Virtual appearance display method and device, electronic device, computer readable storage medium and computer program product
Patent Information
- Application Number
- CN202611161832.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-31
- Publication Date
- 2026-10-30
AI Technical Summary
[0002]相关技术中,虚拟角色的虚拟外观以静态图片、单一角色预览或单一状态动画的方式展示虚拟外观,可见,展示虚拟外观的方式较为单一,用户与展示的虚拟外观之间的互动较为单一,人机交互效率较低
本申请实施例提供的虚拟外观的展示方法,可以在虚拟场景的资源展示界面中,显示装配有虚拟外观的至少一个虚拟角色,并显示针对虚拟角色的状态切换控件,其中,不同的虚拟角色装配的虚拟外观不同,响应于针对状态切换控件的触发操作,控制至少一个虚拟角色由第一状态切换至第二状态,并显示相应的状态切换过程,其中,虚拟角色的不同状态对应虚拟外观的不同的展示状态。
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Figure CN122998729A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for displaying a virtual appearance. Background Technology
[0002] In related technologies, the virtual appearance of virtual characters is displayed through static images, single character previews, or single-state animations. It can be seen that the way to display virtual appearances is relatively simple, the interaction between users and the displayed virtual appearances is also relatively simple, and the efficiency of human-computer interaction is low. Summary of the Invention
[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for displaying virtual appearances, which can enrich the ways of displaying virtual appearances and improve human-computer interaction efficiency.
[0004] The technical solution of this application embodiment is implemented as follows: This application provides a method for displaying a virtual appearance, the method comprising: In the resource display interface of the virtual scene, at least one virtual character equipped with a virtual appearance is displayed, and a state switching control for the virtual character is also displayed; wherein, different virtual characters are equipped with different virtual appearances; In response to a trigger operation on the state switching control, the at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to the different display states of the virtual appearance.
[0005] This application provides a virtual appearance display device, the device comprising: The display module is used to display at least one virtual character equipped with a virtual appearance in the resource display interface of the virtual scene, and to display a state switching control for the virtual character; wherein, different virtual characters are equipped with different virtual appearances; The response module is used to respond to a trigger operation on the state switching control, control the at least one virtual character to switch from a first state to a second state, and display the corresponding state switching process; The different states of the virtual character correspond to the different display states of the virtual appearance.
[0006] In the above scheme, the response module is further configured to respond to a press operation on the state switching control, controlling the state switching control to be in a selected state; during the execution of the press operation, responding to a slide operation on the selected state switching control, controlling the selected state switching control to move following the slide operation; during the movement of the selected state switching control, displaying the state switching process of the at least one virtual character switching from a first state to a second state; if the selected state switching control moves to the target position and the slide operation is released, then controlling the at least one virtual character to synchronously switch from the first state to the second state.
[0007] In the above scheme, the response module is further configured to, during the movement of the state switching control in the selected state, as the distance between the state switching control in the selected state and the target position decreases, control the opacity of the virtual character in the first state to gradually decrease to a first opacity threshold, and control the opacity of the virtual character in the second state to gradually increase to a second opacity threshold, wherein the second opacity threshold is greater than the first opacity threshold.
[0008] In the above scheme, the state switching control in the selected state has a corresponding first movement trajectory; the response module is further configured to display a switching progress prompt message indicating the current state switching progress during the movement of the state switching control in the selected state, wherein the current state switching progress is positively correlated with the movement progress, and the movement progress is the progress of the state switching control moving according to the first movement trajectory; and to display the process of the at least one virtual character switching from the first state to the second state according to the current state switching progress.
[0009] In the above scheme, the response module is further configured to obtain the starting screen coordinates corresponding to the press operation and the movement distance threshold corresponding to the state switching control; during the execution of the sliding operation, obtain the current screen coordinates corresponding to the sliding operation; determine the displacement of the starting screen coordinates and the current screen coordinates in a preset movement direction, and determine the state mixing parameters based on the displacement and the movement distance threshold; determine the current state of the at least one virtual character based on the state mixing parameters, and display the state switching process of the at least one virtual character from the first state to the second state based on the current state.
[0010] In the above scheme, the state of the virtual character is represented by the position of the virtual character in the resource display interface. The response module is also used to obtain, for each virtual character, the first position corresponding to the virtual character when it is in the first state and the second position corresponding to the virtual character when it is in the second state; perform interpolation processing on the first position and the second position according to the state mixing parameter to obtain the current position of the virtual character in the resource display interface, and use the current position to represent the current state of the virtual character.
[0011] In the above scheme, the state of the virtual character is represented by the actions performed by the virtual character. The response module is further configured to, for each virtual character, obtain the first action corresponding to the virtual character in the first state and the second action corresponding to the virtual character in the second state; determine the weight of the first action and the weight of the second action based on the state mixing parameters; determine the current action performed by the virtual character based on the weight of the first action and the weight of the second action, and use the current action to represent the current state of the virtual character.
[0012] In the above scheme, the first state is different from the second state. The display module is also used to ensure that, for each virtual character, the virtual character in the first state is different from the virtual character in the second state in at least one of the following: the display effects of the virtual character, the actions performed by the virtual character, and the position of the virtual character in the resource display interface.
[0013] In the above scheme, the state of the virtual character is represented by the position of the virtual character in the resource display interface. The display module is also used to display the movement process of the virtual character starting from the starting position in the resource display interface, moving along a pre-set second movement trajectory to the ending position in the resource display interface, and using the movement process as the state switching process of the virtual character; wherein, the starting position corresponds to the first state and the ending position corresponds to the second state.
[0014] In the above scheme, there are multiple virtual characters, each virtual character has a corresponding second movement trajectory, and the multiple second movement trajectories form a pre-set graphic, the edges of which include pre-set target points; the display module is further configured to display a purchase control for the target virtual character after the target virtual character moves to the endpoint position corresponding to the target point; wherein, the purchase control is used to purchase at least one of the following: the target virtual character and the virtual appearance equipped by the target virtual character.
[0015] In the above scheme, there are multiple virtual characters. The display module is also used to display target effects in the overlapping part when the corresponding state switching process is displayed, if the character models corresponding to different virtual characters collide in the virtual scene and the display areas of the collided character models overlap.
[0016] In the above scheme, the different virtual characters include a first virtual character and a second virtual character. The display module is further configured to: obtain a depth texture generated based on the character model of the first virtual character before displaying the target effect in the overlapping part; during the rendering of the character model of the second virtual character, determine the screen pixels covered by the character model of the second virtual character after it is projected onto the resource display interface as candidate pixels; for each candidate pixel, obtain a first depth of the character model of the first virtual character at the candidate pixel from the depth texture, and obtain a second depth of the character model of the second virtual character at the candidate pixel; calculate the depth difference between the first depth and the second depth, and determine the overlapping part of the character model display area corresponding to the collision based on candidate pixels whose depth difference is less than a preset depth threshold.
[0017] In the above scheme, the state of the virtual character is represented by the actions performed by the virtual character. The display module is also used to display the screen of the virtual character performing the first action when the virtual character is in the first state; and to display the screen of the virtual character performing the second action when the virtual character is in the second state; wherein the first action and the second action are actions corresponding to different virtual skills of the virtual character, or are different sub-actions included in the same virtual skill of the virtual character.
[0018] In the above scheme, the response module is further configured to display an extraction control for extracting the virtual appearance in the resource display interface; in response to a trigger operation on the extraction control, perform an extraction operation on the virtual appearance, and display the number of extractions of the virtual appearance; wherein, different extraction count ranges correspond to different target states. The response module is also configured to respond to a trigger operation on the state switching control, control the at least one virtual character to switch synchronously from the first state to the target state, and use the target state as the second state, wherein the target state corresponds to the target number interval in which the number of extractions is located.
[0019] In the above scheme, the response module is further configured to display trial controls for the virtual appearance in the resource display interface; in response to a trigger operation on the trial controls, switch the resource display interface to the trial display interface; in the trial display interface, display the virtual character equipped with the virtual appearance, and display operation controls for the virtual character, the operation controls including at least one of the following: a skill release control for controlling the virtual character to release virtual skills, and an action execution control for controlling the virtual character to perform actions.
[0020] In the above scheme, the response module is further configured to display a match preview control in the resource display interface; in response to a trigger operation on the match preview control, switch the resource display interface to the match preview interface; and in the match preview interface, display the virtual character equipped with the virtual appearance in the virtual scene corresponding to the match.
[0021] In the above scheme, the display module is further configured to, when the virtual character is in the second state, display explanatory information corresponding to each of the target parts in the associated area of at least one target part pre-configured in the virtual appearance; and display a corresponding magnification control in the associated area of each explanatory information, the magnification control being used to magnify the target part.
[0022] In the above scheme, the display module is further configured to switch the first background of the resource display interface to the second background and display the corresponding background switching process when the control of at least one virtual character switches from the first state to the second state; the first background corresponds to the first state and the second background corresponds to the second state.
[0023] In the above scheme, the virtual character in the first state is in an unselectable state, and there are multiple virtual characters. The response module is further configured to control each virtual character to be in an selectable state when all the virtual characters are in the second state; control the selected virtual character to be in a selected state in response to a selection operation on the virtual character; if there are multiple selected virtual characters, display a comparison control, which is used to compare and display the virtual appearances equipped by the selected virtual characters respectively; and highlight the virtual appearances equipped by the selected virtual character in response to a trigger operation on the comparison control, and display comparison information between the virtual appearances.
[0024] In the above solution, the display module is also used to display a generation control in the resource display interface, and the generation control is used to generate shareable content; The response module is further configured to generate at least one of the following shareable contents in response to a trigger operation on the generation control: a video of a corresponding state switching process, and an image of a virtual character in the first state and the second state; and to share the shareable contents in response to a sharing instruction on the shareable contents after the shareable contents are generated.
[0025] In the above scheme, the response module is also used to display a sound effect preview control in the resource display interface; in response to the trigger operation of the sound effect preview control, control the virtual character equipped with the virtual appearance to perform a sound effect display action; during the process of the virtual character performing the sound effect display action, play the display sound effect corresponding to the virtual appearance, and display a visual prompt corresponding to the display sound effect.
[0026] In the above scheme, the response module is also used to respond to the trigger operation of the state switching control and display a scene setting control in the resource display interface before controlling the at least one virtual character to switch from the first state to the second state. The scene setting control is used to set the scene of the state switching, and the corresponding state is different under different scenes. In response to the scene setting instruction triggered by the scene setting control, the target scene set by the scene setting instruction is displayed. The response module is also configured to respond to a trigger operation on the state switching control and control the at least one virtual character to synchronously switch from the first state to the second state under the target scene.
[0027] In the above scheme, the response module is also used to display a queue display control in the resource display interface; in response to a trigger operation on the queue display control, arrange multiple virtual characters into a target display queue; and during the formation of the target display queue, display the process of multiple virtual characters moving to their respective queue positions.
[0028] In the above scheme, the response module is further configured to display at least one mode control corresponding to a candidate lighting mode in the resource display interface; in response to a trigger operation on a target mode control among the at least one of the mode controls, determine the candidate lighting mode corresponding to the target mode control as the target lighting mode, switch the current lighting mode of the resource display interface to the target lighting mode, and display the lighting switching process, wherein the lighting switching process is characterized by at least one of the following: lighting direction, lighting color, and lighting intensity; and under the target lighting mode, display at least one of the following corresponding to the virtual appearance: reflection effect, shadow effect, and light transmission effect.
[0029] In the above scheme, the response module is also used to display a split display control in the resource display interface; in response to the trigger operation of the split display control, the virtual appearance is split into multiple virtual components, and the disassembly process of the multiple virtual components moving in different directions by the virtual character is displayed; after the multiple virtual components move to the corresponding component display position, the corresponding component description information is displayed in the associated area of each virtual component.
[0030] This application provides an electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual appearance display method provided in the embodiments of this application.
[0031] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the virtual appearance display method provided in this application.
[0032] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the virtual appearance display method provided in this application.
[0033] The embodiments of this application have the following beneficial effects: The virtual appearance display method provided in this application embodiment can display at least one virtual character equipped with a virtual appearance in the resource display interface of a virtual scene, and display a state switching control for the virtual character. Different virtual characters are equipped with different virtual appearances. In response to the trigger operation of the state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to different display states of the virtual appearance.
[0034] The virtual appearance display method provided in this application embodiment can control each virtual character to switch from a first state to a second state through a state switching control, and dynamically display the corresponding state switching process. By uniformly controlling the state switching timing and display state switching process of each virtual character, the display continuity of the resource display interface is improved, the number of user operations can be reduced, the processing overhead caused by interface switching and repeated rendering can be reduced, the display efficiency of virtual appearance can be improved, and the display methods of virtual appearance can be enriched, the interaction methods between users and at least one virtual character equipped with virtual appearance can be enriched, and the human-computer interaction efficiency can be improved. Attached Figure Description
[0035] Figure 1 This is a schematic diagram of the structure of the virtual appearance display system provided in the embodiments of this application; Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the virtual appearance display method provided in the embodiments of this application. Figure 1 ; Figure 4 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 1 ; Figure 5 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 2 ; Figure 6 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 3 ; Figure 7 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 4 ; Figure 8 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 5 ; Figure 9 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 6 ; Figure 10 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 7 ; Figure 11 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 8 ; Figure 12 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 9 ; Figure 13 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 ; Figure 14 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 one; Figure 15 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 two; Figure 16 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 three; Figure 17 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Four; Figure 18 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 five; Figure 19 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 six; Figure 20 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 seven; Figure 21 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 eight. Detailed Implementation
[0036] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0037] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0038] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0039] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0040] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.
[0041] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0042] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0043] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0044] 2) The human-computer interaction interface can be any display interface provided in the embodiments of this application. For example, it can be a resource display interface, or an interface that provides human-computer interaction functions / displays virtual characters equipped with virtual appearances. For example, the human-computer interaction interface may include a graphical user interface (GUI), an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye-tracking interface (an interface that controls the user by detecting their gaze), a holographic interface (forming a three-dimensional hologram through holographic projection technology, allowing the user to see a stereoscopic image without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods, such as tactile, visual, and auditory interaction), a brain-machine interface (BMI), etc.
[0045] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional.
[0046] For example, a virtual scene can include the sky, land, and ocean. The land can include environmental elements such as deserts and cities. Users (i.e., players) can control virtual characters to move within this virtual scene. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. The virtual scene can be displayed from a first-person perspective (e.g., playing the game from the perspective of following a virtual character); it can also be displayed from a third-person perspective (e.g., the user follows a virtual character in the game); or it can be displayed from a bird's-eye view. These perspectives can be switched arbitrarily.
