the subsequent image generation stage.

[0054] Step S3: In response to the image generation instruction, control the generation of a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

[0055] Among them, the image generation instruction is used to trigger the game system to generate and save the group photo image.

[0056] In an alternative implementation, the image generation command can be generated by the player triggering a shooting control in the graphical user interface. For example, in the graphical user interface of the second virtual scene, the game system provides a shutter button as a shooting control. After the player clicks the shutter button, the game system generates an image generation command and generates a high-resolution virtual image based on the current frame's second virtual scene image and the target virtual object's posture, expression, appearance, and other data.

[0057] In an alternative implementation, the image generation command can also be triggered by the player via a preset hotkey. For example, the game system allows players to quickly trigger the image generation command by pressing the F12 key on the keyboard. This hotkey design allows players to quickly capture the ideal group photo moment without moving the mouse to find the shooting controls, improving the response speed and ease of operation of taking photos.

[0058] The virtual image is a group photo generated in real time in the graphical user interface based on a second virtual scene and a target virtual object.

[0059] In one optional implementation, the virtual image is generated based on the player's local group photo parameter settings. For example, in the second virtual scene, each player can independently configure their own group photo parameters, including whether to display teammate character models, whether to display non-player character models not being played, whether to display player ID tags, what kind of image filter effects to apply, and setting lens focal length and depth of field parameters. When a player triggers the image generation command, the game system renders and generates a personalized virtual image based on the player's locally set group photo parameters. It is important to note that each player's group photo parameter settings only apply to their own client and will not affect the image display in other players' clients, ensuring that each player can obtain a group photo that matches their personal aesthetic.

[0060] In an alternative implementation, the generation of virtual images can also integrate globally synchronized data of decorative elements. For example, during a group photo, participating players can send quick signals or bubble emoticons, and the status data of these decorative elements is globally synchronized from the game server to all clients. When a virtual image is generated, the game system renders these globally synchronized decorative elements into the image, ensuring that all virtual images generated by participating players contain consistent decorative effects, enhancing the social interactivity and fun of the group photo.

[0061] In a specific application, Player A, controlling a character in a 3D open-world game, explores the first virtual scene and discovers a group photo of three non-player characters performing barbecue-themed actions / poses on a beach. Player A aligns the crosshair with the group photo and presses the G key, triggering the object editing command. The game system then displays the object editing interface in Player A's graphical user interface. The left-hand character preview area displays the 3D models of the three NPCs, while the right-hand character editing area displays the corresponding three character portraits, all marked with a checkmark icon. Player A deselects one of the non-player characters by right-clicking, removing it from the character preview area and unchecking the corresponding portrait's checkmark icon. Player A then selects the remaining non-player character portrait and clicks the "Play as" button in the control area, setting that non-player character as their own. The game system displays an arrow marker above the non-player character's model in the character preview area. Next, Player A clicked the appearance editing control, opened the uniform switching interface, selected a swimsuit-themed skin, and applied it to the character. The model's appearance in the character preview area immediately updated to the swimsuit effect. Player A then invited their friend, Player B, who was also in the first virtual scene, to take a group photo. After accepting the invitation, Player B entered the object editing interface and selected to play another unoccupied non-player character. When Player A clicked the "OK" button, the game system sent a forced entry command to Player B's terminal device, forcibly interrupting Player B's current operation and simultaneously loading both players' clients into the second virtual scene. In the second virtual scene, the three virtual objects were arranged according to preset positions. Player A's character displayed the swimsuit appearance and Player A's ID, Player B's character displayed Player B's default appearance and Player B's ID, and the unoccupied third non-player character retained the system's default appearance. Player A and Player B each adjust the parameters for the group photo (Player A selects a warm-toned filter and turns off ID display, while Player B selects a cool-toned filter and turns on ID display), and then click the shutter button to trigger the image generation command. Each player's client generates a virtual image based on different parameter settings and saves it to their local album.

[0062] Through the above steps, the virtual object control method provided in this disclosure offers players a browsing and selection mechanism for virtual object combinations in a first virtual scene. Upon receiving an object editing trigger command, it uniformly displays an object editing interface integrating selection, editing, and preview. After the player completes customization, it seamlessly switches to a second virtual scene via a scene display trigger command for the formal display of the group photo. Finally, it responds to an image generation command to generate a high-quality virtual group photo image, achieving a fully integrated and intelligent process from triggering the intention to take a group photo to the final image output. This technical solution effectively solves the problems of separation between the pre-take-a-photo operation and the core photo-taking function, limited matching of characters and scenes, and lengthy operation processes in existing technologies by integrating the three core functions of virtual object selection and editing, scene display, and image generation into a continuous operation loop. From a technical perspective, this solution reduces the memory management and context scheduling overhead of the game system when switching between different functional modules, improving the response speed and operational stability of the group photo function. From a user experience perspective, this solution significantly reduces the number of operation steps, time costs, and learning threshold for players to take group photos, making the group photo function more free, smooth, and easy to use, and significantly improving the game's social interactivity and user retention.

[0063] Furthermore, in one embodiment of this disclosure, the object editing interface includes a character preview area and a character editing area. The character preview area is used to preview the virtual model of the target virtual object, and the character editing area is used to display editing information related to the target virtual object.

[0064] The character preview area is a visualization area in the object editing interface used to display the 3D model of the target virtual object in real time.

[0065] In one optional implementation, the character preview area is presented as a 3D rendering window. For example, the character preview area occupies approximately 60% of the left side of the object editing interface, rendering the 3D model of the target virtual object using perspective projection. This area allows players to rotate the viewpoint by dragging the mouse and zoom the viewing distance using the scroll wheel, so as to examine the model details and overall posture of the virtual object from different angles. When multiple virtual objects are displayed in the character preview area, the virtual objects are arranged according to preset relative positions, simulating the positioning layout of a group photo. For example, when displaying three non-player characters in a beach barbecue theme, the non-player character on the left stands facing the barbecue grill, the non-player character in the middle is performing the action of flipping the skewers, and the non-player character on the right smiles and waves at the camera, forming a vivid and natural group photo composition.

[0066] In one optional implementation, the virtual model in the character preview area supports real-time updates. For example, when a player edits the appearance of a target virtual object in the character editing area (such as changing skins or adjusting poses), the corresponding virtual model in the character preview area immediately updates to display the latest edited effect. This real-time preview mechanism allows players to instantly evaluate the effects of their editing operations, avoiding the tedious process of repeatedly switching interfaces to confirm results.

[0067] The character editing area is an interactive area in the object editing interface used to display and manipulate editing information related to the target virtual object.

[0068] In one optional implementation, the character editing area is laid out as a panel on the right side of the object editing interface. For example, the character editing area is divided from top to bottom into an object identification area, an editing function area, and an operation prompt area. The object identification area displays the identity information of all candidate virtual objects in the form of avatar icons; the editing function area centrally houses the function entrances such as role-playing controls, appearance editing controls, and invitation controls; the operation prompt area dynamically displays the operation instructions for the currently hovered or focused element. This hierarchical area division allows players to quickly locate the required functions and reduces the cognitive load of the interface.

[0069] In one optional implementation, the editing information in the character editing area maintains a synchronized mapping with the virtual model in the character preview area. For example, when a player clicks to select a virtual object in the character preview area, the character editing area automatically scrolls to its current position and highlights the corresponding avatar icon; conversely, when a player selects an avatar icon in the character editing area, the character preview area automatically adjusts the virtual object to the optimal viewing angle and adds a highlighted border. This two-way synchronization mechanism enhances the operational correlation between the two areas and improves editing efficiency.

[0070] Through the above steps, the virtual object control method provided in this disclosure effectively separates and closely links the visual preview of virtual objects with the editing operation management by setting a column layout of the character preview area and the character editing area in the object editing interface. This allows players to conveniently perform various editing operations while intuitively previewing the model's appearance, significantly improving the intuitiveness and operational efficiency of object editing and lowering the threshold for creating group photos.

[0071] Furthermore, in one embodiment of this disclosure, the step of displaying an object editing interface for the at least one virtual object includes: displaying a virtual model of the target virtual object in the character preview area, and displaying an object identifier of the at least one virtual object in the character editing area.

[0072] Among them, the object identifier is a graphical marker element used to distinguish and identify different virtual objects in the character editing area.