[0047] 4) Virtual Characters: These are interactive images of people and objects within a virtual scene, or movable objects within that scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a virtual scene. A virtual character can be a virtual representation of the user within that scene. A virtual scene can include multiple virtual characters, each with its own shape, size, or volume, and occupying a portion of the space within the scene. Virtual characters can also be called virtual objects.
[0048] For example, the virtual character can be a player character controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for interaction in the virtual scene. The number of virtual characters participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.
[0049] 5) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program in the network to provide the corresponding services. Therefore, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as game clients, live streaming clients and online shopping clients.
[0050] 6) A virtual appearance can be a fixed display at a preset position for a virtual character, or it can be a virtual appearance prop. A virtual appearance prop refers to a virtual prop used to change, decorate, or determine at least part of the visual presentation effect of a virtual character. Virtual appearances can be assembled, bound, combined, or associated with virtual characters, and by changing one or more appearance attributes of the virtual character, the virtual character can present an appearance effect corresponding to the virtual appearance.
[0051] 7) The state of a virtual character refers to the identifiable display form of a virtual character in the resource display interface of a virtual scene. The state of a virtual character can be represented by at least one of the following: the virtual character's display effects, the actions performed by the virtual character, and the virtual character's position in the resource display interface. The state of a virtual character is used to distinguish the appearance, action, or spatial performance of the same virtual character at different display stages, and is used to correspond to different display states of the virtual appearance.
[0052] This application provides a method, apparatus, device, computer-readable storage medium, and computer program product for displaying virtual appearances, which can enrich the ways of displaying virtual appearances and improve human-computer interaction efficiency.
[0053] See Figure 1 , Figure 1 This is a schematic diagram of the structure of the virtual appearance display system provided in the embodiments of this application. Figure 1 The virtual appearance display system 100 shown is designed to support the display application of a virtual appearance. The terminal 400 is connected to the server 200 through the network 300, which can be a wide area network, a local area network, or a combination of both.
[0054] Terminal 400 can display a resource display interface for a virtual scene. This interface displays at least one virtual character equipped with a virtual appearance, and includes state switching controls for each virtual character. Different virtual characters are equipped with different virtual appearances. In response to triggering the state switching controls, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. Different states of the virtual character correspond to different display states of the virtual appearance. The content displayed by terminal 400 can be based on resources sent by server 200 or pre-stored resources; both are acceptable.
[0055] The virtual appearance display method provided in this application embodiment can display at least one virtual character equipped with a virtual appearance in the resource display interface of a virtual scene, and display a state switching control for the virtual character. Different virtual characters are equipped with different virtual appearances. In response to the trigger operation of the state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to different display states of the virtual appearance.
[0056] The virtual appearance display method provided in this application embodiment can control each virtual character to switch from a first state to a second state through a state switching control, and dynamically display the corresponding state switching process. By uniformly controlling the state switching timing and display state switching process of each virtual character, the display continuity of the resource display interface is improved, the number of user operations can be reduced, the processing overhead caused by interface switching and repeated rendering can be reduced, the display efficiency of virtual appearance can be improved, and the display methods of virtual appearance can be enriched, the interaction methods between users and at least one virtual character equipped with virtual appearance can be enriched, and the human-computer interaction efficiency can be improved.
[0057] The following describes an electronic device that implements the virtual appearance display method provided in the embodiments of this application. The electronic device implementing the virtual appearance display method of the embodiments of this application can be a terminal, a server, or a combination of both. Therefore, the executing entity of each step will not be described again below. In some embodiments, the terminal can be implemented as a laptop computer, tablet computer, desktop computer, set-top box, smartphone, smart speaker, smartwatch, smart TV, vehicle terminal, and other types of terminals.
[0058] In some embodiments, 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. The terminal and server can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.
[0059] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Figure 2The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components of the electronic device are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2 The general labeled all buses as Bus System 440.
[0060] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0061] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0062] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.
[0063] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0064] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0065] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc. Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with user interface 430 (e.g., a display screen, a speaker, etc.). The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.
[0066] In some embodiments, the virtual appearance display device provided in this application can be implemented in software. Figure 2 A display device 455 showing a virtual appearance stored in memory 450 is illustrated. This virtual appearance can be software in the form of programs and plug-ins, and includes the following software modules: a display module 4551 and a response module 4552. These modules are logically linked and can therefore be arbitrarily combined or further separated according to the functions implemented. The functions of each module will be described below.
[0067] In some embodiments, the terminal or server can implement the virtual appearance display method provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game applications, live streaming applications, and online shopping applications; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.
[0068] The following describes the method for displaying a virtual appearance provided in the embodiments of this application. As mentioned above, the electronic device implementing the method for displaying a virtual appearance in the embodiments of this application can be a terminal, a server, or a combination of both. See also Figure 3 , Figure 3 This is a flowchart illustrating the virtual appearance display method provided in the embodiments of this application. Figure 1 The following is combined with Figure 3The steps shown are illustrated using an electronic device as an example to explain the method for displaying a virtual appearance provided in the embodiments of this application.
[0069] In step 101, at least one virtual character equipped with a virtual appearance is displayed in the resource display interface of the virtual scene, and a state switching control for the virtual character is displayed.
[0070] In practical applications, the terminal can be equipped with one or more of the following: game applications, live streaming applications, and online shopping applications. The games can be any of the following: open-world games, multiplayer online role-playing games, first-person shooters, third-person shooters, multiplayer online tactical competitive games, virtual reality applications, 3D map applications, or multiplayer interactive survival games.
[0071] In response to a triggering operation on the application, the application's display interface can be displayed. In some embodiments, the application's display interface is the resource display interface of the virtual scene. In the resource display interface of the virtual scene, at least one virtual character equipped with a virtual appearance is displayed, and a state switching control for the virtual character is displayed. Different virtual characters are equipped with different virtual appearances.
[0072] In some embodiments, the application's display interface may include a virtual shopping control, which provides the function of purchasing virtual appearances of virtual characters. In response to a triggering operation on the virtual shopping control, a virtual shopping interface may be displayed, which may display at least one virtual appearance that can be purchased, and of course, other virtual goods that can be purchased. The virtual shopping interface may be a resource display interface.
[0073] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.
[0074] In some embodiments, when a virtual appearance is displayed in a virtual shopping interface, in response to a display command triggered for the virtual appearance, a details interface for the virtual appearance can be displayed. This details interface is essentially a resource display interface for the virtual scene. The resource display interface for the virtual scene displays at least one virtual character equipped with the virtual appearance and a state switching control. In addition to displaying a purchase control, an extraction control for obtaining the virtual appearance through extraction can also be displayed. Of course, other controls capable of obtaining the virtual appearance can also be displayed, and this is not limited to any specific control.
[0075] Wherein, the virtual appearance may include but is not limited to at least one of a virtual costume prop, a virtual body surface prop, a facial feature prop, a virtual hairstyle prop, a virtual accessory prop, and a virtual body shape prop. The virtual costume prop may include props respectively corresponding to tops, bottoms, jumpsuits, shoes, hats, capes, gloves, protective gears and the like; the virtual body surface prop may include props respectively corresponding to skin textures, body surface materials, body surface patterns, makeup and the like; the virtual facial feature prop may include props respectively corresponding to the shape, size, color or texture of parts such as eyes, eyebrows, nose, mouth, and ears; the virtual hairstyle prop may include props respectively corresponding to hairstyles, hair lengths, hair materials and the like; the virtual accessory prop may include props respectively corresponding to glasses, jewelry, back decorations, pendants, head decorations, face decorations, waist decorations and the like; the virtual body shape prop may include props respectively corresponding to body types, height proportions, face shapes, head-to-body ratios, limb proportions and the like.
[0076] The virtual appearance may change the overall appearance of the virtual character, or only change the local appearance of the virtual character; it may replace the original appearance attribute of the virtual character, or add a decorative effect on the basis of the original appearance of the virtual character. The appearance effect presented by the virtual appearance may be a static effect or a dynamic effect. The dynamic effect may include at least one of an action effect, a deformation effect, a particle effect, a light-emitting effect, a color change effect, a material change effect, and a linkage effect generated along with the change of the action, state, position, time of the virtual character or the virtual scene environment. The virtual appearance may also be associated with sound effects, haptic feedback effects, skill special effects or interactive animations, etc., but whether the virtual appearance changes the attribute value, skill effect or interaction capability of the virtual character is not limited in the embodiments of the present application.
[0077] The virtual appearance may be implemented in the form of a 2D image, a 2D animation, a 3D model, a 3D animation, a texture map, a material parameter, skeleton data, special effect data, or a combination of the above data. One virtual appearance may correspond to one appearance part of the virtual character, or correspond to a plurality of appearance parts; a plurality of virtual appearances may be equipped on the same virtual character at the same time, different virtual appearances may be independent of each other, or may be used in combination according to a preset suit relationship, hierarchical relationship or matching rule.
[0078] The virtual appearance may be pre-configured by a client or a server, or may be dynamically generated, unlocked, switched or adjusted according to user operations, the state of the virtual character, events in the virtual scene or preset conditions. The virtual appearance may have a permanent usage period, or have a set valid period; it may be used by a single virtual character, or shared by a plurality of virtual characters. A user may obtain the virtual appearance by means of purchase, collection, redemption, task reward, activity reward, synthesis, drawing, gifting or system configuration, etc. The embodiments of the present application do not limit the acquisition manner, usage manner and storage manner of the virtual appearance.
[0079] See Figure 4 , Figure 4 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 1 , Figure 4 The interface shown is a resource display interface for a virtual scene. This interface can display multiple virtual characters equipped with virtual appearances, including virtual character 401, virtual character 402, and virtual character 403. It can also display a state switching control 405, as well as a first extraction control and a second extraction control. The difference between the first and second extraction controls lies in the number of extraction operations performed in a single trigger. Figure 4 The extraction progress indicated by the dashed box 404 can also be displayed.
[0080] In some embodiments, for game scenarios, virtual appearances can be virtual appearance props, allowing users to change the virtual appearance equipped on their virtual characters according to actual usage needs. In some embodiments, for online shopping scenarios, virtual appearances can be fixed to the virtual character's model, used to comprehensively and multidimensionally showcase the virtual appearance by switching the virtual character's actions, environment, perspective, or usage scenario. Of course, virtual appearances can also be used in online virtual exhibition halls to popularize clothing from different periods, and for virtual simulation training in professional industries such as fire protection, medicine, and chemicals; specific settings can be configured according to actual usage needs, and no specific limitations are made here.
[0081] See also Figure 3 In step 102, in response to a trigger operation on the state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed.
[0082] In some embodiments, in response to a trigger operation on a state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to different display states of the virtual appearance. See [link to documentation]. Figure 5 , Figure 5 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 2 In response to a trigger operation on the state switching control, at least one virtual character is controlled to synchronously switch from the first state indicated by 501 to the second state indicated by 502.
[0083] In some embodiments, when there are multiple virtual characters, multiple virtual characters can be controlled to switch synchronously from their corresponding first state to their corresponding second state, and the process of multiple virtual characters switching from their corresponding first state to their corresponding second state can be displayed synchronously. The first states corresponding to different virtual characters can be the same or different, and the second states corresponding to different virtual characters can be the same or different.
[0084] In some embodiments, when a virtual character is in a first state, a first display state of the virtual appearance is displayed. In response to a detected click on the state switching control, the process of the state switching control moving from a first display position to a second display position is displayed, and simultaneously, the state switching process of at least one virtual character switching from the first state to the second state is displayed. In response to at least one virtual character completing the second state display, a second display state of the virtual appearance is displayed, and resource information corresponding to the virtual appearance is displayed in the resource display interface.
[0085] In related technologies, when displaying the virtual appearance of a virtual character, static images or pre-set videos are displayed, and the way to display the virtual appearance is relatively simple. In order to solve the above technical problems, the first state and the second state are different. For each virtual character, the virtual character in the first state is different from the virtual character in the second state in at least one of the following: the display effects of the virtual character, the actions performed by the virtual character, and the position of the virtual character in the resource display interface.
[0086] The following describes the state of a virtual character. A virtual character's state can be represented by at least one of the following: display effects, actions performed by the virtual character, and the virtual character's position in the resource display interface. Display effects refer to the visual effects presented by the virtual character or its equipped virtual appearance in the resource display interface. Display effects can include at least one of the following: changes in the material of the virtual appearance, changes in lighting effects, changes in opacity, or dissolving effects.
[0087] Material change refers to a change in the surface display attributes of a virtual appearance in the resource display interface. Material changes can include changes in texture pattern, surface color, roughness, metallicity, reflection intensity, or surface brightness. For example, in the first state, the virtual appearance is displayed as a gray-white material; in the second state, it is displayed as a full-color material; during the state transition, the material of the virtual appearance can gradually transition from gray-white to full-color according to the state transition progress.
[0088] Light effect changes refer to changes in the glowing appearance of a virtual appearance in the resource display interface. Light effect changes can include changes in glowing color, glowing intensity, glowing range, edge highlighting, particle lighting effects, or self-emission effects. For example, in the first state, the virtual appearance does not display any glowing effects; in the second state, the virtual appearance displays high-intensity glowing effects (intensity greater than an intensity threshold), edge highlighting effects, or particle lighting effects; during state transitions, the glowing intensity of the virtual appearance can gradually increase as the state transition progresses.
[0089] Opacity variation refers to the change in the visibility of a virtual appearance within the resource display interface. As the opacity increases from 0% to 100%, the visibility of the virtual appearance gradually increases until it is fully revealed. Opacity variation can include overall opacity changes, local opacity changes, edge opacity changes, or layered opacity changes. For example, in the first state, some areas of the virtual appearance are displayed with lower opacity, weakening the display of some surface areas; in the second state, the virtual appearance is displayed with higher transparency or opacity, allowing the appearance details to be fully displayed; during state transitions, the opacity of the virtual appearance can be continuously adjusted according to the progress of the state transition.
[0090] Dissolving changes refer to the visual changes in which a virtual appearance disappears, appears, or transitions at the edges in a localized area of the resource display interface according to preset rules. Dissolving changes can include dissolving from the edge to the center, dissolving from the center to the edge, dissolving according to texture masking, dissolving according to noise patterns, or dissolving according to the partitions of virtual character parts. For example, in the first state, some areas of the virtual appearance are displayed as not visible or weakened; in the second state, the virtual appearance is fully displayed; during the state transition, the virtual appearance can gradually change from the first display state to the second display state by dissolving edges, dissolving particles, or dissolving masks.
[0091] The actions performed by a virtual character refer to the postures, skeletal animations, or action clips displayed by the virtual character in the resource display interface. Actions can include idle actions, turning actions, display actions, transformation actions, entrance actions, or exit actions. For example, a virtual character performs an idle action in the first state, performs a display action in the second state, and performs a transition action from idle action to display action during the state transition.
[0092] The position of a virtual character in the resource display interface refers to its display location within the resource display interface or virtual scene. This position can include its screen display position, virtual scene coordinates, position relative to other virtual characters, or position relative to a state switching control. For example, in the first state, the virtual character may be located in the left area of the resource display interface, and in the second state, it may be located in the middle area, continuously moving from the left area to the middle area during state switching.
[0093] The virtual appearance display method provided in this application, by defining the first state and the second state as different, and ensuring that the virtual character in the first state differs from the virtual character in the second state in at least one of display effects, actions, and positions, allows the resource display interface to directly display the state differences of the virtual character, reducing reliance on additional text descriptions or controls to explain these differences. By using at least one of display effects, actions, and positions as the dimension of difference between the first and second states, corresponding processing methods can be selected according to the configuration, reducing unnecessary resource loading, animation switching, or position updates, thereby lowering processing peaks during state display and enriching the content displayed on the interface.
[0094] The display state of a virtual appearance refers to the identifiable display form of a virtual appearance in the resource display interface of a virtual scene. The display state of a virtual appearance is used to characterize the differences in its appearance under different virtual character states. The display state of a virtual appearance can be characterized by at least one of the following: its attachment points, shape, size, color, texture, material, lighting effects, opacity, dissolving effects, and display changes in conjunction with the virtual character's actions or position.
[0095] For example, when the virtual character is in the first state, its virtual appearance can be in the first display state; when the virtual character is in the second state, its virtual appearance can be in the second display state. The first and second display states can be distinguished by changes in material, lighting effects, opacity, or dissolving effects. During the process of the virtual character switching from the first state to the second state, the virtual appearance can continuously change from the first display state to the second display state.
[0096] The display state of virtual clothing props can be characterized by the color, texture, fabric material, metallic material, luminous areas, transparent areas, or dissolved areas of the clothing. For example, in the first display state, the virtual clothing prop is displayed as a low-brightness fabric material, the surface texture of the clothing is not fully displayed, and the edge of the cape does not display any light effects; in the second display state, the virtual clothing prop is displayed as a full-color fabric material or metallic material, the surface texture of the clothing is fully displayed, and the edge of the cape displays a high-brightness light effect; during the state transition process, the color, texture, reflection intensity, and edge light effects of the virtual clothing prop change continuously with the progress of the state transition.
[0097] The display status of virtual body surface props can be characterized by skin texture clarity, the visibility of surface patterns, makeup color, surface gloss, or surface opacity. The display status of virtual facial features props can be characterized by changes in facial feature shape, eye color, eyebrow texture, mouth color, the visibility of ear ornaments, or changes in facial detail texture. For example, in the first display status, the virtual facial features props display the first eye color, the first eyebrow texture, and the first mouth color; in the second display status, the virtual facial features props display the second eye color, the second eyebrow texture, and the second mouth color; during the state transition, the eye color can gradually change, the facial texture can gradually intensify, and specific makeup elements can gradually appear.
[0098] The display status of virtual hairstyle props can be characterized by hairstyle outline, hair texture, hair opacity, hair shine, or hair effects. The display status of virtual accessory props can be characterized by the visibility, position, color, material, light intensity, opacity, or particle effects of the accessory. For example, in the first display status, virtual accessory props can be hidden, semi-transparent, or displayed as a low-brightness metallic material; in the second display status, virtual accessory props can be fully displayed, opaque, or displayed as a high-brightness metallic material; during the state transition, back accessories can gradually change from a transparent state to an opaque state, and jewelry can gradually change from a low light intensity to a high light intensity.
[0099] The display state of virtual body props can be represented by the virtual character's body outline, height proportions, facial outline, head-to-body ratio, or limb proportions. Since virtual body props directly affect the virtual character's external structure, their display state can be linked to the virtual character's movements and position. For example, in the first display state, the virtual body prop corresponds to the first body proportion and the first facial outline; in the second display state, it corresponds to the second body proportion and the second facial outline. During state transitions, the virtual character's outline can continuously change according to the state transition progress, and coordinate with the virtual character's movements to achieve a transition from the first to the second display state.
[0100] Material changes refer to changes in the surface display attributes of a virtual appearance. Material changes can include changes in color, texture, roughness, metallicity, reflection intensity, gloss, normal texture, or surface material. Lighting effect changes refer to changes in the luminous appearance of a virtual appearance. Lighting effect changes can include changes in luminous color, luminous intensity, luminous range, edge highlighting, particle lighting effects, self-illumination, or localized light bands.
[0101] Opacity variation refers to changes in the visibility of a virtual appearance. Opacity variation can include overall opacity changes, local opacity changes, edge opacity changes, layered opacity changes, or fading / disappearing changes. Dissolving variation refers to display changes in a virtual appearance where parts of the appearance disappear, parts of the appearance appear, or edges transition according to preset rules. Dissolving variation can include dissolving from the edge to the center, dissolving from the center to the edge, dissolving according to texture masking, dissolving according to noise patterns, dissolving by virtual character parts, or dissolving by virtual appearance assembly parts.
[0102] In related technologies, when displaying a virtual appearance, a static image is shown, and the user cannot change the display state of the virtual appearance through operation. The interaction method is limited. To solve the above technical problems, Figure 3 Step 102 shown can be implemented in the following way: In some embodiments, in response to a press operation on the state toggle control, the state toggle control is controlled to be in a selected state, see [link to relevant documentation]. Figure 6 , Figure 6 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 3 It can display a state toggle control 601, and respond to a press operation on the state toggle control 601 to control the state toggle control 601 to be in the selected state (in Figure 6 (The text uses bold to indicate that it is selected).
[0103] The selected state refers to the interactive state in which the state toggle control is able to move following a swipe operation after receiving a press. The selected state can be represented by visual changes, haptic feedback, or audio feedback. Visual changes can include changes in the size, color, opacity, border highlighting, or icon of the state toggle control. For example, when the state toggle control is pressed, its opacity changes from the first opacity to the second opacity, and a highlighted border appears, indicating that the state toggle control is in the selected state.
[0104] During the press operation, in response to the sliding operation of the selected state switching control, the selected state switching control is controlled to move following the sliding operation. During the movement of the selected state switching control, the state switching process of at least one virtual character switching from the first state to the second state is displayed. When the selected state switching control moves to the target position and the sliding operation is released, at least one virtual character is controlled to switch from the first state to the second state.
[0105] See Figure 7 , Figure 7 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 4During the press operation, in response to a sliding operation on the selected state toggle control 601, the selected state toggle control 601 is controlled to move following the sliding operation. Figure 7 The image frame shows a state transition process of multiple virtual characters switching from a first state to a second state.
[0106] See Figure 8 , Figure 8 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 5 When the selected state switching control 601 is moved to the target position and the sliding operation is released, the state switching control 601 can be deselected from the display state, and multiple virtual characters can be controlled to switch from the first state to the second state. Figure 8 The images on the right correspond to multiple virtual characters in the second state. Figure 7 The image on the left corresponds to multiple virtual characters in the first state.
[0107] In some embodiments, when the selected state switching control moves to the target position and the sliding operation is released, the state switching control can be displayed at the target position. The process of the state switching control automatically returning from the target position to the initial position can also be displayed. The initial position is the position where the state switching control is in the selected state.
[0108] In some embodiments, in response to a press operation on the state switching control, the terminal determines whether the press operation hits the valid trigger area of the state switching control. If the press operation hits the valid trigger area, the terminal controls the state switching control to be in the selected state, and records the starting screen coordinates of the press operation. If the press operation does not hit the valid trigger area, the terminal does not change the interaction state of the state switching control, and keeps at least one virtual character in the current state (which can be the first state or other states, depending on actual usage requirements).
[0109] In some embodiments, the starting screen coordinates corresponding to the press operation and the movement distance threshold corresponding to the state switching control are obtained; during the execution of the swipe operation, the current screen coordinates corresponding to the swipe operation are obtained; the displacement of the starting screen coordinates and the current screen coordinates in the preset movement direction is determined, and the state mixing parameters are determined based on the displacement and the movement distance threshold; based on the state mixing parameters, the current state of at least one virtual character is determined, and the state switching process of the at least one virtual character from the first state to the second state is displayed based on the current state.
[0110] During the press operation, the terminal continuously acquires the current screen coordinates (i.e., during the swipe operation, acquires the current screen coordinates corresponding to the swipe operation), and calculates state mixing parameters based on the displacement between the initial screen coordinates and the current screen coordinates (i.e., determining the displacement between the initial screen coordinates and the current screen coordinates in a preset movement direction, which can be determined based on the movement trajectory of the state switching control), combined with the maximum swipe distance of the state switching control (i.e., acquiring the movement distance threshold corresponding to the state switching control). For example, the terminal calculates the ratio of the displacement to the movement distance threshold. The terminal restricts the state mixing parameters between a first boundary value and a second boundary value. The first boundary value can be 0, and the second boundary value can be 1.
[0111] In some embodiments, when the current screen coordinates are between the starting screen coordinates and the ending screen coordinates, a state mixing parameter is determined based on the ratio between the position difference and the effective moving distance. When the current screen coordinates exceed the ending screen coordinates along a preset moving direction, the state mixing parameter is determined as a second parameter threshold (corresponding to 1). When the current touch position exceeds the starting screen coordinates along the opposite direction of the preset moving direction, the state mixing parameter is determined as a first parameter threshold (corresponding to 0).
[0112] If the ratio is less than the first boundary value, then the first boundary value is determined as the state mixing parameter. If the ratio is not less than (i.e., greater than or equal to) the first boundary value, then the process continues to determine if the ratio is greater than the second boundary value. If the ratio is greater than the second boundary value, then the second boundary value is determined as the state mixing parameter. If the ratio is not greater than (i.e., less than or equal to) the second boundary value, and the ratio is not less than the first boundary value, then the ratio is determined as the state mixing parameter.
[0113] The terminal determines the current display position of the state switching control based on the current screen coordinates and the sliding path of the state switching control. The terminal then checks if the current display position is within the sliding path's range. If it is, the terminal controls the selected state switching control to appear at the current position and sets this position as the current screen coordinates. If the current display position exceeds the sliding path's range, the terminal corrects it to the sliding path's boundary position and controls the state switching control to appear at that boundary, setting this boundary position as the current screen coordinates. The terminal also determines state blending parameters based on the previous screen coordinates of the state switching control and sends these parameters to the virtual character display pipeline, ensuring that the movement of the state switching control corresponds to the state switching process.
[0114] After determining the state mixing parameters, the current state of at least one virtual character is determined based on the state mixing parameters, and the state switching process of at least one virtual character from the first state to the second state is displayed based on the current state. The state of the virtual character is represented by one or more of the following: the position of the virtual character in the resource display interface, the action performed by the virtual character, and the display effects of the virtual character.
[0115] In some embodiments, when the state of a virtual character is represented by the position of the virtual character in the resource display interface, for each virtual character, the first position corresponding to the virtual character in the first state and the second position corresponding to the virtual character in the second state are obtained; the first position and the second position are interpolated according to the state mixing parameters to obtain the current position of the virtual character in the resource display interface, and the current position is used to represent the current state of the virtual character.
[0116] The terminal obtains the first position corresponding to the first state and the second position corresponding to the second state for each virtual character. The terminal interpolates the first and second positions based on the state mixing parameters to obtain the current position of the virtual character in the resource display interface. The terminal displays the virtual character according to the current position, ensuring that at least one virtual character's position changes synchronously during the movement of the state switching control. The interpolation method can be found in Formulas 2 and 3, and will not be elaborated upon here.
[0117] In some embodiments, when the state of a virtual character is represented by an action performed by the virtual character, determining the current state of at least one virtual character based on state mixing parameters includes: for each virtual character, obtaining a first action corresponding to the virtual character being in a first state and a second action corresponding to the virtual character being in a second state; determining the weight of the first action and the weight of the second action based on the state mixing parameters; determining the current action performed by the virtual character based on the weight of the first action and the weight of the second action, and using the current action to represent the current state of the virtual character.
[0118] For each virtual character, the terminal obtains the first action corresponding to the first state and the second action corresponding to the second state. The terminal inputs state blending parameters into the animation state machine and blending tree, and determines the animation weights of the first and second actions based on these parameters. The terminal then displays the current action performed by the virtual character according to its animation weights.
[0119] In some embodiments, the first action has a corresponding first animation, and the second action has a corresponding second animation. The state blending parameters are input into the animation blending model corresponding to the virtual character. Based on the state blending parameters, the first animation weight corresponding to the first animation and the second animation weight corresponding to the second animation are determined through the animation blending model. Based on the first animation weight and the second animation weight, the first animation and the second animation are blended, and the virtual character is controlled to perform the current action obtained after the animation blending, that is, to display the screen of the current action obtained after the virtual character performs the animation blending.
[0120] In some embodiments, the current screen position can be obtained in real time, thereby obtaining state mixing parameters that correspond one-to-one with the current screen position. Then, the state corresponding to multiple state mixing parameters at different times can be determined, and the state corresponding to the current time can be displayed, thus forming a state switching process of the virtual character switching from the first state to the second state.
[0121] In some embodiments, the current screen position can be obtained at a preset time interval, thereby obtaining a state mixing parameter that corresponds one-to-one with the current screen position. Then, the state corresponding to multiple state mixing parameters at different times can be determined, and the state corresponding to the current time can be displayed, thus forming a state switching process of the virtual character switching from the first state to the second state.
[0122] The terminal determines whether the virtual character is configured to change its position. If the virtual character is configured to change its position, the terminal performs interpolation processing from the first position to the second position. If the virtual character is not configured to change its position, the terminal maintains the virtual character's position in the resource display interface and demonstrates the state transition process through display effects or actions. The terminal also determines whether the virtual character is configured to change its actions. If the virtual character is configured to change its actions, the terminal performs animation blending processing from the first action to the second action. If the virtual character is not configured to change its actions, the terminal keeps the virtual character performing the current action and demonstrates the state transition process through display effects or position.
[0123] In some embodiments, the state of a virtual character is represented by the material display state of its virtual appearance. For each virtual character, the first material parameter corresponding to the virtual appearance in a first state and the second material parameter corresponding to the virtual appearance in a second state are obtained. The state mixing parameter is used as the material interpolation weight to interpolate the first and second material parameters to obtain the current material parameter. The virtual appearance with the current material parameter guarantees the current state of the virtual character. The material parameter can also be replaced by lighting effect parameters, opacity parameters, or dissolve parameters, etc., which will not be elaborated here.
[0124] The virtual appearance's material parameters, lighting parameters, opacity parameters, or dissolve parameters are adjusted based on the state blending parameters. Material parameters control color, texture, roughness, metallicity, reflection intensity, or gloss; lighting parameters control emission color, emission intensity, emission range, or edge highlights; opacity parameters control overall or local opacity; and dissolve parameters control the virtual appearance's partial visibility, partial disappearance, or edge transitions. In other words, the virtual character's current state can be represented by one or more of the following: current position, current action, and current material parameters.