[0073] In one optional implementation, object identifiers are in the form of character avatar icons. For example, in the object identifier area of ​​the character editing region, each candidate virtual object displays a square avatar icon, showing a close-up of the virtual object's face or a full-body thumbnail. The avatar icons are uniformly 64×64 pixels in size, with an 8-pixel spacing between them, arranged in a grid layout. When the number of candidate virtual objects exceeds the single-screen display limit, the object identifier area supports vertical scrolling. Below each avatar icon, a short name tag for the virtual object (such as "Barbecue Chef A", "Tourist B", etc.) is displayed for quick player identification.

[0074] Understandably, in this step, the game system establishes an intuitive mapping between the visual presentation of virtual objects and their operational entry points by simultaneously displaying virtual models and object identifiers in the character preview and character editing areas. This dual-area synchronous display mechanism allows players to quickly recognize the identity of virtual objects and provides clear interaction goals for subsequent editing operations, improving the usability and operational guidance of the object editing interface. Please refer to [reference needed]. Figure 4 This is a schematic diagram of the object editing interface provided in one implementation of this disclosure. As shown in the figure, a group photo template preview interface 400 (i.e., the object editing interface) is displayed in the graphical user interface. The left side of the interface 400 is the character preview area 402, and the right side is the character editing area 401. The character preview area 402 displays the virtual models 404 of all virtual objects in the group photo object, and the character editing area 401 displays the character identifiers 403 corresponding to each virtual object.

[0075] Through the above steps, the virtual object control method provided in this disclosure spatially separates and logically associates the model preview of the virtual object with the graphical display of the object identifier. This ensures full observation of model details and provides a clear management entry point for multiple objects, enabling players to efficiently switch focus targets when editing complex group photo objects, significantly improving the smoothness of multi-object management and editing operations.

[0076] Furthermore, in one embodiment of this disclosure, the method further includes: displaying a first marker for the object identifier associated with the target virtual object in the character editing area.

[0077] The first marker is a visual marker element used to identify the current selected state of the target virtual object.

[0078] In an optional implementation, the first marker takes the form of a checkmark icon. For example, in the character editing area, a rounded checkmark icon is overlaid in the upper left corner of each object identifier, with a white checkmark symbol inside and a blue background consistent with the interface theme color. When a virtual object is selected as the target virtual object, the checkmark icon is displayed on its corresponding object identifier; when a virtual object is deselected, the checkmark icon on its corresponding object identifier disappears simultaneously. This intuitive visual marker allows players to quickly identify which virtual objects have been included in the photo opportunity.

[0079] In an alternative implementation, the first marker may also take the form of a selection icon. For example, please refer to... Figure 5 This is a schematic diagram of the interface for the first marker provided in one implementation of this disclosure. As shown in the figure, a group photo template preview interface 500 (i.e., an object editing interface) is displayed in the graphical user interface. The left side of this interface 500 is a character preview area 502, which is used to display all the group photo characters (i.e., target virtual objects) participating in the group photo; the right side is a character editing area 501, which displays the character portraits of all candidate virtual objects in the group photo. When a virtual object is selected as a group photo character, the game system will display a selection icon 504 (i.e., the first marker) at the character portrait of that virtual object in the character editing area 501.

[0080] Understandably, in this step, the game system provides clear, continuous, and stable visual feedback on the selected state of the target virtual object by associating and displaying a first marker on the object identifier. This explicit status marker eliminates the cognitive burden on players regarding the selection of multiple objects, allowing them to accurately grasp the current object combination configuration even in complex group photo editing scenarios.

[0081] Through the above steps, the virtual object control method provided in this disclosure intuitively indicates the selection status of the target virtual object by displaying a first marker associated with the object identifier. This allows players to obtain immediate visual confirmation of their virtual object selection operations, reduces the cognitive load in multi-object management scenarios, and improves the accuracy and editing efficiency of group photo object combination configuration.

[0082] Furthermore, in one embodiment of this disclosure, the method further includes: in response to a first operation on a first object identifier carrying the first mark, controlling the cancellation of the first mark on the first object identifier, removing the first virtual object corresponding to the first object identifier from the target virtual object, and canceling the display of the virtual model of the first virtual object in the character preview area; and / or, In response to a first operation targeting a second object identifier that does not carry the first tag, the system controls the display of the first tag associated with the second object identifier, adds the second virtual object corresponding to the second object identifier to the target virtual object, and updates the virtual model of the second virtual object displayed in the character preview area.

[0083] The first operation is a standard interactive operation used to switch the selected state of a virtual object.

[0084] In one optional implementation, the first operation is performed via a right-click. For example, when the player moves the mouse cursor over a first object marker (checkmark icon), the game system displays the operation prompt text "Right-click to remove" near the object marker. If the player clicks the right mouse button at this time, the game system immediately performs the following operations: removes the first marker from the first object marker (the checkmark icon disappears), deletes the first virtual object corresponding to the first object marker from the target virtual object set, and simultaneously cancels the display of the virtual model of the first virtual object in the character preview area (the model fades out with a 300-millisecond fade-out animation). For example, after the player right-clicks the "Barbecue Master A" avatar marked with a checkmark icon, the Barbecue Master A model in the character preview area fades out, and the group photo becomes only two NPCs remaining.

[0085] The second object identifier is an object identifier that does not carry the first tag, corresponding to a candidate virtual object that has not yet been selected.

[0086] In one optional implementation, when a player performs a first operation on a second object identifier that does not carry a first marker, the game system performs a reverse addition operation. For example, when the player moves the mouse cursor over the "Visitor B" avatar that is not marked with a checkmark, the game system displays an operation prompt to "Right-click to add". After the player clicks the right mouse button, the game system associates the first marker with the second object identifier (the checkmark appears with a fade-in animation for 200 milliseconds), adds the second virtual object corresponding to the second object identifier to the target virtual object set, and updates the virtual model of the second virtual object displayed in the character preview area (the model appears with a fade-in animation and automatically adjusts its position to blend into the existing group photo composition). For example, if the character preview area originally only had models of two non-player characters, after the addition operation is completed, the model of a third non-player character is inserted into the gap between their positions in a natural posture, and the overall composition is rebalanced.

[0087] Understandably, in this step, the game system responds to the first action to achieve flexible control over adding and deleting target virtual objects, and allows players to instantly see the editing effects through dynamic updates in the character preview area. This two-way operation design (right-click to remove / add) combined with real-time visual feedback gives players precise control over the objects in the group photo.

[0088] Through the above steps, the virtual object control method provided in this disclosure supports convenient removal and addition of target virtual objects and performs dynamic updates in the character preview area, enabling players to flexibly adjust the combination of participants in group photos and preview the adjusted group photo effect in real time, significantly improving the flexibility and editing efficiency of group photo creation.

[0089] Furthermore, in one embodiment of this disclosure, the method further includes: in response to a role-playing instruction for a third virtual object in the target virtual object, establishing a virtual role-playing relationship between a first account and the third virtual object, wherein the first account is a game account corresponding to the terminal device.

[0090] Among them, the role-playing command is an operation command used to trigger the establishment of an identity mapping between a player's account and a specific virtual object.

[0091] In one optional implementation, the role-playing command is triggered by the player clicking on the role-playing control corresponding to the target virtual object. For example, when the player selects the object identifier of a third virtual object marked with a first marker (checkmark icon) in the character editing area, the game system displays a "Role-Playing" button in the control area. After the player clicks this button, the game system generates a role-playing command, establishing a virtual role-playing relationship between the first account (the player's currently logged-in game account) corresponding to the terminal device and the third virtual object. That is, the third virtual object represents the player identity of the first account in the subsequent group photo process.

[0092] Among them, the third virtual object is an optional virtual object among the target virtual objects that has not yet established a virtual role-playing relationship.

[0093] In an optional implementation, the eligibility verification of the third virtual object is performed before establishing a virtual role-playing relationship. For example, the game system checks whether the third virtual object has already established a virtual role-playing relationship with another game account. If the third virtual object is idle (not having established a virtual role-playing relationship with any account), then establishing a new virtual role-playing relationship is allowed; if the third virtual object has already been occupied by another player's account, the game system displays a message to the player stating "This character has already been played by another player" and refuses to execute the current role-playing command. This occupancy check mechanism avoids identity conflicts caused by multiple players repeatedly playing the same virtual object.