[0125] In some embodiments, different virtual characters include a first virtual character and a second virtual character. Before displaying the target effect in the overlapping part, a depth texture generated based on the character model of the first virtual character is obtained. During the rendering of the character model of the second virtual character, the screen pixels covered by the character model of the second virtual character after being projected onto the resource display interface are determined as candidate pixels. For each candidate pixel, a first depth of the character model of the first virtual character at the candidate pixel is obtained from the depth texture, and a second depth of the character model of the second virtual character at the candidate pixel is obtained. The depth difference between the first depth and the second depth is calculated.
[0126] When multiple virtual characters change positions, the terminal acquires the camera depth texture (i.e., the camera depth texture corresponding to the resource display interface, which is the depth texture generated based on the character model of the first virtual character), and calculates the depth difference between the scene depth (corresponding to the first depth) and the current segment depth (corresponding to the second depth) based on the camera depth texture. The terminal determines whether the depth difference is less than a preset depth threshold. If the depth difference is less than the preset depth threshold, the terminal determines that there is an overlapping area and performs edge lighting effects, partial transparency, or partial dissolution display processing in the overlapping area. If the depth difference is not less than the preset depth threshold, the terminal displays the virtual character according to the current display effect, current action, and current position.
[0127] When the press operation ends, the terminal detects that the swipe operation has been released and obtains the release position of the state switching control. The terminal determines whether the release position has reached the target position, or whether the distance between the release position and the target position is less than a preset distance threshold. If the release position has reached the target position, or the distance between the release position and the target position is less than the preset distance threshold, the terminal determines the state mixing parameter as a second boundary value and controls at least one virtual character to switch from the first state to the second state. The terminal can attach the state switching control to the target position and keep at least one virtual character in the second state.
[0128] If the release position does not reach the target position, and the distance between the release position and the target position is not less than a preset distance threshold, the terminal can revert the state mixing parameters to the first boundary value and control at least one virtual character to revert to the first state; or the terminal can maintain the current state mixing parameters and display an intermediate display result between the first and second states for at least one virtual character.
[0129] The virtual appearance display method provided in this application embodiment responds to a press operation on the state switching control, controlling the state switching control to be in a selected state. It can distinguish between press operations and normal touch operations, reducing the possibility of the state switching control being accidentally triggered. During the press operation, in response to a slide operation on the selected state switching control, it controls the selected state switching control to move with the slide operation. The position of the state switching control can remain corresponding to the slide operation, and the user can identify the progress of the state switching process through the position of the state switching control.
[0130] While the selected state-switching control is moved, the process of at least one virtual character switching from a first state to a second state is displayed. The display effects, actions, and positions of the virtual characters can continuously change with the movement of the state-switching control, reducing display jumps caused by instantaneous switching. When the selected state-switching control moves to the target position and the sliding operation is released, controlling at least one virtual character to switch from the first state to the second state, the electronic device can use the target position and the release operation as confirmation conditions, improving the determinism of synchronous switching from the first state to the second state.
[0131] By using state-mixing parameters to drive the movement process of the state-switching control and the state-switching process of at least one virtual character, the terminal can distribute the display processing from the first state to the second state across multiple display frames during the movement process, reducing the processing spikes caused by centralized processing of display effects, actions, and position changes. The state-switching process is synchronized with the display state changes of the virtual appearance. The resource display interface can display the change process of the virtual appearance from the first display state to the second display state in a single press, swipe, and release operation, improving the human-computer interaction efficiency when displaying the virtual appearance of virtual characters.
[0132] In some embodiments, in response to a press operation on the state switching control, the state switching control is controlled to be in a selected state, and the sliding path and target position identifier of the state switching control are displayed. In response to the selected state switching control moving to the vicinity of the target position and the sliding operation being released, snap display is performed, so that the state switching control automatically moves to the target position and displays at least one virtual character in a second state.
[0133] In some embodiments, in response to a sliding operation on a state switching control that is in the selected state, the state switching control is controlled to move following the sliding operation, and the state switching process of at least one virtual character switching from a first state to a second state is displayed. In response to the state switching control not moving to the target position and the sliding operation being released, the state switching control is controlled to return to the initial position, and at least one virtual character is displayed to revert from the current intermediate display result to the first state.
[0134] In some embodiments, in response to a press operation on the state switching control, the electronic device controls the state switching control to be in a selected state and displays multiple segment positions on a sliding path. In response to the state switching control being in the selected state moving to any segment position, an intermediate display result corresponding to at least one virtual character and the segment position is displayed; in response to the state switching control moving to the target position and the sliding operation being released, at least one virtual character is displayed in a second state.
[0135] In some embodiments, in response to the swiping operation on the selected state switching control stopping and the pressing operation not being released, the state switching control is kept at its current position, and the state switching process screen corresponding to at least one virtual character being kept at the current position is displayed. In response to the swiping operation continuing, the state switching control continues to follow the swiping operation and continues to display the state switching process of at least one virtual character switching from a first state to a second state.
[0136] In some embodiments, in response to a state switching control in a selected state sliding along a first direction, the electronic device displays at least one virtual character synchronously switching from a first state to a second state. In response to a state switching control in a selected state sliding along a second direction, the electronic device displays at least one virtual character synchronously reverting from a second state to a first state, the second direction being opposite to the first direction.
[0137] In some embodiments, as the state switching control in the selected state moves, as the distance between the selected state switching control and the target position decreases, for each virtual character, the opacity of the virtual character in the first state is gradually reduced to a first opacity threshold, and the opacity of the virtual character in the second state is gradually increased to a second opacity threshold, wherein the second opacity threshold is greater than the first opacity threshold.
[0138] Opacity is a parameter indicating the visibility of a virtual character within the display interface. It controls the display intensity of the virtual character in the first state and the second state during state transitions. For example, higher opacity makes the virtual character clearer, while lower opacity makes the virtual character more likely to be hidden. The first opacity threshold is the target opacity value for the virtual character in the first state at the end or near the end of the state transition process. For example, the first opacity threshold can be 0, 10%, or other values lower than the second opacity threshold, used to reduce the display proportion of the first state.
[0139] The second opacity threshold is the target opacity value of the virtual character in the second state at the end or near the end of the state transition process. The second opacity threshold is greater than the first opacity threshold. For example, the second opacity threshold can be 100%, 90%, or other values higher than the first opacity threshold, used to increase the display proportion of the second state. Essentially, as the distance between the selected state transition control and the target position decreases, from the user's perspective, the virtual character in the first state disappears, and the virtual character in the second state gradually appears.
[0140] In some embodiments, the virtual character in the first state and the virtual character in the second state can be superimposed in the same display position, adjacent display positions, or display areas with a preset positional relationship, so that the user can observe the display result of the virtual appearance gradually transitioning from the first state to the second state during the same state switching process.
[0141] In some embodiments, the distance between the current position and the target position of the state switching control is obtained, and a reference distance between the starting position and the target position of the state switching control is obtained. The switching progress is calculated based on the ratio of the distance between the current position and the target position to the reference distance. If the switching progress increases, the terminal decreases the opacity of the virtual character in the first state and increases the opacity of the virtual character in the second state for each virtual character. If the switching progress decreases, the terminal increases the opacity of the virtual character in the first state and decreases the opacity of the virtual character in the second state. The terminal limits the opacity of the first state to no less than a first opacity threshold and limits the opacity of the second state to no more than a second opacity threshold.
[0142] The virtual appearance display method provided in this application embodiment controls the opacity of each virtual character in a first state to gradually decrease to a first opacity threshold, and controls the opacity of the virtual character in a second state to gradually increase to a second opacity threshold. This reduces the concentrated computational load caused by instantaneous character model replacement or hard state switching, enabling electronic devices to display the state switching process of virtual characters in a progressive manner. By making the second opacity threshold greater than the first opacity threshold, the display proportion of the second state can be increased and the display proportion of the first state can be decreased when the state switching control approaches the target position. This allows the user to confirm the display effect of the virtual appearance after switching from the first state to the second state during the same interaction process, improving human-computer interaction efficiency. By controlling at least one virtual character to synchronously change opacity using the same state switching control, the situation of inconsistent switching progress among multiple virtual characters can be reduced, ensuring that multiple virtual characters maintain a synchronized state switching process when displaying virtual appearances.
[0143] In some embodiments, the selected state switching control has a corresponding first movement trajectory. During the movement of the selected state switching control, a switching progress prompt is displayed to indicate the current state switching progress. The current state switching progress is positively correlated with the movement progress, and the movement progress is the progress of the state switching control moving according to the first movement trajectory. According to the current state switching progress, the process of at least one virtual character switching from the first state to the second state is displayed.
[0144] The first movement trajectory is the path that the state switching control can move along when it is selected. It is used to determine the direction, range, and progress of the state switching control's movement. For example, the first movement trajectory can be a horizontal rail, a curved rail, or a preset trajectory set around the virtual character display area in the virtual appearance display interface.
[0145] The movement progress is the percentage of time the state toggle control has moved along the first movement trajectory. It represents the proportion of the state toggle control's movement from its initial position to its target position. For example, when the state toggle control is at the initial position of the first movement trajectory, the movement progress can be 0%; when the state toggle control is at the midpoint of the first movement trajectory, the movement progress can be 50%; and when the state toggle control is at the target position of the first movement trajectory, the movement progress can be 100%.
[0146] The current state transition progress is used to represent the current progress of at least one virtual character transitioning from a first state to a second state. The current state transition progress is positively correlated with the movement progress; that is, the greater the movement progress, the greater the current state transition progress. For example, when the movement progress is 60%, the current state transition progress can correspond to 60%, or it can correspond to a progress value close to 60% according to a preset positive correlation mapping relationship.
[0147] The transition progress indicator is an interface message used to indicate the progress of the current state transition, showing the user the progress of the virtual character switching from a first state to a second state. For example, the transition progress indicator can be percentage text, a progress bar, a circular progress indicator, a stage indicator, a brightness change indicator, or status text related to the virtual character's appearance.
[0148] See Figure 9 , Figure 9 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 6 During the movement of the selected state switching control 901, a switching progress prompt message (corresponding to 50%) is displayed to indicate the current state switching progress. 902 is used to indicate the first movement trajectory corresponding to the state switching control 901.
[0149] In some embodiments, the terminal generates handover progress information based on the state mixing parameter. When the state mixing parameter is 0, the handover progress information can be displayed as 0%; when the state mixing parameter is 0.5, the handover progress information can be displayed as 50%; and when the state mixing parameter is 1, the handover progress information can be displayed as 100%. The terminal can also map the state mixing parameter to segmented state prompts, such as a first state, an intermediate state, and a second state.
[0150] In some embodiments, the terminal obtains the projection position of the state switching control on the first movement trajectory and calculates the trajectory length from the projection position to the starting position of the first movement trajectory. The ratio of the trajectory length to the total length of the first movement trajectory is determined as the movement progress. If the projection position of the state switching control is within the range of the first movement trajectory, the terminal determines the movement progress based on the trajectory length ratio and determines the current state switching progress based on a positive correlation mapping relationship. If the projection position of the state switching control deviates from the first movement trajectory, the terminal snaps the state switching control to the nearest position on the first movement trajectory and recalculates the movement progress based on the nearest position.
[0151] The virtual appearance display method provided in this application embodiment is positively correlated with the current state switching progress and the movement progress. The movement progress is defined as the progress of the state switching control moving according to the first movement trajectory. This establishes a correspondence between the user's operation progress and the virtual character's state switching process, ensuring consistency between the operation progress and the display process. By displaying the process of at least one virtual character switching from a first state to a second state according to the current state switching progress, multiple virtual characters can synchronously display their state switching processes at the same current state switching progress. This achieves synchronization of the state switching processes of multiple virtual characters. By synchronously displaying the switching progress prompt information and the state switching process of at least one virtual character during the movement of the state switching control, the user's repeated triggering of the state switching control or waiting for confirmation of the second state after switching is reduced, improving human-computer interaction efficiency.
[0152] In some embodiments, the state of a virtual character is represented by the position of the virtual character in the resource display interface. The process of the virtual character moving from the starting position in the resource display interface to the ending position in the resource display interface along a pre-set second movement trajectory is displayed, and the movement process is used as the state switching process of the virtual character.
[0153] The starting position corresponds to the first state, which is the location in the resource display interface corresponding to the first state, and is used as the starting point for the virtual character's movement. For example, the starting position can be the left side, the rear display position, or a regular display position in the resource display interface. The ending position corresponds to the second state, which is the location in the resource display interface corresponding to the second state, and is used as the ending point for the virtual character's movement. For example, the ending position can be the center display position, the foreground display position, or the highlighted display position in the resource display interface.
[0154] The second movement trajectory is a pre-set path used to guide the virtual character from its starting point to its ending point. The second movement trajectory determines the virtual character's direction of movement, distance traveled, and intermediate position. For example, the second movement trajectory can be a straight line, an arc, a polygonal line, or a path composed of multiple trajectory points.
[0155] In some embodiments, in response to a sliding operation on a state switching control that is in the selected state, a virtual character is displayed moving from a starting position in the resource display interface along a pre-set second movement trajectory. The virtual character remains displayed in the resource display interface during the movement, and the user can see the virtual character's position gradually change from the starting position to the ending position.
[0156] The virtual character moves along a pre-set second movement trajectory to the middle position, displaying an intermediate display phase between the first and second states. This intermediate display phase can be represented by the virtual character's current position on the second movement trajectory; the closer the current position is to the endpoint, the closer the virtual character is to the second state.
[0157] The virtual character moves along a pre-set second movement trajectory to the endpoint. The virtual character is then displayed at the endpoint in the resource display interface. The endpoint corresponds to the second state, which can simultaneously display the virtual appearance's materials, actions, or effects in the second state, allowing the user to confirm the virtual appearance's display result in the second state. The starting position can be the first position mentioned above, and the endpoint can be the second position mentioned above.
[0158] In some embodiments, the terminal calculates the current position of the virtual character under the current state mixed parameters based on the starting position, the ending position, and the pre-set second movement trajectory. The current position can be calculated by linear interpolation or spherical interpolation, so that the virtual character gradually moves from the position corresponding to the first state to the position corresponding to the second state.
[0159] If the second movement trajectory is a straight line, the terminal can perform linear interpolation based on the starting and ending positions to obtain the current position of the virtual character. If the second movement trajectory is an arc, the terminal can calculate the current position based on the control points or spherical interpolation rules of the arc trajectory. The terminal updates the position of the virtual character in each display frame and displays the position change as the virtual character's state switching process.
[0160] The virtual appearance display method provided in this application displays the movement process of a virtual character starting from a starting position in the resource display interface and moving along a pre-set second movement trajectory to an ending position in the resource display interface. This movement process is used as a state switching process for the virtual character, allowing for continuous positional changes between the first and second states, improving the continuity of the resource display interface. By pre-setting the second movement trajectory, the movement process of the virtual character can be calculated and displayed according to the second movement trajectory, reducing the display logic complexity caused by temporary calculation of movement paths or direct hard switching. By having the ending position correspond to the second state, users can confirm the display result of the virtual appearance in the second state when the virtual character moves to the target position, reducing repeated triggering or waiting for confirmation operations and improving human-computer interaction efficiency.
[0161] In related technologies, the associated area of the virtual appearance displays a one-to-one corresponding purchase control, and the interaction method is simple. In order to solve the above technical problems, there are multiple virtual characters, and each virtual character has a one-to-one corresponding second movement trajectory. Multiple second movement trajectories form a pre-set graphic, and the edges of the graphic include pre-set target points.
[0162] See Figure 10 , Figure 10 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 7 The pre-set shape is a triangle, and there are three virtual characters. The second movement trajectory corresponding to virtual character 1 is from point 1001 to point 1002, the second movement trajectory corresponding to virtual character 2 is from point 1002 to point 1003, and the second movement trajectory corresponding to virtual character 3 is from point 1003 to point 1001.
[0163] When the target virtual character among multiple virtual characters moves to the endpoint corresponding to the target point, a purchase control for the target virtual character is displayed. This purchase control is used to purchase at least one of the following: the target virtual character and any virtual appearance equipped by the target virtual character. For example, the target point is... Figure 10 As shown at point 1001, when virtual character 1 is at point 1001, a purchase control for virtual character 1 is displayed. When virtual character 3 moves to point 1001, the purchase control for virtual character 1 is switched to a purchase control for virtual character 3.
[0164] The pre-defined shape is a pattern composed of multiple second movement trajectories, used to define the overall movement layout of multiple virtual characters in the resource display interface. For example, multiple second movement trajectories can form a triangular, rectangular, circular, polygonal, or star-shaped trajectory layout. The edges of the pre-defined shape include pre-defined target points.
[0165] Purchase controls are interactive controls in the resource display interface used to perform purchase operations. Purchase controls are used to purchase a target virtual character, a virtual appearance item equipped on the target virtual character, or both the target virtual character and its equipped virtual appearance. For example, purchase controls can be displayed as "Purchase Character," "Purchase Appearance Items," or "Purchase Combined Resources."
[0166] In some embodiments, after the target virtual character moves to the endpoint corresponding to the target point, the terminal may request the server to purchase the target virtual character and the virtual appearance equipped by the target virtual character. The server returns the purchase permission result based on the user account status, resource ownership status, and resource availability status.
[0167] If the purchase permission result indicates that the purchase is allowed, the terminal displays a purchase control for the target virtual character and makes the purchase control triggerable. If the purchase permission result indicates that the target virtual character or a virtual appearance equipped by the target virtual character is already owned, the terminal displays an "Owned" prompt control or an "Equipped" control. If the purchase permission result indicates that the purchase is not allowed, the terminal displays a "Purchase Not Allowed" message, or does not display a purchase control.
[0168] In some embodiments, if multiple virtual characters meet the endpoint location determination criteria at the same time, the terminal can determine the target virtual character based on a preset priority. The preset priority may be related to the virtual character's hierarchy in the resource display interface, its distance from the endpoint location corresponding to the target point, the user's most recent selection record, or the display order issued by the server. The preset priority is a rule used to determine the target virtual character from multiple candidate virtual characters.
[0169] The virtual appearance display method provided in this application sets target points on the edges of a pre-defined graphic, and displays a purchase control for the target virtual character when the target virtual character moves to the endpoint corresponding to the target point. This allows the timing of the purchase control display to correspond to the movement result of the target virtual character. By using the purchase control to purchase at least one of the target virtual character and the virtual appearance equipped by the target virtual character, the user's operation of selecting between multiple virtual characters or virtual appearances can be reduced, improving human-computer interaction efficiency. By pre-setting a graphic composed of multiple second movement trajectories, target points, and endpoint positions, the terminal can display the movement process of multiple virtual characters and purchase controls according to the configuration, reducing the complexity of interface control logic caused by temporarily calculating the movement endpoint and the timing of the purchase entry display, and improving the display stability of the resource display interface.
[0170] In some embodiments, there are multiple virtual characters. When displaying the corresponding state transition process, if the character models corresponding to different virtual characters collide in the virtual scene, and the display areas of the collided character models overlap, then the target effect is displayed in the overlapping area. The virtual scene is a three-dimensional virtual scene, and the character model is a virtual object of the virtual character in the three-dimensional virtual scene, used to carry the virtual character's shape, posture, and virtual appearance. The character model may include meshes, skeletons, materials, and textures. For example, after a virtual character is equipped with a virtual appearance, the character model displays the corresponding clothing, appearance, or display effects.
[0171] Collision refers to the spatial relationship between the character models of different virtual characters in a 3D virtual scene, where they meet preset contact or overlap conditions. Collision can be determined based on the bounding box of the character model, skeletal keypoints, depth information, or display area. For example, if the arm model of virtual character A and the torso model of virtual character B overlap in space in a 3D scene, a collision can be determined.
[0172] The character model display area is the area of the character model projected onto the resource display interface after being projected by the 3D scene camera. It represents the area of the character model that the user can see on the screen. For example, when virtual character A and virtual character B are displayed simultaneously in the center area of the screen, the areas projected onto the screen by the two character models can form their respective model display areas.
[0173] Target effects are visual effects displayed in overlapping areas. They are used to process overlapping parts of the character model display area corresponding to a collision, so as to occlude the overlapping parts and avoid clipping problems. Target effects can be used to improve the richness and diversity of the virtual display area, enhance visual impact and interest, increase the amount of information displayed, and improve the efficiency of display status recognition. Display effects can be one or more of the following: lighting effects, particle effects, and animation effects.
[0174] During state transitions, the character models corresponding to multiple virtual characters can move, rotate, perform actions, or switch virtual appearance display effects within the 3D virtual scene. If a collision is detected between the character models corresponding to different virtual characters in the 3D virtual scene, it is further determined whether there is an overlapping portion in the display areas of the collided character models. If there is an overlapping portion in the display areas of the collided character models, the target effect is displayed in the overlapping portion.
[0175] When displaying target effects in overlapping areas, the resource display interface can maintain the display of character models corresponding to different virtual characters, and overlay glowing boundaries, semi-transparent masks, dissolving edges, or color overlay areas on the overlapping areas. The target effects move synchronously with the position of the overlapping areas, and the display range of the target effects corresponds to the overlapping areas.
[0176] In response to different virtual characters' corresponding character models continuing to move and escape collision, the target effect is either canceled from displaying in the overlapping area or its display intensity is gradually reduced to a hidden state. Multiple virtual characters continue to display the state transition process until the transition from the first state to the second state is complete. In response to no overlapping areas in the display areas of the character models corresponding to the collision, the target effect is not displayed in the resource display interface, and multiple virtual characters continue to be displayed according to the original state transition process.
[0177] In some embodiments, candidate pixels with depth differences less than a preset depth threshold are used to determine the overlapping portion of the character model display area corresponding to the collision. When multiple virtual characters adjust their positions according to state blending parameters, the terminal acquires the camera depth texture and determines whether there is an overlapping portion between virtual characters or virtual appearances based on the camera depth texture. If the depth difference is less than the preset depth threshold, the terminal determines that the corresponding pixel is located in the overlapping portion and performs edge lighting effects, partial transparency, or partial dissolution display processing on the overlapping area. If the depth difference is not less than the preset depth threshold, the terminal displays the virtual character normally according to the current display effect, current action, and current position.
[0178] In some embodiments, a set of candidate pixels corresponding to overlapping parts is determined based on multiple candidate pixels with a depth difference less than a preset depth threshold. Based on the set of candidate pixels, an internal region and an edge region corresponding to the overlapping parts are determined. Fragment discarding processing is performed on the character model fragments in the region, or the opacity of the character model fragments in the internal region is reduced, and a self-illuminating effect (i.e., a type of target effect) is displayed in the edge region.
[0179] In some embodiments, after the geometry processing stage of the deferred rendering pipeline is completed and before the lighting calculation stage begins, a set of candidate pixels corresponding to the overlapping part is obtained, a local overwrite process is performed on the buffer data in the deferred rendering buffer corresponding to the set of candidate pixels, and a lighting calculation is performed on the resource display interface based on the buffer data after the local overwrite process, so as to display the target effect in the overlapping part.
[0180] In some embodiments, performing a local overwrite process on the buffer data corresponding to the candidate pixel set in the deferred rendering buffer includes at least one of the following: obtaining the original color corresponding to the candidate pixel set, and interpolating the original color and the preset effect color according to the state blending parameters, and writing the target color obtained by the interpolation process into the color channel of the deferred rendering buffer. Obtain the original normal data corresponding to the candidate pixel set, and perform normal mapping processing on the original normal data based on the preset effect normal data. Write the target normal data obtained by normal mapping processing into the normal channel of the deferred rendering buffer. Update the roughness and metallicity parameters corresponding to the candidate pixel set, and write the updated roughness and metallicity parameters into the material property channel of the deferred rendering buffer; Preset self-illuminating data is written into the self-illuminating channel corresponding to the candidate pixel set using an additive mixing method.
[0181] The virtual appearance display method provided in this application determines whether the character models corresponding to different virtual characters collide in a 3D scene, and whether there is an overlapping part in the display area of the character models corresponding to the collision. This limits the display of target effects to scenes where collisions occur and the display areas overlap, solving the problem of directly displaying the result of character model interleaving. By displaying the target effects in the overlapping parts, users can identify the boundaries of the character models corresponding to different virtual characters in the resource display interface. By displaying the target effects based on the overlapping parts, instead of directly adjusting the position of the character models or hiding them, the state switching process of multiple virtual characters can continue to be displayed, solving the problem of interrupted state switching. By determining the overlapping parts and displaying the target effects at the rendering level, the need for complete physical response calculations relying on 3D physical collision components can be reduced, lowering the computational load when displaying virtual appearances for multiple virtual characters.
[0182] In some embodiments, if the position or range of the overlapping portion changes, the display position or range of the target effect is updated, and the target effect is displayed in the updated overlapping portion. In some embodiments, there are multiple overlapping regions, and the display positions of the multiple overlapping portions in the resource display interface are determined respectively. The target effect is displayed in each of the multiple overlapping portions, and the state switching process of the multiple virtual characters continues to be displayed. The target effects corresponding to different overlapping portions can be the same or different.
[0183] In some embodiments, the state of a virtual character is represented by the actions performed by the virtual character. When the virtual character is in a first state, the virtual character is controlled to perform a first action, and the screen of the virtual character performing the first action is displayed. When the virtual character is in a second state, the virtual character is controlled to perform a second action, and the screen of the virtual character performing the second action is displayed. The first action and the second action are actions corresponding to different virtual skills of the virtual character, or different sub-actions included in the same virtual skill of the virtual character.
[0184] See Figure 11 , Figure 11 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 8 When the virtual character is in the first state, control the virtual character to perform the first action indicated by 1101 and display the screen of the virtual character 1101 performing the first action; when the virtual character is in the second state, control the virtual character to perform the second action indicated by 1102 and display the screen of the virtual character 1102 performing the second action.
[0185] If a virtual character possesses different virtual skills, and these skills perform different actions, when the virtual character is in its first state, it is controlled to perform the action of the first virtual skill (i.e., the first action), and the screen displaying the virtual character performing the first virtual skill action is shown; when the virtual character is in its second state, it is controlled to perform the action of the second virtual skill (i.e., the second action), and the screen displaying the virtual character performing the second virtual skill action is shown; or, If the action performed by the third virtual skill includes multiple different sub-actions, and the multiple sub-actions include a first sub-action and a second sub-action, when the virtual character is in the first state, control the virtual character to perform the first sub-action (i.e., the first action) and display the screen of the virtual character performing the first sub-action; when the virtual character is in the second state, control the virtual character to perform the second sub-action (i.e., the second action) and display the screen of the virtual character performing the second sub-action.
[0186] In some embodiments, an animation segment corresponding to a first action and an animation segment corresponding to a second action are configured in the animation state machine, and state blending parameters are received through a one-dimensional blending tree. When the state blending parameters are close to the value corresponding to the first state, the terminal increases the animation weight corresponding to the first action and controls the virtual character to perform the first action. When the state blending parameters are close to the value corresponding to the second state, the terminal increases the animation weight corresponding to the second action and controls the virtual character to perform the second action.
[0187] If the first action and the second action are actions corresponding to different virtual skills, the terminal calls the animation clips corresponding to different virtual skills according to the virtual skill configuration, and switches the action weight according to the state mixing parameters during the state switching process. If the first action and the second action are different sub-actions included in the same virtual skill, the terminal calls the animation clips corresponding to different sub-actions according to the action timeline or sub-action identifier of the same virtual skill, and controls the connection of sub-actions according to the state mixing parameters.
[0188] In some embodiments, the terminal can pass state blending parameters to the virtual character's transformation component and skeletal animation system. The transformation component controls the virtual character's position or orientation in the resource display interface, while the skeletal animation system controls the skeletal postures corresponding to the first and second actions. By driving position, skeleton, and action with the same state blending parameters, the terminal can synchronize the virtual character's state transition process with its action representation.
[0189] If the state transition process involves multiple virtual characters, the terminal can pass the same mixed state parameters to the animation state machines of multiple virtual characters, causing the multiple virtual characters to switch from the first action to the second action at the same pace. If the state transition process involves only one virtual character, the terminal only updates the animation state machine and skeletal pose of the target virtual character.
[0190] The virtual appearance display method provided in this application allows for the virtual character to perform a first action when in a first state and a second action when in a second state. This establishes a correspondence between the first state and the first action, as well as between the second state and the second action. The first and second actions can be set as actions corresponding to different virtual skills of the virtual character, or as different sub-actions included in the same virtual skill. This allows the virtual appearance's effects on different virtual skills or sub-actions to be directly displayed in the resource display interface, reducing the need for users to access other interfaces to confirm action performance and improving human-computer interaction efficiency. Controlling the first and second actions using state mixing parameters, animation state machines, and mixing trees reduces the concentrated computational load caused by instantaneous switching of animation resources, skeletal resetting, and hard-cutting of animation states, thus improving the display stability of the resource display interface.
[0191] In some embodiments, a state comparison control is displayed. In response to a trigger operation on the state comparison control, a first state preview area and a second state preview area are displayed in the resource display interface. The virtual character is controlled to perform a first action in the first state preview area and to perform a second action in the second state preview area.