[0094] Among them, the virtual role-playing relationship is a data mapping relationship that records the identity association between game accounts and virtual objects.

[0095] In one alternative implementation, virtual role-playing relationships are stored as key-value pairs in the game system's memory or database. For example, the data structure for a virtual role-playing relationship includes an account ID field (recording the unique identifier of the first account), a virtual object ID field (recording the unique identifier of the third virtual object), an establishment timestamp field (recording the game time the relationship was established), and a relationship status field (recording "active" or "dissolved" status). When a virtual role-playing relationship is established, the game system creates a new key-value pair record and activates the relationship; when the relationship is dissolved, the relationship status field is updated to "dissolved" and optionally, historical records are retained.

[0096] In one optional implementation, establishing a virtual role-playing relationship triggers an update of the identifier in the character preview area. For example, after the first account successfully establishes a virtual role-playing relationship with the third virtual object, the game system displays a player ID tag (such as "Player: Wind and Cloud Swordsman") above the head of the third virtual object's virtual model in the character preview area, indicating that the character is currently being played by the player of the first account. At the same time, a small player avatar icon is displayed next to the object identifier of the third virtual object in the character editing area, indicating that the virtual object has been occupied by the current player.

[0097] Understandably, in this step, the game system establishes an identity mapping between the player's account and the virtual object by responding to the player's command to act as a third virtual object. This allows the player to project their own identity onto the character in the group photo, laying the foundation for subsequent personalized appearance editing and group photo identity display.

[0098] Through the above steps, the virtual object control method provided in this disclosure enables players to establish virtual role-playing relationships with virtual objects in group photos, thereby integrating the player's identity into the creation of group photos. This allows the group photo works to reflect the player's personalized existence, enhances the social sense of belonging and emotional connection of the group photo, and increases the player's enthusiasm for participating in the creation of group photos.

[0099] Furthermore, in one embodiment of this disclosure, after the step of establishing the virtual role-playing relationship between the first account and the third virtual object, the method further includes: displaying a second marker on the virtual model associated with the third virtual object in the role preview area.

[0100] The second marker is a visual marker element used to identify virtual objects with established virtual role-playing relationships.

[0101] In an optional implementation, the second marker takes the form of an arrow icon. For example, when the first account establishes a virtual role-playing relationship with the third virtual object, the game system displays a green downward arrow icon (32×32 pixels) above the head of the third virtual object's virtual model in the character preview area, with the arrow's center aligned with the center point of the virtual model's head, and a player ID text label below the arrow. This arrow marker allows players to quickly identify the role they are currently playing when scanning the character preview area.

[0102] In an optional implementation, the color coding of the second marker reflects different role-playing relationship types. For example, a green arrow indicates a virtual role-playing relationship established by the current player, while a blue arrow indicates a virtual role-playing relationship established by an invited teammate. This color-coding mechanism allows the host player to clearly understand the role-playing affiliation of each character in the group photo, facilitating management and coordination.

[0103] Understandably, in this step, the game system provides players with an intuitive indication of their role-playing status by displaying a second marker for virtual objects with established virtual roles in the character preview area, thereby reducing the risk of confusion among multiple similar virtual objects.

[0104] Through the above steps, the virtual object control method provided in this disclosure adds a second marker to virtual objects with established virtual role-playing relationships, enabling players to quickly identify the currently playing character in the group photo in the character preview area. This avoids the risk of misoperation due to confusion of identities among multiple similar virtual objects, and improves the clarity of role-playing and operational security.

[0105] Furthermore, in one embodiment of this disclosure, the method further includes: responding to a role-playing instruction for a fourth virtual object in the target virtual object, controlling the cancellation of the virtual role-playing relationship between the first account and the third virtual object, and establishing a virtual role-playing relationship between the first account and the fourth virtual object; wherein the fourth virtual object has not established a virtual role-playing relationship with the game account; and displaying the second mark on the virtual model associated with the fourth virtual object in the character preview area.

[0106] Among them, the fourth virtual object is a candidate virtual object among the target virtual objects that has not yet established a virtual role-playing relationship.

[0107] In one optional implementation, changing a role-playing relationship involves two atomic operations: dissolving the old relationship and establishing a new one. For example, if a player selects another unoccupied non-player character (the fourth virtual object) in the character editing area and clicks the "Play this character" button, the game system first checks whether the player has already established a virtual role-playing relationship with another virtual object (such as the third virtual object). If so, the dissolution operation is performed first: the virtual role-playing relationship record of the third virtual object is updated to "dissolved," the second marker above the third virtual object's head in the character preview area is removed (the green arrow fades out after 200 milliseconds), and the player's avatar icon next to the third virtual object's object identifier in the character editing area is removed. Then, the establishment operation is performed: a new virtual role-playing relationship record is created on the fourth virtual object, the second marker fades in above the fourth virtual object's head in the character preview area, and the player's avatar icon is added next to the fourth virtual object's object identifier in the character editing area.

[0108] In an alternative implementation, the display position change of the second marker is accompanied by a visually guided animation. For example, when the second marker moves from a third virtual object to a fourth virtual object, the game system plays a brief particle trail animation (lasting 600 milliseconds), in which a green arrow moves from the old position to the new position in a parabolic trajectory, leaving a fading trail of light along the way. This visually guided animation clearly informs the player of the switching path of the role-playing relationship, enhancing the responsiveness and enjoyment of the operation.

[0109] Understandably, in this step, the game system enables players to flexibly switch roles without exiting the object editing interface, and automatically completes the dissolution of old relationships, the establishment of new relationships, and the visual transfer of the second marker, thus achieving a seamless role-playing experience.

[0110] Through the above steps, the virtual object control method provided in this disclosure allows players to flexibly change their roles without exiting the object editing interface, and automatically completes the dissolution of old relationships and the establishment of new relationships and the transfer of visual markers. This enables players to quickly try different group photo roles and combination schemes, improves the convenience of role selection and changing, and enriches the flexibility of group photo creation.

[0111] Furthermore, in one embodiment of this disclosure, the method further includes: in response to an appearance editing instruction for a third virtual object in the target virtual object, displaying model materials corresponding to the third virtual object, wherein the first account is a game account corresponding to the terminal device, and the model materials are model materials that the first account has usage rights for; in response to a selection operation for a target model material in the model materials, controlling the updating and display of the virtual model of the third virtual object in the character preview area based on the target model material.

[0112] Among them, the appearance editing command is an operation command used to trigger the configuration modification of the appearance assets of a specific virtual object.

[0113] In one optional implementation, the appearance editing command is triggered by the player clicking the appearance editing control corresponding to the third virtual object. For example, when the player selects the third virtual object (whether a virtual role-playing relationship has been established or not) in the character editing area and clicks the "Switch Uniform" button (i.e., the appearance editing control) in the control area, the game system receives the appearance editing command and displays the model material selection interface (uniform switching interface) corresponding to the third virtual object. This interface displays all model materials owned by the first account that are applicable to the third virtual object's character type (such as 10 sets of uniform assets in different styles).

[0114] Among them, model materials are personalized appearance assets used to replace the default appearance of virtual objects.

[0115] In one optional implementation, model assets include various types and sources. For example, swimsuit skins (for a beach barbecue theme, the first account has various model assets such as character A's swimsuit-themed skin and summer-themed skin), seasonal skins (limited-time appearance assets such as Lunar New Year limited skins and Halloween-themed skins), and basic skins (basic appearance schemes given away by the system by default). Each type of asset in the asset list is displayed as a thumbnail card, with the asset name and acquisition source indicated at the bottom of the card (e.g., "purchased from the store," "event reward," "system gift").

[0116] In one optional implementation, the model assets support a real-time preview mechanism. For example, when a player hovers the mouse over a model asset option, the third virtual object model in the character preview area switches to display the preview effect of that asset in real time (previewing is possible without confirmation), and the original appearance is restored after the mouse is moved away. When the player clicks to select an asset, the preview effect is fixed, and the player can rotate the view to observe the appearance from different angles. After confirming satisfaction, the player can click the "Apply" button to officially apply the changes.