[0192] In some embodiments, the resource display interface displays an extraction control for extracting virtual appearances. In response to a trigger operation on the extraction control, an extraction operation for the virtual appearance is performed, and the number of extractions of the virtual appearance is displayed. Different extraction count ranges correspond to different target states. The extraction count can be displayed as numeric text, a progress bar, a count indicator, or an extraction count range prompt.
[0193] See Figure 12 , Figure 12 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 9 The resource display interface shows extraction controls used to extract virtual appearances. Figure 12 The first extraction control and the second extraction control are shown. Triggering the first extraction control once can perform one extraction operation. Triggering the second extraction control can trigger 10 extraction operations. It can also display that the number of extractions of the virtual appearance indicated by box 1201 is 20.
[0194] In response to a trigger operation on the state switching control, at least one virtual character is synchronously switched from a first state to a target state, which is then designated as the second state. The target state corresponds to the target number of draws within a specific range. The number of draws range is a pre-set range, with different ranges corresponding to different target states. For example, 0 to 9 draws correspond to the first target state, 10 to 29 draws to the second target state, and 30 draws and above to the third target state. The number of draws range is used to map the number of draws to the target state.
[0195] In some embodiments, if the number of draws changes, the target state corresponding to the target number range is determined based on the target number range in which the draws fall. The resource display interface can display status prompts corresponding to the target number range, allowing users to confirm the target state corresponding to the current number of draws.
[0196] In some embodiments, in response to a trigger operation on the extraction control, the terminal sends an extraction request for the virtual appearance to the server. The server performs the extraction operation, updates the extraction count of the virtual appearance, and returns the extraction result and extraction count to the terminal. After receiving the extraction count, the terminal displays the extraction count in the resource display interface and queries the correspondence between different extraction count ranges and different target states based on the extraction count.
[0197] If the number of draws hits a certain draw count range, the terminal determines that draw count range as the target draw count range and sets the target state corresponding to the target draw count range as the second state after the state switching control is triggered. If the number of draws does not hit any draw count range, the terminal can use the default state as the target state, or maintain the first state and display a draw count configuration error message.
[0198] The virtual appearance display method provided in this application displays a retrieval control for extracting virtual appearances in the resource display interface. Responding to a trigger operation on the retrieval control, a retrieval operation for the virtual appearance is executed, and the number of retrievals is displayed. This allows the retrieval operation and the number of retrievals to be presented in the same resource display interface, clearly demonstrating the impact of the number of retrievals on the display state. By responding to a trigger operation on the state switching control, at least one virtual character is controlled to synchronously switch from a first state to a target state, and the target state is used as the second state. This allows the virtual character state switching process to correspond to the target number range of the retrieval count. By completing the display of the retrieval control, execution of the retrieval operation, display of the number of retrievals, determination of the target state, and display of state switching within the resource display interface, the user's need to enter an additional interface to confirm the display state corresponding to the number of retrievals can be reduced, improving human-computer interaction efficiency.
[0199] In some embodiments, a trial control for the virtual appearance is displayed in the resource display interface; in response to a trigger operation on the trial control, the resource display interface is switched to the trial display interface; in the trial display interface, a virtual character equipped with the virtual appearance is displayed, and operation controls for the virtual character are displayed, the operation controls including at least one of the following: a skill release control for controlling the virtual character to release virtual skills, and an action execution control for controlling the virtual character to perform actions.
[0200] In some embodiments, in response to a trigger operation on the skill release control, the skill release control is switched from a first display state to a second display state. The first display state can be a normal display state, and the second display state can be a highlighted display state, a pressed display state, or a cooldown display state. In response to a trigger operation on the skill release control, the virtual character equipped with a virtual appearance is controlled to release the corresponding skill. In response to the completion of the virtual skill release, the skill release control is switched back from the second display state to the first display state. The number of skill release controls can be one or more.
[0201] In some embodiments, the number of action execution controls can be one or more, and each action execution control has a one-to-one corresponding action. In response to the trigger operation of the action execution control, the virtual character equipped with the virtual appearance is controlled to switch from the current posture to perform the corresponding action. The action may include turning action, running action, jumping action, waving action, display posture, standby action or attack preview action.
[0202] In response to changes in the virtual character's posture during action execution, the display of the virtual appearance changes synchronously with the changes in the virtual character's posture. For example, virtual clothing is displayed at different angles as the virtual character turns around, virtual back accessories change position as the virtual character jumps, and the appearance of virtual props changes trajectory as the virtual character swings.
[0203] In some embodiments, a rotation control is displayed in the trial demonstration interface. In response to a rotation command triggered by the rotation control, the virtual character is controlled to rotate in accordance with the rotation method executed by the rotation command, and the appearance effect of the virtual character equipped with the virtual appearance at different angles is displayed.
[0204] The virtual appearance display method provided in this application displays a virtual character equipped with a virtual appearance in a trial display interface. Users can directly view the display effect after the virtual appearance is equipped on the virtual character, reducing the need to enter the full game scene or character editing scene for confirmation, thereby reducing the processing overhead caused by interface switching and resource loading. By displaying operation controls for the virtual character in the trial display interface, and ensuring that the operation controls include at least one of skill release controls and action execution controls, users can control the virtual character to release virtual skills or perform actions in the trial display interface. Therefore, users can observe the display effect of the virtual appearance during the virtual skill release process or action execution process, enriching the ways of displaying virtual appearances, enriching the interaction methods, improving human-computer interaction efficiency, and clearly distinguishing between the virtual skill release process and the action execution process, reducing display conflicts between operation controls, and improving the consistency of the interaction logic of the trial display interface.
[0205] In some embodiments, a match preview control is displayed in the resource display interface. In response to a trigger operation on the match preview control, the resource display interface is switched to the match preview interface. In the match preview interface, a virtual character equipped with a virtual appearance is displayed in the virtual scene corresponding to the match. The virtual scene can be displayed as a specified area in the match map, a character spawn area, a battle display area, or a scene preview area, etc., and can be set according to actual usage requirements.
[0206] In some embodiments, a return control may be displayed in the game preview interface. The return control is a control corresponding to the exit function of the game preview interface. The return control is used to end the display of the game preview interface. In response to a trigger operation on the return control, the game preview interface exits, and the user returns to the resource display interface. After returning to the resource display interface, the virtual appearance display area and the game preview control continue to be displayed.
[0207] In some embodiments, a scene area switching control is displayed in the game preview interface. The scene area switching control is a control used to switch between different areas in the virtual scene and is associated with the virtual scene corresponding to the game. In response to a trigger operation on the scene area switching control, the virtual scene area displayed in the game preview interface is switched from a first area to a second area, and a virtual character equipped with a virtual appearance is displayed in the second area.
[0208] In some embodiments, a time period selection control is displayed in the game preview interface. The time period selection control is a control used to select the display conditions of the virtual scene and is associated with the virtual scene display effect corresponding to the game. In response to a trigger operation on the time period selection control, at least one candidate time period is displayed. In response to a trigger operation on the target time period, the screen of the virtual character equipped with a virtual appearance in the virtual scene corresponding to the target time period is displayed.
[0209] In some embodiments, when the number of draws reaches the first threshold, a game preview control can be displayed, and when the number of draws reaches the second threshold, a trial control can be displayed. The first threshold can be greater than, less than or equal to the second threshold.
[0210] In some embodiments, in response to a trigger operation on the game preview control, the terminal sends a game preview request to the server. The game preview request includes a virtual appearance identifier, a virtual character identifier, a virtual scene identifier corresponding to the game, and terminal performance information. The terminal performance information refers to the terminal's ability to handle resource loading and screen display, and is related to the resource loading processing of the game preview interface.
[0211] The server determines the matching relationship between virtual appearance resources, virtual character resources, and virtual scene resources based on the virtual appearance identifier, virtual character identifier, and the virtual scene identifier corresponding to the game. The server then determines whether the virtual appearance is allowed to be previewed in the virtual scene corresponding to the game. If previewing is allowed, the server returns game preview data to the terminal. Game preview data may include the virtual appearance resource address, virtual character resource address, virtual scene resource address, assembly data, and display position data. If previewing is not allowed, the server returns a preview failure message to the terminal. The terminal displays a preview failure prompt in the resource display interface or the game preview interface based on the preview failure message.
[0212] The virtual appearance display method provided in this application, in response to a trigger operation on the game preview control, switches the resource display interface to the game preview interface. Users can directly enter the game preview interface from the resource display interface, reducing the number of steps required before entering the complete game and improving human-computer interaction efficiency. By displaying a virtual character equipped with a virtual appearance in the virtual scene corresponding to the game, users can observe the display effect of the virtual appearance in the virtual scene during the resource display stage. By loading the virtual scene corresponding to the game in the game preview interface and displaying a virtual character equipped with a virtual appearance in the virtual scene, the electronic device can complete the preview display without requiring the user to enter the complete game, reducing resource loading processing caused by repeatedly entering the game process.
[0213] In some embodiments, when the virtual character is in the second state, description information corresponding to each target part is displayed in the associated area of at least one target part pre-configured in the virtual appearance; in the associated area of each description information, a corresponding zoom control is displayed, which is used to zoom in on the target part.
[0214] The second state can be a preset display state when a virtual character showcases its virtual appearance. This second state can be called a partial description state, a detail display state, an appearance introduction state, or an information annotation state. The target part is a pre-configured local area in the virtual appearance that needs to be described or enlarged. The target part can be determined based on the virtual appearance's character model parts, texture areas, attachment points, or the location of special effects. For example, when the virtual appearance is virtual clothing, the target part can include the collar texture, cuff decorations, and waist accessories. For details on target parts, please refer to the explanations for virtual appearances; they will not be elaborated upon here.
[0215] The associated area is an interface area that has a display correspondence with the target part or explanatory information. The associated area can be located near the target part, or it can correspond to the target part through guide lines, label boxes, or positional mapping relationships. Explanatory information is interface information used to describe the displayed content, resource characteristics, or key points of the target part. Explanatory information can be text, icons, labels, numbers, phrases, or a combination of text and icons. Explanatory information may include the name of the target part, its virtual price, how to obtain it, and its function.
[0216] A zoom control is a control displayed in the associated area of each piece of descriptive information, used to magnify the target area. Zoom controls can be buttons, icons, text controls, or combo controls. For example, see... Figure 13 , Figure 13 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10When the virtual character is in the second state, in the associated area of a target part pre-configured in the virtual appearance, explanatory information corresponding to the target part is displayed one by one. The explanatory information includes the name 1301 and the function xx.
[0217] In the associated area of the explanatory information, the corresponding zoom control 1302 is displayed. The zoom control is used to zoom in on the target area. See also Figure 14 , Figure 14 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 First, accept Figure 13 In response to Figure 13 The triggering operation of the magnification control 1302 shown can display a pop-up window 1401, and magnify the target part in the pop-up window 1401.
[0218] In some embodiments, in response to a trigger operation on the zoom control, a target part corresponding to the zoom control is determined in the display interface, and the display view of the virtual character is adjusted to the direction of the target part, and the target part is magnified and displayed in the zoomed-in display area. The virtual appearance details corresponding to the target part are displayed in the zoomed-in display area. The virtual appearance details are the display content of the target part in the zoomed-in view and belong to the same virtual appearance as the target part.
[0219] In response to a trigger operation on the close control in the magnified display area, the magnified display area is canceled and the overall screen of the virtual character in the second state is restored, and the corresponding magnified control continues to be displayed in the associated area of each explanatory information.
[0220] In some embodiments, a correspondence is established between the magnification control, the explanatory information, and the target area. This correspondence can be a mapping between the magnification control identifier, the explanatory information identifier, and the target area identifier. The terminal determines whether the magnification control meets the display conditions, which may include the existence of magnifiable resources for the target area, the target area not being obscured, and the display interface space meeting the magnification control display requirements.
[0221] If the magnifying control meets the display conditions, it is displayed in the associated area of the description information, and the magnifying control is set to a triggerable state. If the magnifying control does not meet the display conditions, the terminal does not display the magnifying control, or displays a magnifying control in a non-triggerable state, and displays a non-magnifying prompt message when a triggering operation is detected.
[0222] The virtual appearance display method provided in this application displays descriptive information corresponding to each target part in the associated area of at least one pre-configured target part in the virtual appearance. Users can directly know the display content corresponding to the target part, reducing the need for repeated comparisons between the overall appearance of the virtual character and the descriptive text. By displaying a corresponding zoom control in the associated area of each descriptive information, users can directly trigger the zoom-in display process of the target part based on the descriptive information, reducing manual zooming, rotation, or page switching operations and improving human-computer interaction efficiency. By responding to the trigger operation of the zoom control, the method performs target part determination, view adjustment, or zoom-in display processing and displays the zoomed-in image of the target part, enabling the presentation of target part details even with a limited display area. By establishing a one-to-one correspondence between the zoom control, descriptive information, and target part, each zoom control can accurately correspond to a target part, enriching the ways of displaying virtual appearance resources.
[0223] In some embodiments, when at least one virtual character switches from a first state to a second state, the first background of the resource display interface is switched to the second background, and the corresponding background switching process is displayed; the first background corresponds to the first state, and the second background corresponds to the second state. The first background is the background display content in the resource display interface corresponding to the first state. The second background is the background display content in the resource display interface corresponding to the second state.
[0224] The first background differs from the second background. A background can be a background image, background animation, 3D scene background, colored background, or a background resource containing lighting effects. The background switching process is the interface change displayed when the resource display interface switches from the first background to the second background. The background switching process can include changes in transparency, gradient transitions, masking transitions, layering transitions, animation transitions, or scene transitions. The background switching process is used to display the continuous change of the resource display interface from the first background to the second background when the virtual character switches from the first state to the second state.
[0225] See Figure 15 , Figure 15 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Second, at least one virtual character is in a first state, and a first background, including the elements indicated by 1501, is displayed in the resource display interface. This first background corresponds to the first state. See also Figure 16 , Figure 16 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Third, at least one virtual character is in the second state, and a second background including the elements indicated by 1601 is displayed in the resource display interface. The second background corresponds to the second state.
[0226] In some embodiments, as the selected state switching control moves, as the distance between the selected state switching control and the target position decreases, the opacity of the first background gradually decreases to the third opacity threshold, and the opacity of the second background gradually increases to the fourth opacity threshold, wherein the fourth opacity threshold is greater than the third opacity threshold.
[0227] In some embodiments, a background switching progress indicator is displayed in the resource display interface. This indicator shows the progress of the background switching from a first background to a second background and is associated with the background switching process. In response to changes in the background switching progress, the background switching progress indicator is updated, and the process of at least one virtual character switching from a first state to a second state is simultaneously displayed. In response to the completion of the second background display, the background switching progress indicator is hidden, while at least one virtual character in the second state remains displayed.
[0228] In some embodiments, the background of the resource display interface is divided into multiple background areas, which are display areas where a first background and a second background are partially switched, and are associated with the background switching process. In response to at least one virtual character's state switching progress reaching a preset progress node, the first background in the multiple background areas is sequentially switched to the second background according to a preset order, and the background switching process corresponding to the multiple background areas is displayed. In response to all background areas having completed switching, the second background is fully displayed in the resource display interface.
[0229] The virtual appearance display method provided in this application allows for the switching of at least one virtual character from a first state to a second state. This switches the first background of the resource display interface to the second background and displays the corresponding background switching process. Users can perceive the change from the first background to the second background, reducing the discontinuity of interface changes caused by direct background replacement and improving the continuity of the resource display interface. By performing resource loading and display control based on the correspondence between the first state, the second state, the first background, and the second background, the terminal can reduce the repeated loading of background resources or repeated refreshing of the resource display interface, thus lowering the display processing overhead of the resource display interface.
[0230] In some embodiments, the virtual character in the first state is in an unselectable state, and there are multiple virtual characters. When multiple virtual characters are in the second state, each virtual character is controlled to be in an selectable state. In response to a selection operation for a virtual character, the selected virtual character is controlled to be in a selected state. If there are multiple selected virtual characters, a comparison control is displayed. The comparison control is used to compare and display the virtual appearances equipped by the selected virtual characters respectively. In response to a trigger operation for the comparison control, the virtual appearances equipped by the selected virtual characters are highlighted, and comparison information between the virtual appearances is displayed.
[0231] The unselectable state is the interactive state where the virtual character cannot be selected. This can be represented by reducing the virtual character's opacity, hiding the selection indicator, disabling the clickable area, or displaying a lock indicator. The selectable state is the interactive state where the virtual character can be selected. This can be represented by displaying a selection box, displaying a selection indicator, increasing brightness, or enabling the clickable area.
[0232] Comparison information is used to represent the differences or correspondences between the virtual appearances equipped on selected virtual characters. Comparison information can be text, charts, labels, lists, annotation boxes, or a combination of text and images. It helps users identify the differences between multiple virtual appearances. For example, comparison information between two virtual appearances may include differences in appearance color, decorative parts, special effects display, adaptation to virtual characters, or resource descriptions.
[0233] See Figure 17 , Figure 17 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Fourth, in response to a trigger operation on the comparison control, highlight the virtual appearance equipped on the selected virtual character, including virtual character 1701 and virtual character 1702, and display comparison information 1703 between the virtual appearances.
[0234] The "Exit Comparison Control" option is displayed. In response to a trigger action on the "Exit Comparison Control," the highlighted virtual appearances of the selected virtual character are de-emphasized, and the comparison information between virtual appearances is hidden. The resource display interface reverts to a display mode where multiple virtual characters are selectable or chosen. Highlighting can include increasing the brightness of virtual appearances, displaying the outline of virtual appearances, displaying the annotation box of virtual appearances, magnifying a portion of the virtual appearance, or hiding virtual appearances equipped on unselected virtual characters.
[0235] In some embodiments, the terminal obtains the prop information of the virtual appearance based on the virtual appearance identifiers equipped by the selected virtual characters. The prop information may include the virtual appearance name, type, equipped part, display color, display effect, resource description or adapted virtual character information. The prop information is the data source for generating comparison information and corresponds to the comparison information between virtual appearances.
[0236] The terminal determines whether there are comparable items among multiple virtual appearances. If comparable items exist, the terminal generates comparison information based on the comparable items and displays the comparison information in the resource display interface. If no comparable items exist, the terminal displays a message indicating that there are no comparable items, or only highlights the virtual appearance equipped on the selected virtual character.
[0237] The virtual appearance display method provided in this application, by displaying a comparison control when multiple virtual characters are selected, allows users to trigger a comparison display of the virtual appearances equipped on multiple virtual characters based on the comparison control. This reduces the steps of viewing multiple virtual appearances one by one and improves human-computer interaction efficiency. By responding to the trigger operation of the comparison control, the virtual appearance equipped on the selected virtual character is highlighted, and comparison information between virtual appearances is displayed. Users can identify the differences between multiple virtual appearances in the resource display interface, enriching the displayed content and the ways in which virtual appearances are displayed.
[0238] In some embodiments, a generation control is displayed in the resource display interface. The generation control is used to generate shareable content. After controlling at least one virtual character to switch from a first state to a second state, in response to a trigger operation on the generation control, at least one of the following shareable contents is generated: a video of the corresponding state switching process, and an image of the virtual character in the first state and the second state. After the shareable content is generated, in response to a sharing instruction for the shareable content, the corresponding shareable content is shared.
[0239] In some embodiments, a text label for the generation control is displayed, such as "Generate Share," "Generate Video," or "Generate Image." This text label is part of the interface display content of the generation control and corresponds to its function of generating shareable content. After the state switching process is complete, the triggerable state of the generation control can be displayed in the resource display interface, or the generation control can be switched from a hidden state to a visible state to prompt the user that shareable content can be generated.
[0240] In some embodiments, in response to a triggering operation on the generation control, a generation progress indicator is displayed in the resource display interface. The generation progress indicator may include a progress bar, percentage information, or Chinese text related to video generation. During video generation, at least one virtual character in a second state may be continuously displayed, or a video preview of the state transition process may be displayed. In response to the completion of video generation, a video generation completion notification is displayed in the resource display interface, along with a video preview entry, a sharing entry, or a preview area for shared content. In response to a triggering operation on the video preview entry, a video including the corresponding state transition process is played so that the user can confirm the shared content. Images can be found in the description above, with equivalent substitutions made accordingly; further details are omitted here. In some embodiments, when controlling at least one virtual character to switch from a first state to a second state, display data corresponding to the state switching process is acquired. The display data may include a state switching start frame, a state switching end frame, consecutive frames during the state switching period, virtual character posture parameters, virtual appearance display parameters, and background display parameters. The display data is the data source for generating videos or images and corresponds to the shared content.
[0241] The terminal determines whether it needs to generate video including the corresponding state transition process. If video generation is required, the terminal saves the consecutive frames or state transition process recording data corresponding to the state transition process for subsequent encoding into video. If video generation is not required, the terminal can save only the first and second state frames to generate images of the virtual character in both the first and second states. The terminal further determines whether it needs to generate images of the virtual character in both the first and second states. If image generation is required, the terminal acquires the virtual character images in the first and second states, respectively. If image generation is not required, the terminal does not perform image material acquisition processing, or only retains the state transition process data used for video generation.
[0242] In some embodiments, in response to a trigger operation on the generation control, a shared content type selection area is displayed in the resource display interface. The shared content type selection area includes video options and image options. In response to a trigger operation on the video option, a video including the corresponding state switching process is generated, and a video preview entry is displayed after the video is generated. In response to a trigger operation on the image option, the electronic device generates an image including a virtual character in a first state and a second state, and an image preview entry is displayed after the image is generated.
[0243] In some embodiments, in response to the completion of shared content generation, a regeneration control is displayed in the resource display interface. The regeneration control is a control used to regenerate shared content and is associated with the process of generating shared content using the generation control. In response to a trigger operation on the regeneration control, a video including the corresponding state switching process is regenerated, or an image including a virtual character in a first state and a second state is regenerated. If regeneration is complete, the original shared content is replaced with the regenerated shared content, and the sharing entry is displayed.
[0244] The virtual appearance display method provided in this application allows users to directly trigger the content generation process for sharing within the resource display interface, reducing the steps required to generate content for sharing using system screenshots, system screen recordings, or external editing tools. By generating a video including the corresponding state transition process in response to a trigger operation on the generation control after controlling at least one virtual character to switch from a first state to a second state, users can share the state transition process of at least one virtual character, solving the problem of the difficulty in directly sharing the state transition process.
[0245] By generating images of a virtual character in both a first and second state in response to trigger operations on the generation control, users can simultaneously view the display effects of the virtual character in both states, eliminating the need for separate screenshots for each state. Once the shared content is generated, it is shared directly in response to sharing commands, reducing the need to switch between the resource display interface, local files, and sharing channels, thus improving human-computer interaction efficiency. By generating shared content based on the state transition process, the first-state virtual character images, and the second-state virtual character images, electronic devices can reduce the processing overhead of manual screen recording, manual screenshotting, and secondary editing, lowering the file processing burden on the resource display interface.
[0246] In some embodiments, a sound effect preview control is displayed in the resource display interface. In response to a trigger operation on the sound effect preview control, the virtual character equipped with a virtual appearance is controlled to perform a sound effect display action. During the process of the virtual character performing the sound effect display action, the display sound effect corresponding to the virtual appearance is played, and the visual cues corresponding to the display sound effect are displayed.
[0247] Sound effect demonstration actions are the virtual character actions that correspond to the playback flow of the demonstration sound effects. Sound effect demonstration actions can include entrance actions, demonstration posture actions, prop waving actions, turning actions, skill preview actions, or special effect trigger actions. Sound effect demonstration actions are used to give the demonstration sound effects corresponding action trigger nodes, allowing users to observe the correspondence between virtual character actions and demonstration sound effects in the resource display interface.
[0248] Display sound effects are audio resources corresponding to virtual appearances. These can be entrance sound effects, action sound effects, outfitting sound effects, special effects sound effects, or voice prompts. Display sound effects play during the virtual character's sound effect demonstration actions, showcasing the sound effects of the virtual appearance. Visual cues are visual information corresponding to display sound effects. These can be sound wave graphics, volume bars, play indicators, glowing effects, text prompts, progress indicators, musical note icons, or highlighting effects around the virtual appearance.
[0249] In some embodiments, in response to a trigger operation on the sound effect preview control, and where the electronic device supports vibration, a vibration corresponding to the sound effect is output during the virtual character's performance of the sound effect demonstration action and the playback of the demonstration sound effect. When the demonstration sound effect begins playing, a first vibration is output according to the vibration parameters corresponding to the demonstration sound effect. The first vibration can be a short vibration, used to indicate that the demonstration sound effect has started playing.
[0250] In response to the display sound effect reaching a preset sound effect node, a second vibration corresponding to that node is output. The preset sound effect node is a playback point within the display sound effect, corresponding to the accent, special effects, or motion-related nodes of the sound effect. If the playback progress of the display sound effect changes, rhythmic vibrations are output according to the playback progress. Rhythmic vibrations are a form of vibration consisting of multiple short vibrations output at time intervals, corresponding to the playback rhythm of the display sound effect. Upon completion of the display sound effect playback, the vibration stops, and the visual cue corresponding to the display sound effect is hidden.
[0251] Vibration is tactile feedback output by electronic devices through vibrating components. Vibrations can include short vibrations, long vibrations, continuous vibrations, rhythmic vibrations, or vibrations corresponding to the rhythm of display sound effects. Vibrations correspond to display sound effects and are used to provide tactile cues as virtual characters perform sound effect demonstration actions and play display sound effects. Vibrations are perceptual feedback corresponding to display sound effects and, together with visual cues, are used to indicate the playback process of display sound effects.
[0252] The virtual appearance display method provided in this application embodiment responds to the trigger operation of the sound effect preview control, controlling the virtual character equipped with the virtual appearance to perform sound effect display actions. This enables the display sound effects to correspond to the virtual character's actions. By unifying the control based on the correspondence between sound effect display actions, display sound effects, visual cues, and vibration, the terminal can reduce the processing overhead of users confirming display sound effects by entering a game, recording the system screen, or switching multiple interfaces, thereby improving the human-computer interaction efficiency in the resource display interface.
[0253] In some embodiments, in response to a trigger operation on the state switching control, before controlling at least one virtual character to switch from a first state to a second state, a scene setting control is displayed in the resource display interface. The scene setting control is used to set the scene for state switching, and different states correspond to different scenes. In response to a scene setting instruction triggered on the scene setting control, the target scene set by the scene setting instruction is displayed. In response to a trigger operation on the state switching control, at least one virtual character is controlled to synchronously switch from the first state to the second state under the target scene.
[0254] The target scene is the scene set by the scene setting command. The target scene is used to determine the second state corresponding to at least one virtual character after it synchronously switches from the first state. Different scenes correspond to different states, so the same virtual character can correspond to different second states in different target scenes. For example, when the target scene is a game scene, the second state can be a game preparation state or a battle display state, and the virtual character can be displayed as holding virtual items and entering a game stance.
[0255] In some embodiments, if the target scene is a game scene, in response to a trigger operation on the state switching control, at least one virtual character is controlled to synchronously switch from a first state to a second state under the game scene, and the process of at least one virtual character entering a game preparation state or a battle display state is displayed. The resource display interface can synchronously display the game scene background, game scene ground, game scene lighting, or game scene prompt information.
[0256] If the target scene is a skill demonstration scene, in response to the trigger operation of the state switching control, at least one virtual character is controlled to synchronously switch from the first state to the second state under the skill demonstration scene, and the process of at least one virtual character entering the skill release demonstration state is displayed. The resource display interface can synchronously display skill trajectory, virtual appearance effects, or skill demonstration prompts.
[0257] If the target scenario is a victory settlement scenario, in response to a trigger operation on the state switching control, at least one virtual character will be controlled to synchronously switch from the first state to the second state under the victory settlement scenario, and the process of at least one virtual character entering the victory display state will be displayed. The resource display interface can synchronously display the settlement display background, victory display action, or settlement display prompt information. The above is only an example; the specific settings can be customized according to actual usage requirements.
[0258] In some embodiments, in response to a trigger operation on a scene setting control, multiple scene thumbnails are displayed, each scene thumbnail corresponding to a settable scene. In response to a trigger operation on any scene thumbnail, the corresponding target scene is displayed in the resource display interface, along with second state description information corresponding to the target scene. The second state description information describes the second state under the target scene and is associated with the state corresponding to different scenes. In response to a trigger operation on a state switching control, at least one virtual character is controlled to synchronously switch from a first state to the second state under the target scene.
[0259] In some embodiments, in response to the completion of the display of the target scene set by the scene setting instruction, a prompt message corresponding to the target scene is displayed in the associated area of the virtual appearance. The prompt message explains the display focus of the virtual appearance in the target scene and is associated with the second state in the target scene. In response to a trigger operation on the state switching control, at least one virtual character is controlled to synchronously switch from the first state to the second state in the target scene, while maintaining the display of the prompt message corresponding to the target scene.
[0260] The virtual appearance display method provided in this application allows users to set the state switching scene before triggering the state switching control. By responding to the scene setting instruction triggered by the scene setting control, the target scene is displayed. The electronic device can clearly identify the current target scene before the state switch, ensuring that the subsequent second state corresponds to the target scene and reducing the problem of inconsistency between the second state and the user's expected scene. By making the corresponding states different for different scenes and responding to the trigger operation of the state switching control, at least one virtual character can be controlled to switch synchronously from the first state to the second state under the target scene. Users can view the state effects of the virtual appearance under different scenes in the same resource display interface, reducing the number of steps to enter multiple display processes or repeatedly search for entry points, thus improving human-computer interaction efficiency. By loading the corresponding scene display resources and state switching resources based on the target scene, the terminal can load the resources required for the second state under the target scene as needed, reducing the loading of irrelevant scene resources and lowering the processing overhead of the resource display interface.