[0117] Understandably, in this step, the game system provides players with the ability to personalize the appearance of virtual objects by responding to appearance editing commands. This permission-based appearance editing mechanism ensures that the appearance configuration of the virtual character matches the player's asset ownership, while also providing rich visual expressiveness for group photo creation.

[0118] Through the above steps, the virtual object control method provided in this disclosure supports player accounts to edit the appearance of virtual objects and displays available model materials based on the permissions of the account. This allows players to apply their personal appearance assets to the group photo characters, realize personalized customization of group photo works, and enhance players' emotional investment in virtual characters and creative freedom.

[0119] Furthermore, in one embodiment of this disclosure, when the target model material includes multiple display schemes, the step of controlling the updating and display of the virtual model of the third virtual object in the character preview area based on the target model material includes: controlling the display of the virtual model of the third virtual object and a switching control in the character preview area using a first display scheme based on the target model material, wherein the first display scheme is one of the multiple display schemes; and controlling the display of the virtual model of the third virtual object in the character preview area using a second display scheme in response to a trigger operation on the switching control.

[0120] Among them, the target model material is the specific appearance scheme that the player selects and confirms to be applied from the model materials.

[0121] In one alternative implementation, the availability of target model assets is limited by the asset ownership of the first account. For example, when the first account chooses to change the appearance of the sixth virtual object, the game system only displays model assets already owned by the first account that are applicable to the sixth virtual object character type. If a certain appearance asset is not owned or is not unlocked by the first account, the asset is displayed in a grayed-out locked state in the list, with the acquisition conditions marked (such as "unlocked by completing achievement XX", "priced at XX diamonds in the store"), and cannot be selected for application. This asset ownership-based filtering mechanism ensures that only legally owned appearance assets can be applied to the character.

[0122] Among them, multiple display schemes are variant appearance schemes designed for the same model material and adapted to different object forms.

[0123] In one optional implementation, the form adaptation design supports multi-form characters. For example, a player selects "Appearance A" as the target model material, which is designed to adapt to both human and beast forms. By default, the game system displays the virtual model of the third virtual object in the character preview area using the first display scheme (such as human form appearance), and displays a "Switch Form" button (switch control) next to or at the bottom of the model. This button has a double-headed arrow icon, indicating to the player that they can switch the display scheme.

[0124] The switching control is an interactive control element used to trigger the display scheme switching operation.

[0125] In one optional implementation, the interactive response of the switching control takes effect immediately. For example, when the player clicks the "Switch Form" button, the third virtual object model in the character preview area smoothly transitions from human form to beast form, and at the same time, appearance A automatically switches to an appearance adapted to the beast form (such as corresponding adjustments to fur texture, body proportions, etc.).

[0126] In one optional implementation, the switching control supports cyclic switching. For example, if the target model asset contains three display schemes (human form, beast form, and elf form), each time the player clicks the switching control, the display scheme cycles sequentially: human form → beast form → elf form → human form. The game system displays the current scheme name text (e.g., "Current: Human Form") next to the switching control to help the player understand their current state.

[0127] Understandably, in this step, the game system allows players to preview and select the appearance of virtual objects in different forms by supporting multiple display schemes for the same model material, thus enriching the dimensions and flexibility of appearance editing.

[0128] Through the above steps, the virtual object control method provided in this disclosure supports switching between multiple display schemes for the same model material, allowing players to preview and select the appearance of virtual objects in different forms, enriching the dimensions and flexibility of appearance editing, and meeting the diverse display needs of multi-form characters in group photos.

[0129] Furthermore, in one embodiment of this disclosure, the third virtual object includes multiple object forms, and the multiple display schemes correspond one-to-one with the multiple object forms; before the step of controlling the display of the virtual model of the third virtual object in the character preview area using the first display scheme, the method further includes: determining the current object form of the third virtual object, and determining the display scheme corresponding to the current object form as the first display scheme.

[0130] Among them, multiple object forms refer to the various physical or appearance forms supported by virtual objects.

[0131] In one optional implementation, the object form includes human form and beast form. For example, character A supports both human and beast forms. In human form, the character has a standard human body shape, while in beast form, the character has a werewolf appearance (walking upright but with features such as animal ears and a tail). The game system maintains the current object form state of the third virtual object (e.g., currently in human form), and this state is stored in the virtual object's attribute data structure.

[0132] The determination of the first display scheme is based on the automatic query of the current object's form and state.

[0133] In one optional implementation, shape detection is performed when an object is selected. For example, when a player selects a third virtual object in the object editing interface, the game system queries its current object shape field, obtains the value "human form," and automatically determines the corresponding display scheme (human form appearance A) as the first display scheme, displaying the human form appearance by default in the character preview area. Similarly, when the current object shape field is queried and the value is "beast form," the game system determines the display scheme corresponding to "beast form" (beast form appearance A) as the first display scheme, displaying the beast form appearance by default in the character preview area.

[0134] In one optional implementation, a default matching mechanism ensures consistency between form and appearance. For example, if the current object is in human form, the human form display scheme is selected by default; if it is in beast form, the beast form display scheme is selected by default. This default matching mechanism ensures that the starting point for appearance editing is consistent with the character's current state, avoiding visual disharmony caused by a mismatch between the display scheme and the object's form (e.g., loading a human form appearance onto a beast form character may result in clipping or disproportion).

[0135] In one optional implementation, the one-to-one correspondence between form states and display schemes is stored in a configurable data table. For example, the game system's configuration database maintains a mapping table between object form IDs and display scheme IDs: form "human" corresponds to scheme "A_human", and form "beast" corresponds to scheme "A_beast". When the current form of the third virtual object is determined, the game system queries this mapping table to obtain the corresponding display scheme ID, and then loads the corresponding model resources for rendering.

[0136] Understandably, in this step, the game system establishes a mapping relationship between object form and display scheme, and automatically matches the display scheme corresponding to the current form when the player selects a virtual object, thus providing the correct starting state for appearance editing.

[0137] Through the above steps, the virtual object control method provided in this disclosure establishes a one-to-one mapping relationship between multiple display schemes and multiple object forms, and automatically determines the default display scheme according to the current object form. This ensures that the starting point of appearance editing is consistent with the actual state of the character, prevents the problem of form and appearance mismatch, and improves the accuracy of appearance editing and the consistency of user experience.

[0138] Furthermore, in one embodiment of this disclosure, after the step of controlling the display of the virtual model of the third virtual object in the character preview area using the second display scheme, the method further includes: controlling the switching of the object form of the third virtual object from the current object form to the target object form, wherein the target object form is the object form corresponding to the second display scheme.

[0139] The target object form is the object form state corresponding to the second display scheme.

[0140] In one optional implementation, the switching of object form and the switching of display scheme are performed synchronously. For example, when a player clicks the "Switch Form" button in the character preview area, the display scheme is switched from human form appearance A to beast form appearance A. While updating the display, the game system simultaneously modifies the internal object form state of the third virtual object, updating the current object form from "human form" to "beast form," and persistently stores it in the game system's database.

[0141] In one alternative implementation, object form state persistence ensures continuity. For example, the form switching state of a third virtual object is written to the player's account-related data archive. Even if the player closes and re-enters the object editing interface, the third virtual object retains its switched beast form state. This persistence design avoids players repeatedly performing form switching operations, improving editing efficiency.

[0142] In one optional implementation, object appearance changes are synchronized globally on the server. For example, if a third virtual object is viewed by other players simultaneously (e.g., an invited player is also previewing the character while the host is editing it), the object appearance change event is sent from the host's client to the game server. After verifying permissions, the server broadcasts the change to all relevant clients (including the invited player's client), ensuring that all players see the same character appearance and avoiding display differences caused by asynchronous states.

[0143] In one optional implementation, object form switching triggers synchronized updates of associated animations and effects. For example, when a third virtual object switches from human form to beast form, not only does the model's appearance change, but its default pose, walking animation, skill effects, etc., also switch synchronously to the resource set corresponding to the beast form. The game system automatically coordinates the linked updates of multi-dimensional resources such as models, animations, and effects through a unified object form state identifier.

[0144] It is understandable that in this step, the game system achieves consistency between the appearance display and the character's form state by synchronously updating the internal object form state of the virtual object when switching display schemes.

[0145] Through the above steps, the virtual object control method provided in this disclosure achieves consistency between the appearance display and the character's form state by synchronously updating the internal object form state of the virtual object when switching display schemes. This avoids logical errors and visual anomalies caused by the asynchrony between the display scheme and the actual state of the character, and ensures the accuracy and consistency of the character's performance in the group photo.

[0146] Furthermore, in one embodiment of this disclosure, the object editing interface further includes an invitation control; the method further includes: in response to a trigger operation on the invitation control, sending a group photo request to a target account in the first virtual scene, so that after the target account accepts the group photo request, the object editing interface is displayed in the graphical user interface corresponding to the target account.

[0147] The invitation control is the entry point element in the object editing interface used to initiate a group photo invitation operation.

[0148] In an optional implementation, the invitation control is displayed as a button in the bottom toolbar of the object editing interface. For example, the invitation control is displayed as a circular button with a "+" icon and a "Invite Friends" text label below it. After the player clicks the button, the game system pops up a player list interface in the first virtual scene, listing all the target accounts that can be invited.

[0149] The target accounts are other players' game accounts that are in the first virtual scene and can be invited to participate in the group photo.

[0150] In one alternative implementation, target accounts are filtered based on geographic location and social relationships. For example, the game system prioritizes displaying team members who are in the same party as the host player at the top of the list (labeled "Teammates"), followed by members of the same guild (labeled "Guild"), and finally other unfamiliar players in the first virtual scene (labeled "Nearby Players"). This sorting mechanism allows players to quickly locate and invite familiar teammates, improving invitation efficiency.

[0151] The group photo request is an asynchronous message used to invite the target account to participate in the editing and shooting process of the current group photo combination.

[0152] In one alternative implementation, the photo request includes information about the photo theme and the identity of the inviter. For example, when the host player sends a photo request to the target account, the request message includes the descriptive text "Beach BBQ themed photo, 2 character slots remaining, inviter: Fengyun Jianke," helping the invited player quickly understand the basic information of the photo and make a response decision.

[0153] In one optional implementation, the photo request supports multiple sending and status tracking. For example, if the target account does not respond for an extended period (more than 30 seconds), the host player can click the invitation control again to resend the request. The game system displays an invitation status panel in the upper left corner of the object editing interface, showing the real-time status of each invited target account: pending response (hourglass icon), accepted (checkmark icon), and rejected (cross icon). This status tracking mechanism allows the host player to keep track of the invitation progress and take appropriate action.

[0154] The shared display of the object editing interface ensures that invited players have the same editing interface as the host player.

[0155] In one alternative implementation, the invited player's object editing interface is functionally synchronized with the host player's object editing interface, but with limited permissions. For example, after accepting the request, the invited player's graphical user interface displays an object editing interface with the same layout as the host's, including a character preview area, a character editing area, and a function control area. The invited player can perform operations such as selecting a role and editing the appearance of their own role, but cannot edit other virtual objects that they are not playing (e.g., they cannot remove or modify roles already configured by the host).

[0156] Understandably, in this step, the game system provides an invitation control and a group photo request mechanism to trigger the multi-person group photo collaboration function, enabling players to easily invite friends to participate in the creation of group photos and enter a unified editing environment simultaneously after the friends accept.

[0157] Through the above steps, the virtual object control method provided in this disclosure integrates an invitation control into the object editing interface and supports sending group photo requests to the target account, thereby expanding group photo creation from a single-person operation to a multi-person collaborative mode. Players can invite friends to participate in role-playing and group photo shooting, enriching the social attributes and interactive fun of group photos, and improving the triggering efficiency and completion rate of multi-person group photos.

[0158] Furthermore, in one embodiment of this disclosure, after the target account accepts the group photo request, the method further includes: receiving a role-playing instruction triggered by the target account for a fifth virtual object among the target virtual objects, establishing a virtual role-playing relationship between the target account and the fifth virtual object, and displaying a third mark in the role preview area associated with the virtual model of the fifth virtual object; wherein, the fifth virtual object is a virtual object among the target virtual objects for which no virtual role-playing relationship has been established.

[0159] The fifth virtual object is an idle virtual object among the target virtual objects that has not yet been established as a virtual role-playing relationship by any player account.

[0160] In an optional implementation, the qualification verification of the fifth virtual object is performed by the server. For example, when the target account selects a virtual object in the object editing interface and triggers the role-playing command, the game server checks whether the virtual object has already established a virtual role-playing relationship with another account. If the virtual object is in an idle state (i.e., no virtual role-playing relationship has been established), the target account is allowed to establish a new virtual role-playing relationship with the virtual object; if it has already been occupied, a "the role has been occupied" prompt is returned to the target account.

[0161] The third marker is a visual marker element used to identify that a virtual object has established a virtual role-playing relationship with an invited player's account.

[0162] In an alternative implementation, the third marker uses a different design than the second marker to distinguish the role-playing status of the host and invited players. For example, the third marker is displayed as a small thumbnail of the player's avatar (24×24 pixels) next to the invited player's object icon, while the second marker is displayed as a green downward arrow. This differentiated design allows the host player to quickly distinguish in the role preview area which roles they are playing and which roles are being played by their friends.

[0163] In one alternative implementation, the third marker displays the invited player's account identification information. For example, the label text "Player: Moonshadow Without Trace (Invited)" is displayed above the virtual model of the fifth virtual object, and a thumbnail of the target account's avatar and the first letter of the account name are displayed next to the object identifier of the fifth virtual object in the character editing area. This marker design enhances the transparency of character affiliation in multi-player collaborative scenarios.

[0164] It is understandable that in this step, the game system enables role assignment and identity identification in group photos by supporting invited players to establish virtual role-playing relationships with idle virtual objects and displaying a third marker.

[0165] Through the above steps, the virtual object control method provided in this disclosure, by supporting invited players to play the role of idle virtual objects and the differentiated display of third markers, makes the role allocation in multi-person group photos clearer and more orderly. The host and invited players can visually identify the role they belong to at a glance, avoiding role-grabbing conflicts and improving the organization and friendliness of multi-person collaborative group photos.

[0166] Furthermore, in one embodiment of this disclosure, the method further includes: receiving an appearance editing instruction triggered by the target account, the object editing instruction being used to instruct appearance editing of a sixth virtual object in the target virtual object; if the sixth virtual object has established a virtual role-playing relationship with the target account, then executing the appearance editing instruction; if the sixth virtual object has not established a virtual role-playing relationship with the target account, then refusing to execute the appearance editing instruction.

[0167] The sixth virtual object is any virtual object among the target virtual objects that may become the target of the appearance editing operation.

[0168] In an optional implementation, permission verification for appearance editing commands is performed before the command is executed. For example, when the target account selects the sixth virtual object in the object editing interface and clicks the "Appearance Edit" button, the game system first queries the virtual role-playing relationship records currently established for the sixth virtual object. If the query result shows that the sixth virtual object has already established a virtual role-playing relationship with the target account (i.e., the target account is currently playing that role), the game system executes the appearance editing command normally and opens the appearance material selection interface; if the query result shows that the sixth virtual object has not established a relationship with the target account (it may be played by the host or other players, or it may not be played by any player), the game system refuses to execute the appearance editing command and displays the message "You can only edit the appearance of the character you are playing" to the target account in the graphical user interface.

[0169] The access control mechanism ensures that invited players can only edit the appearance of the character they are playing.

[0170] In one alternative implementation, the granularity of permission isolation is refined to the specific type of editing operation. For example, invited players can perform appearance editing operations on their sixth virtual character, including changing model assets (skin) and adjusting appearance parameters (colors, accessories, etc.). Prohibited operations include removing the sixth virtual character from the target virtual character set and adding paid appearance assets not belonging to the target account to the sixth virtual character. This fine-grained permission control provides invited players with ample personalization space while preventing destructive operations on the overall composition of the group photo.

[0171] Understandably, in this step, the game system isolates the editing permissions of invited players by performing permission verification before executing appearance editing commands, ensuring that they can only modify the appearance of the character they are playing.

[0172] Through the above steps, the virtual object control method provided in this disclosure establishes an editing permission verification mechanism based on virtual role-playing relationships, which restricts the editing operations of invited players to the scope of their own roles. This protects the host's editing control over the overall configuration of the group photo while giving invited players space for personalized expression, thus achieving reasonable allocation and secure isolation of editing permissions in multi-person collaborative scenarios.

[0173] Furthermore, in one embodiment of this disclosure, the step of executing the appearance editing instruction includes: controlling the updating and display of the virtual model of the sixth virtual object in the character preview area according to the specified model material indicated by the appearance editing instruction; wherein, the specified model material is a model material that the target account has the right to use.

[0174] The specified model material refers to the appearance scheme selected and confirmed by the target account from the available material library during the appearance editing process.

[0175] In one optional implementation, the availability of specified model assets is restricted by the target account's asset ownership. For example, when a target account chooses to change the appearance of the sixth virtual object, the game system only displays model assets already owned by the target account that are applicable to the sixth virtual object character type. If a certain appearance asset is not owned or is not unlocked by the target account, the asset is displayed in a grayed-out locked state in the list, with acquisition conditions marked (such as "unlocked upon completion of achievement XX", "priced at XX diamonds in the store"), and cannot be selected for application. This asset ownership-based filtering mechanism ensures that only legally owned appearance assets can be applied to the character.

[0176] In one optional implementation, the application of a specified model asset triggers a real-time update of the character preview area. For example, after the target account selects the "Dark Knight Skin" as the specified model asset from the asset library, the game system immediately replaces the virtual model of the sixth virtual object from its current appearance to the Dark Knight appearance in the character preview area (the model switching transition animation lasts 400 milliseconds). The target account can rotate the view to observe the effect of the new appearance from different angles. If not satisfied, they can reselect other assets until they are satisfied and then close the appearance editing interface.

[0177] Understandably, in this step, the game system achieves a safe and intuitive personalization process by binding appearance editing permissions to the target account's asset ownership and displaying the editing effect in real time in the character preview area.

[0178] Through the above steps, the virtual object control method provided in this disclosure restricts the specified model materials to assets that the target account has the right to use, and updates and displays the editing effect in real time in the character preview area. This not only ensures the legality of the use of appearance assets, but also provides a WYSIWYG editing experience, enabling invited players to safely and conveniently configure personalized appearances for their characters, thereby enhancing the identity expression of virtual characters and the visual diversity of group photos.

[0179] Furthermore, in one embodiment of this disclosure, the step of displaying a second virtual scene in the graphical user interface in response to a scene display triggering command further includes: in response to the scene display triggering command, sending a forced entry command to the terminal device corresponding to the target account, wherein the forced entry command is used to instruct the terminal device corresponding to the target account to forcibly interrupt the current operation and synchronously load the second virtual scene.

[0180] The forced entry command is a system-level command used to force invited player clients to switch to the group photo scene.

[0181] In an optional implementation, the forced entry command is automatically triggered by the host player's scene display trigger command. For example, when the host player clicks the "OK" button in the object editing interface to trigger the scene display trigger command, the game system not only performs a scene switch on its own end but also sends a forced entry command to all terminal devices corresponding to the invited target accounts. This command has the highest priority and can interrupt any operation currently being performed by the target account's client (including character movement, skill release, story playback, shop browsing, etc.).

[0182] In an optional implementation, the execution of the forced entry command is accompanied by a client state saving and restoration mechanism. For example, after the target account's terminal device receives the forced entry command, it first automatically saves the current game state (including character position, task progress, interface stack, and other data to the local cache), and then immediately releases the current scene resources and loads the resource data of the second virtual scene. When the group photo process ends and the user exits the second virtual scene, the game system restores the previously saved game state from the local cache, returning the target account to the game context before the forced entry, reducing interference with the player's normal game flow.

[0183] Synchronous loading ensures that all players participating in the group photo enter the second virtual scene at the same time.

[0184] In one optional implementation, synchronous loading is based on a unified timestamp coordinated by the server. For example, when the game system sends a forced entry command, it appends the server's current timestamp and the target entry time (e.g., current time + 3 seconds). All clients count down based on this target entry time, which helps coordinate the loading sequence of each client and reduce entry time differences caused by network latency variations. During loading, each client displays a unified "Entering the group photo scene" transition interface, and after loading is complete, a second virtual scene screen is presented synchronously.

[0185] Understandably, in this step, the game system sends a forced entry command by responding to the scene display trigger command, thus achieving an efficient and synchronized entry mechanism for multi-person group photo scenes, avoiding the problem of inconsistent group photo preparation time caused by individual players' operation delays or forgetting to respond.

[0186] Through the above steps, the virtual object control method provided in this disclosure enables the forced execution and synchronous loading of the group photo scene by sending a forced entry command to the invited player's terminal device. This makes the entry process for multiple group photos no longer dependent on the active cooperation and manual operation of each player, significantly improving the organization efficiency and synchronization of multiple group photos and ensuring the smooth progress of the group photo creation process.

[0187] Furthermore, in one embodiment of this disclosure, before the step of controlling the generation of a virtual image based on the second virtual scene and the target virtual object in the graphical user interface in response to an image generation instruction, the method further includes: providing a group photo parameter setting interface in the graphical user interface, and receiving group photo parameters set through the group photo parameter setting interface; executing group photo image generation logic in the second virtual scene according to the group photo parameters, and displaying the group photo image in the graphical user interface.

[0188] The group photo parameter settings interface is a function panel provided in the graphical user interface, allowing players to configure personalized shooting parameters.

[0189] In one optional implementation, the group photo parameter settings interface can be displayed in multiple ways. For example, in one implementation, players can click the "Settings" button in the upper right corner of the interface to bring up the group photo parameter settings interface. This interface expands from the right side of the screen via a side-swipe gesture (lasting 300 milliseconds), covering approximately 30% of the screen width. In another implementation, the group photo parameter settings interface is presented as a full-screen modal dialog box: after the player triggers the settings, the current group photo image is darkened with a semi-transparent overlay as the background, and a rectangular settings panel occupying 80% of the screen width and 70% of the screen height pops up in the center. The panel displays various parameter controls in groups, and players can exit the settings interface by clicking the overlay area outside the panel or the close icon in the upper right corner. In this way, by using multiple interface formats, the different needs of different players regarding the proportion of the parameter adjustment interface and their visual focus habits can be met. The panel displays parameter controls in groups: Display Settings (including "Show Teammates" checkbox, "Show NPCs" checkbox, and "Show Player ID" checkbox), Screen Filters (including filter options such as "Original," "Warm," "Cool," "Black & White," and "Retro"), and Lens Parameters (including focus slider, depth-of-field slider, and exposure compensation slider). After a player adjusts the parameters in the panel, the real-time preview of the second virtual scene updates immediately.

[0190] Among them, the group photo parameters are a set of user-configured data used to control the visual performance of the group photo.

[0191] In one optional implementation, the group photo parameters include Boolean, enumeration, and numerical parameters. For example, Boolean parameters include on / off options such as whether to display teammate character models, whether to display non-player character models, and whether to display player ID tags; enumeration parameters include options such as image filter style (selected from a preset list) and lens type (wide-angle / standard / telephoto); and numerical parameters include slider adjustments such as focal length (range 24mm-200mm), depth of field (range 0%-100%), and exposure compensation (range -2EV to +2EV). This diverse range of parameter types meets the refined control needs of different players for group photo images.

[0192] The logic for generating group photos involves a process of rendering and generating a preview image based on the group photo parameters set by the player.

[0193] In one optional implementation, the group photo generation logic is executed independently on each client. For example, if player A chooses to disable the "Show Teammates" option in the group photo parameter settings interface, then player A's client will only render the character they are playing and the non-player characters not being played when generating the group photo, without rendering the character models played by teammates; while player B chooses to enable the "Show Teammates" option in their client, then player B's client will render all characters participating in the group photo when generating the group photo. This client-independent parameter activation mechanism ensures that each player can obtain a group photo that matches their personal preferences, avoiding parameter setting conflicts.

[0194] Understandably, in this step, the game system provides a group photo parameter setting interface and executes the group photo image generation logic before image generation, enabling players to personalize the visual effects of the group photo and preview the adjustment results in real time in the graphical user interface.

[0195] Through the above steps, the virtual object control method provided in this disclosure offers rich group photo parameter setting functions and a real-time preview mechanism before image generation, enabling players to freely configure the display elements and visual style of the group photo screen, satisfying the aesthetic preferences and creative needs of different players for group photo works, and enhancing the playability and personalized expression space of the group photo function.

[0196] Furthermore, in one embodiment of this disclosure, the group photo parameters only apply to the terminal device; the step of controlling the generation of a virtual image in the graphical user interface based on the second virtual scene and the target virtual object in response to an image generation instruction includes: generating a virtual image in the graphical user interface based on the group photo image in response to a group photo confirmation operation.

[0197] The "group photo confirmation" action is the final shooting command triggered by the player after confirming that they are satisfied with the effect of the group photo.

[0198] In an optional implementation, the photo confirmation operation is triggered by clicking the "Take Photo" button. For example, in the graphical user interface of the second virtual scene, the game system displays a circular "Take Photo" shutter button centered at the bottom of the screen, with a breathing light animation effect around the button indicating that it is clickable. After the player adjusts the photo parameters and sees a satisfactory composition in the preview screen, they click the shutter button, and the game system receives the photo confirmation operation, triggering the generation of the virtual image.

[0199] The generation of the virtual image is based on the settings of the group photo parameters on this device.

[0200] In one optional implementation, the virtual image is generated using high-resolution rendering. For example, when a player triggers a group photo confirmation, the game system oversamples the current frame's group photo image at twice the game's native resolution (e.g., a 3840×2160 virtual image if the device's screen resolution is 1920×1080), applies the player's locally set filter effects, depth-of-field blur, and exposure parameters, generates a high-quality virtual image, and saves it to the device's local photo album directory. Since the group photo parameters only apply to the local device, even if other players in the same group photo scene trigger virtual image generation simultaneously, the generated images will present different visual effects based on their respective parameter settings.

[0201] In one optional implementation, the photo confirmation operation supports burst mode. For example, players can long-press the shutter button to activate burst mode, and the game system will continuously generate multiple virtual images at a rate of 3 frames per second, saving the burst sequence to a separate folder in the album. Players can browse the burst sequence in the album and select the most satisfactory one to share or edit.

[0202] It is understandable that in this step, the game system generates a personalized virtual image based on the group photo parameters set on the local device by responding to the player's group photo confirmation operation, thus realizing a complete shooting loop from preview confirmation to final output.

[0203] Furthermore, in the second virtual scene, the game system can also provide a function control in the graphical user interface to end the group photo, such as an "Exit" button. When the player finishes taking the group photo and clicks the "Exit" button, the game camera exits from the second virtual scene and returns to the first virtual scene, displaying the game character controlled by the player in the first virtual scene, allowing them to find the next group photo group in the first virtual scene.

[0204] Through the above steps, the virtual object control method provided in this disclosure ensures that the group photo parameters only apply to the local device and generates a virtual image based on the group photo confirmation operation. This allows each player participating in the group photo to independently obtain a group photo that matches their personal aesthetic preferences, avoiding creative disagreements caused by inconsistent parameter negotiation in group photos, and guaranteeing the personalization and output quality of group photo creation.

[0205] Secondly, this disclosure also provides a control device for virtual objects.

[0206] like Figure 6The figure shows a schematic diagram of the structure of a virtual object control device provided in one implementation of this disclosure. As shown, the virtual object control device 100 provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of a first virtual scene, in which at least one group photo object is set, and the group photo object includes at least one virtual object. The device 100 includes: Trigger module 101 is used to display an object editing interface for the target group photo combination object, the object editing interface being used to select and / or edit the target virtual object in the target group photo combination object; Display module 102 is configured to, in response to a scene display trigger command, display a second virtual scene in the graphical user interface and display the selected and / or edited target virtual object in the second virtual scene; The generation module 103 is configured to respond to an image generation instruction and control the generation of a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

[0207] It should be noted that the above is only a brief description of the virtual object control device 100 provided in this disclosure. The process steps and / or functions implemented by the virtual object control device 100 when it is working are generally consistent with the steps and / or functions implemented in the various embodiments of the virtual object control method provided in the above text. Therefore, they will not be described in detail here.

[0208] As described above, the virtual object control device 100 provided in this disclosure offers players a browsing and selection mechanism for virtual object combinations in a first virtual scene. Upon receiving an object editing trigger command, it uniformly displays an object editing interface integrating selection, editing, and preview. After the player completes customization, it seamlessly switches to a second virtual scene via a scene display trigger command for the formal display of the group photo. Finally, it responds to an image generation command to generate a high-quality virtual group photo image, achieving a fully integrated and intelligent process from triggering the intention to take a group photo to the final image output. This technical solution effectively solves the problems of separation between the pre-photo-taking operation and the core photo-taking function, limited matching of characters and scenes, and lengthy operation processes in existing technologies by integrating the three core functions of virtual object selection and editing, scene display, and image generation into a continuous operation loop. From a technical perspective, this solution reduces the memory management and context scheduling overhead of the game system when switching between different functional modules, improving the response speed and operational stability of the group photo function. From a user experience perspective, this solution significantly reduces the number of steps, time cost, and learning threshold for players to take group photos, making the group photo function more free, smooth, and easy to use, and significantly improving the game's social interactivity and user retention.

[0209] Furthermore, this disclosure also provides a terminal device.

[0210] See Figure 7 The figure shows a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. As shown, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.

[0211] Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0212] In an optional implementation, a graphical user interface is provided via a terminal device. The graphical user interface displays at least a portion of a first virtual scene, in which at least one group photo object is set, and the group photo object includes at least one virtual object. A memory 202 stores computer-executable instructions that can be executed by a processor 201. The processor 201 executes the computer-executable instructions to implement the aforementioned method for controlling the virtual object, specifically including the following steps: Displays an object editing interface for the target group photo combination object, the object editing interface being used to select and / or edit target virtual objects in the target group photo combination object; In response to a scene display trigger command, a second virtual scene is displayed in the graphical user interface, and the selected and / or edited target virtual object is displayed in the second virtual scene; In response to an image generation instruction, control is exercised to generate a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

[0213] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions implemented by the terminal device 200 when it is working are largely the same as the steps and / or functions implemented in the various embodiments of the virtual object control method provided in the previous text. Therefore, they will not be described in detail here.

[0214] As described above, the terminal device 200 provided in this disclosure offers players a mechanism for browsing and selecting virtual object combinations in a first virtual scene. Upon receiving an object editing trigger command, it uniformly displays an object editing interface integrating selection, editing, and preview. After the player completes customization, it seamlessly switches to a second virtual scene via a scene display trigger command for the formal display of the group photo. Finally, it responds to an image generation command to generate a high-quality virtual group photo image, achieving a fully integrated and intelligent process from triggering the intention to take a group photo to the final image output. This technical solution effectively solves the problems of separation between the pre-photo-taking operation and the core photo-taking function, limited matching of characters and scenes, and lengthy operation processes in existing technologies by integrating the three core functions of virtual object selection and editing, scene display, and image generation into a continuous operation loop. From a technical perspective, this solution reduces the memory management and context scheduling overhead of the game system when switching between different functional modules, improving the response speed and operational stability of the group photo function. From a user experience perspective, this solution significantly reduces the number of steps, time cost, and learning threshold for players to take group photos, making the group photo function more free, smooth, and easy to use, and significantly improving the game's social interactivity and user retention.

[0215] Finally, this disclosure also provides a computer-readable storage medium.

[0216] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are invoked and executed by the processor 201, a graphical user interface is provided through a terminal device. The graphical user interface displays at least a portion of a first virtual scene. The first virtual scene contains at least one group photo object, which includes at least one virtual object. The computer-executable instructions cause the processor 201 to implement a control method for the aforementioned virtual object, specifically including the following steps: Displays an object editing interface for the target group photo combination object, the object editing interface being used to select and / or edit target virtual objects in the target group photo combination object; In response to a scene display trigger command, a second virtual scene is displayed in the graphical user interface, and the selected and / or edited target virtual object is displayed in the second virtual scene; In response to an image generation instruction, control is exercised to generate a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

[0217] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the virtual object control method provided in the foregoing text disclosure, so they will not be described in detail here.

[0218] As described above, the computer-readable storage medium provided in this disclosure offers players a mechanism for browsing and selecting virtual object combinations in a first virtual scene. Upon receiving an object editing trigger command, it uniformly displays an object editing interface integrating selection, editing, and preview. After the player completes customization, a scene display trigger command seamlessly switches to a second virtual scene for the formal display of the group photo. Finally, it responds to an image generation command to generate a high-quality virtual group photo image, achieving a fully integrated and intelligent process from triggering the intention to take a group photo to the final image output. This technical solution effectively solves the problems of separation between the pre-photo-taking operation and the core photo-taking function, limited matching of characters and scenes, and lengthy operation processes in existing technologies by integrating the three core functions of virtual object selection and editing, scene display, and image generation into a continuous operation loop. From a technical perspective, this solution reduces the memory management and context scheduling overhead of the game system when switching between different functional modules, improving the response speed and operational stability of the group photo function. From a user experience perspective, this solution significantly reduces the number of steps, time cost, and learning threshold for players to take group photos, making the group photo function more free, smooth, and easy to use, significantly improving the game's social interactivity and user retention.

[0219] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a virtual object, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of a first virtual scene, the first virtual scene containing at least one group photo object, the group photo object including at least one virtual object; the method includes: The graphical user interface displays an object editing interface for the target group photo combination object, which is used to select and / or edit the target virtual objects in the target group photo combination object; In response to a scene display trigger command, a second virtual scene is displayed in the graphical user interface, and the selected and / or edited target virtual object is displayed in the second virtual scene; In response to an image generation instruction, control is exercised to generate a virtual image in the graphical user interface based on the second virtual scene and the target virtual object.

2. The method according to claim 1, characterized in that, The object editing interface includes a character preview area and a character editing area. The character preview area is used to preview the virtual model of the target virtual object, and the character editing area is used to display editing information related to the target virtual object.

3. The method according to claim 2, characterized in that, The steps of displaying the object editing interface for the target group photo combination object in the graphical user interface include: The virtual model of the target virtual object is displayed in the character preview area, and the object identifier of the at least one virtual object is displayed in the character editing area.

4. The method according to claim 3, characterized in that, The method further includes: In the character editing area, the object identifier associated with the target virtual object displays a first marker.

5. The method according to claim 4, characterized in that, The method further includes: In response to a first operation targeting a first object identifier carrying the first mark, control is implemented to cancel the first mark on the first object identifier, remove the first virtual object corresponding to the first object identifier from the target virtual object, and cancel the display of the virtual model of the first virtual object in the character preview area; and / or, In response to a first operation targeting a second object identifier that does not carry the first tag, the system controls the display of the first tag associated with the second object identifier, adds the second virtual object corresponding to the second object identifier to the target virtual object, and updates the virtual model of the second virtual object displayed in the character preview area.

6. The method according to claim 2, characterized in that, The method further includes: In response to a role-playing instruction for a third virtual object in the target virtual object, a virtual role-playing relationship is established between a first account and the third virtual object, wherein the first account is the game account corresponding to the terminal device.

7. The method according to claim 6, characterized in that, After establishing the virtual role-playing relationship between the first account and the third virtual object, the method further includes: In the character preview area, the virtual model associated with the third virtual object displays a second marker.

8. The method according to claim 7, characterized in that, The method further includes: In response to a role-playing instruction for the fourth virtual object in the target virtual object, the virtual role-playing relationship between the first account and the third virtual object is cancelled, and a virtual role-playing relationship between the first account and the fourth virtual object is established; wherein, the fourth virtual object has not established a virtual role-playing relationship with the game account; In the character preview area, the virtual model associated with the fourth virtual object displays the second marker.

9. The method according to claim 2, characterized in that, The method further includes: In response to an appearance editing command for a third virtual object in the target virtual object, the model material corresponding to the third virtual object is displayed, wherein the first account is the game account corresponding to the terminal device, and the model material is the model material that the first account has the right to use; In response to the selection operation of the target model material in the model material, the virtual model of the third virtual object in the character preview area is updated and displayed based on the target model material.

10. The method according to claim 9, characterized in that, When the target model material includes multiple display schemes, the step of controlling and updating the virtual model of the third virtual object in the character preview area based on the target model material includes: Based on the target model material, the virtual model and switching control of the third virtual object are displayed in the character preview area using a first display scheme, wherein the first display scheme is one of the multiple display schemes; In response to a trigger operation on the switching control, the virtual model of the third virtual object is displayed in the character preview area using a second display scheme.

11. The method according to claim 10, characterized in that, The third virtual object includes multiple object forms, and the multiple display schemes correspond one-to-one with the multiple object forms; Prior to the step of controlling the display of the virtual model of the third virtual object in the character preview area using a first display scheme, the method further includes: The current object form of the third virtual object is determined, and the display scheme corresponding to the current object form is determined as the first display scheme.

12. The method according to claim 11, characterized in that, After the step of controlling the display of the virtual model of the third virtual object in the character preview area using a second display scheme, the method further includes: The control switches the object form of the third virtual object from the current object form to the target object form, wherein the target object form is the object form corresponding to the second display scheme.

13. The method according to any one of claims 2-12, characterized in that, The object editing interface also includes an invitation control; the method further includes: In response to the triggering operation of the invitation control, a group photo request is sent to the target account in the first virtual scene, so that after the target account accepts the group photo request, the object editing interface is displayed in the graphical user interface corresponding to the target account.

14. The method according to claim 13, characterized in that, After the target account accepts the photo request, the method further includes: The system receives a role-playing instruction triggered by the target account for the fifth virtual object among the target virtual objects, establishes a virtual role-playing relationship between the target account and the fifth virtual object, and displays a third marker in the virtual model of the fifth virtual object in the role preview area; wherein, the fifth virtual object is a virtual object among the target virtual objects for which no virtual role-playing relationship has been established.

15. The method according to claim 13, characterized in that, The method further includes: Receive an appearance editing instruction triggered by the target account, wherein the object editing instruction is used to instruct the appearance editing of the sixth virtual object in the target virtual object; If the sixth virtual object has established a virtual role-playing relationship with the target account, then the appearance editing instruction is executed; if the sixth virtual object has not established a virtual role-playing relationship with the target account, then the appearance editing instruction is rejected.

16. The method according to claim 15, characterized in that, The steps for executing the appearance editing instructions include: Based on the specified model material indicated by the appearance editing command, control the updating and display of the virtual model of the sixth virtual object in the character preview area; wherein, the specified model material is a model material that the target account has the right to use.

17. The method according to claim 13, characterized in that, The step of displaying a second virtual scene in the graphical user interface in response to a scene display trigger command further includes: In response to the scene display trigger command, a forced entry command is sent to the terminal device corresponding to the target account. The forced entry command is used to instruct the terminal device corresponding to the target account to forcibly interrupt the current operation and synchronously load the second virtual scene.

18. The method according to claim 13, characterized in that, Before the step of controlling the generation of a virtual image based on the second virtual scene and the target virtual object in the graphical user interface in response to the image generation instruction, the method further includes: The graphical user interface provides a group photo parameter setting interface and receives group photo parameters set through the group photo parameter setting interface. The group photo generation logic is executed in the second virtual scene according to the group photo parameters, and the group photo is displayed in the graphical user interface.

19. The method according to claim 18, characterized in that, The group photo parameters only apply to the terminal device; the step of controlling the generation of a virtual image based on the second virtual scene and the target virtual object in the graphical user interface in response to the image generation command includes: In response to the group photo confirmation operation, a virtual image is generated in the graphical user interface based on the group photo image.

20. A control device for a virtual object, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying at least a portion of a first virtual scene, the first virtual scene containing at least one group photo object, the group photo object including at least one virtual object; the device includes: A trigger module is used to display an object editing interface for the target group photo combination object in the graphical user interface, the object editing interface being used to select and / or edit target virtual objects in the target group photo combination object; The display module is configured to, in response to a scene display trigger command, display a second virtual scene in the graphical user interface, and display the selected and / or edited target virtual object in the second virtual scene; A generation module is used to control the generation of a virtual image in the graphical user interface based on the second virtual scene and the target virtual object in response to an image generation command.

21. A terminal device, characterized in that, include: A processor and a memory, the memory being used to store a computer program that, when executed by the processor, implements the method as described in any one of claims 1-19.

22. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the method as described in any one of claims 1-19.