[0261] In some embodiments, a queue display control is displayed in the resource display interface; in response to a trigger operation on the queue display control, multiple virtual characters are arranged into a target display queue; during the formation of the target display queue, the process of multiple virtual characters moving to their respective queue positions is displayed. A queue is a display arrangement of multiple virtual characters according to a preset arrangement rule. The queue can be determined based on the display order, display position, display level, or display spacing of multiple virtual characters in the resource display interface.
[0262] Queues are used to centrally display the virtual appearances equipped by multiple virtual characters, allowing them to be arranged in an orderly manner within the resource display interface. Queues include at least one of the following: horizontal queues, vertical queues, arc queues, and front-and-back queues. A horizontal queue arranges multiple virtual characters along the horizontal direction of the resource display interface; for example, three virtual characters are displayed sequentially from left to right. This is suitable for comparing and displaying the virtual appearances equipped by multiple virtual characters.
[0263] A vertical queue arranges multiple virtual characters along the vertical direction of the resource display interface. For example, multiple virtual characters are displayed sequentially from top to bottom, suitable for portrait display scenarios on mobile terminals. An arc-shaped queue arranges multiple virtual characters along an arc, for example, the virtual character in the middle is in front, and the virtual characters on both sides are offset backward, suitable for displaying the overall lineup effect of multiple virtual characters. A front-back queue arranges multiple virtual characters in front and back rows, for example, smaller virtual characters are in the front row, and larger virtual characters are in the back row, suitable for reducing occlusion between virtual characters.
[0264] In some embodiments, in response to the determination of multiple queue positions, multiple virtual characters are controlled to move from their current display positions. During the movement of the multiple virtual characters, the process of each virtual character moving to its corresponding queue position is displayed. The multiple virtual characters can move along a straight path, a curved path, or an avoidance path. If all the multiple virtual characters have reached their corresponding queue positions, the movement of the multiple virtual characters stops, and the target display queue is displayed in the resource display interface.
[0265] In some embodiments, the terminal generates a movement path for each virtual character based on its current display position and corresponding queue position. The movement path is the route a virtual character takes from its current display position to its corresponding queue position, corresponding to the process of forming a target display queue. The terminal determines whether the movement path passes through the display areas of other virtual characters.
[0266] If the movement path does not pass through the display area of other virtual characters, the terminal controls the virtual character to move to the corresponding queue position according to the movement path. If the movement path passes through the display area of other virtual characters, the terminal adjusts the movement path, generates an avoidance path, or adjusts the movement start time of multiple virtual characters to reduce occlusion during the movement.
[0267] The terminal determines whether multiple virtual characters can move synchronously. If they can, the terminal controls them to move simultaneously along their respective paths to their corresponding queue positions. If they cannot move synchronously, the terminal controls them to move in batches to their corresponding queue positions according to a preset order. This preset order corresponds to the movement order of the virtual characters entering the target display queue, and is analogous to the queue formation process.
[0268] See Figure 18 , Figure 18 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Fifth, it can display virtual characters 1801, 1802, and 1803, and the queues of virtual characters 1801, 1802, and 1803 form a triangle.
[0269] The virtual appearance display method provided in this application embodiment allows users to directly trigger the process of arranging multiple virtual characters into a target display queue in the resource display interface. This reduces the steps of manually adjusting the display position or switching display interfaces to view multiple virtual characters, thereby improving human-computer interaction efficiency. By responding to the trigger operation of the queue display control, multiple virtual characters are arranged into a target display queue, and the virtual appearances equipped by the multiple virtual characters can be displayed in an orderly manner in the resource display interface. By displaying the process of multiple virtual characters moving to their respective queue positions during the formation of the target display queue, users can perceive the formation process of the target display queue, thus enriching the ways of displaying virtual appearances.
[0270] By determining multiple queue positions based on the target display queue and controlling multiple virtual characters to move to their corresponding queue positions, electronic devices can reduce occlusion between virtual characters, making the display area of virtual appearances in the resource display interface clearer. By determining the target display queue, queue positions, and movement paths on demand, the terminal can reduce the display processing overhead caused by repeated interface switching and repeated view adjustments, improving the human-computer interaction efficiency in the resource display interface.
[0271] In some embodiments, at least one mode control corresponding to a candidate lighting mode is displayed in the resource display interface; in response to a trigger operation on a target mode control among the at least one mode controls, the candidate lighting mode corresponding to the target mode control is determined as the target lighting mode, the current lighting mode of the resource display interface is switched to the target lighting mode, and the lighting switching process is displayed, wherein the lighting switching process is characterized by at least one of the following: lighting direction, lighting color, and lighting intensity; under the target lighting mode, at least one of the following corresponding to the virtual appearance is displayed: reflection effect, shadow effect, and light transmission effect.
[0272] Candidate lighting modes are lighting configurations available to the user. A candidate lighting mode can be determined by at least one parameter: light direction, light color, and light intensity. The purpose of candidate lighting modes is to provide different display conditions for virtual appearances. For example, candidate lighting modes include front lighting mode, side lighting mode, back lighting mode, warm lighting mode, cool lighting mode, strong light lighting mode, and weak light lighting mode.
[0273] The lighting transition process is the visible change in lighting displayed on the resource interface during the transition from the current lighting mode to the target lighting mode. The lighting transition process is characterized by at least one of the following: lighting direction, lighting color, and lighting intensity. For example, the lighting direction gradually changes from the front of the virtual character to the side of the virtual character, the lighting color gradually changes from white to blue, and the lighting intensity gradually changes from a first brightness level to a second brightness level.
[0274] Reflective effects are the specular highlights or ambient reflections produced by a virtual appearance under target lighting conditions. The purpose of reflective effects is to display the surface material characteristics of the virtual appearance. Shadow effects are the dark areas created by a virtual appearance blocking light under target lighting conditions. The purpose of shadow effects is to display the spatial relationship between the virtual appearance and the virtual character, scene, or its own structure. Translucent effects are the light transmission effects produced by the material opacity, translucency, or subsurface transmission of a virtual appearance under target lighting conditions. The purpose of translucent effects is to showcase the material properties of semi-transparent virtual appearances.
[0275] In some embodiments, the terminal generates state blending parameters based on the current lighting mode and the target lighting mode. The state blending parameters can change from 0% to 100% over time, or they can change according to the duration or switching progress of the touch operation. The terminal uses the state blending parameters as control parameters between the resource display interface and the 3D rendering layer to synchronously drive continuous changes in lighting direction, lighting color, and lighting intensity.
[0276] In some embodiments, the terminal interpolates the first and second lighting parameter sets based on state mixing parameters to obtain an intermediate lighting parameter set during the switching process. For the lighting direction, the terminal can use direction vector interpolation or spherical interpolation to obtain the intermediate lighting direction; for the lighting color, the terminal can interpolate according to color channels to obtain the intermediate lighting color; and for the lighting intensity, the terminal can interpolate according to brightness values to obtain the intermediate lighting intensity. The terminal then passes the intermediate lighting parameter set to the lighting component of the resource display interface, enabling the resource display interface to display the lighting switching process.
[0277] For reflective effects, the shader can calculate the highlight area based on the material reflection parameters of the virtual appearance, the direction of illumination, and the viewing direction. For shadow effects, the rendering pipeline can generate a shadow map based on the light source position or direction corresponding to the target lighting mode, thereby displaying shadow areas on the surface of the virtual appearance or virtual character. For translucent effects, the shader can calculate the color and brightness of the translucent area based on the material opacity parameters, the direction of illumination, and the intensity of illumination.
[0278] If the virtual appearance's material configuration includes reflectivity parameters, the terminal will display reflectivity effects under the target lighting mode; if the material configuration does not include reflectivity parameters, the terminal will not display reflectivity effects, or will display the virtual appearance using the default diffuse reflection. If the virtual appearance's material configuration includes shadow receiving or shadow casting parameters, the terminal will display shadow effects; if the material configuration does not include shadow receiving or shadow casting parameters, the terminal will skip shadow calculations. If the virtual appearance's material configuration includes transparency or translucency parameters, the terminal will display translucent effects; if the material configuration does not include transparency or translucency parameters, the terminal will not display translucent effects.
[0279] The virtual appearance display method provided in this application displays at least one mode control corresponding to a candidate lighting mode in the resource display interface, enabling users to select a target lighting mode through the mode control, reducing the interactive steps of searching and switching lighting modes, and improving human-computer interaction efficiency. In response to a trigger operation on the target mode control, the candidate lighting mode corresponding to the target mode control is determined as the target lighting mode, and the current lighting mode of the resource display interface is switched to the target lighting mode. This ensures that the lighting mode switching has a clear trigger object and switching target, avoiding unclear lighting mode switching logic in the resource display interface.
[0280] The lighting transition process is displayed during the transition from the current lighting mode to the target lighting mode. The lighting transition process is characterized by at least one of the following: lighting direction, lighting color, and lighting intensity. This allows users to perceive changes in lighting direction, lighting color, or lighting intensity. In the target lighting mode, at least one of the following effects corresponding to the virtual appearance is displayed: reflective effect, shadow effect, and light transmission effect. This makes the material display status of the virtual appearance in the target lighting mode clearer and enriches the ways to display the virtual appearance.
[0281] In some embodiments, a split display control is displayed in the resource display interface; in response to a trigger operation on the split display control, the virtual appearance is split into multiple virtual components, and the disassembly process of multiple virtual components moving in different directions by the virtual character is displayed; after multiple virtual components move to the corresponding component display position, the corresponding component description information is displayed in the associated area of each virtual component.
[0282] The disassembly process is a visual representation of the virtual appearance changing from a unified display state to a state where multiple virtual components are displayed separately. This process involves multiple virtual components moving in different directions relative to the virtual character. The purpose of the disassembly process is to demonstrate the spatial relationships between the various virtual components and the virtual character. For example, the shoulder component of the virtual armor moves to the upper left of the virtual character, the chest component moves forward of the virtual character, and the leg component moves downward of the virtual character.
[0283] The component display position refers to the display location where multiple virtual components stop after they have moved. The purpose of the component display position is to separate multiple virtual components within the resource display interface, reducing mutual obstruction. For example, multiple component display positions can be configured on the left, right, top, and bottom of the resource display interface, with each virtual component moving to a corresponding component display position.
[0284] In some embodiments, the server stores the component configuration of the virtual appearance. The component configuration includes a virtual component identifier, virtual component model resources, initial position, component display position, movement direction, and component description information. When the terminal enters the resource display interface, it requests the component configuration from the server. The server returns the component configuration to the terminal. The terminal displays the virtual appearance according to the component configuration and executes the split display process after the trigger operation.
[0285] If the server returns a successful component configuration, the terminal splits the virtual appearance according to the returned component configuration and displays the corresponding component description information in the associated area. If the server returns a failed component configuration, the terminal can read the locally preset component configuration; if the locally preset component configuration also does not exist, the terminal maintains the overall display state of the virtual appearance and prompts that the current resource does not support split display.
[0286] In some embodiments, the terminal detects whether each virtual component has reached its corresponding display position during the movement of multiple virtual components. The terminal can determine whether it has reached its position based on the distance between the current position of the virtual component and the display position. If the distance between the current position of the virtual component and the display position is less than or equal to a preset distance threshold, the terminal determines that the virtual component has moved to the corresponding display position and displays the corresponding component description information in the associated area of the virtual component. If the distance between the current position of the virtual component and the display position is greater than the preset distance threshold, the terminal continues to display the movement process of the virtual component and temporarily does not display the corresponding component description information.
[0287] See Figure 19 , Figure 19 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 Sixth, it can display the virtual character 1901 and the split display control 1902. See also Figure 20 , Figure 20 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 7. Acceptance Figure 19 In response to Figure 19 The triggering operation of the split display control 1902 shown can split the virtual appearance into multiple virtual components. Figure 20 The virtual component 2002 is marked in the image. After multiple virtual components move to their corresponding display positions, the corresponding component description information is displayed in the associated area of each virtual component (in...). Figure 20 Includes explanatory information 2001).
[0288] The virtual appearance display method provided in this application displays a split display control in the resource display interface, allowing users to directly trigger the split display process when displaying the virtual appearance of a virtual character. This reduces the steps required to navigate through interface navigation or search for virtual component information in a description list, improving human-computer interaction efficiency. In response to a trigger operation on the split display control, the virtual appearance is split into multiple virtual components, allowing the constituent structures of the virtual appearance to be displayed separately in the resource display interface. This reduces obstruction between multiple virtual components and facilitates the identification of each virtual component.
[0289] By displaying the disassembly process of multiple virtual components moving in different directions by a virtual character, the spatial relationship between the multiple virtual components and the virtual character remains continuous during the disassembly display. After multiple virtual components move to their corresponding component display positions, the corresponding component description information is displayed in the associated area of each virtual component, establishing a positional association between the component description information and the virtual component, thus reducing the user's interaction cost in matching virtual components with description content.
[0290] The virtual appearance display method provided in this application embodiment can display at least one virtual character equipped with a virtual appearance in the resource display interface of a virtual scene, and display a state switching control for the virtual character. Different virtual characters are equipped with different virtual appearances. In response to the trigger operation of the state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to different display states of the virtual appearance.
[0291] The virtual appearance display method provided in this application embodiment can control each virtual character to switch from a first state to a second state through a state switching control, and dynamically display the corresponding state switching process. By uniformly controlling the state switching timing and display state switching process of each virtual character, the display continuity of the resource display interface is improved, the number of user operations can be reduced, the processing overhead caused by interface switching and repeated rendering can be reduced, the display efficiency of virtual appearance can be improved, and the display methods of virtual appearance can be enriched, the interaction methods between users and at least one virtual character equipped with virtual appearance can be enriched, and the human-computer interaction efficiency can be improved.
[0292] Since different states of a virtual character correspond to different display states of the virtual appearance it is equipped with, electronic devices can intuitively and synchronously present the display effects of different virtual appearances in different states during the same state switching process. Users do not need to perform state switching operations on each virtual character separately, which reduces the number of user operations and interaction paths, and improves the display efficiency and comparison viewing efficiency of virtual appearances.
[0293] By displaying at least one virtual character equipped with different virtual appearances in the resource display interface, and controlling at least one virtual character to switch from a first state to a second state based on a state switching control, the state switching methods can be enriched. Based on the state information of each virtual character, the display parameters of the corresponding virtual appearances are updated uniformly, and the state switching process of each virtual character is displayed in a synchronized sequence. This improves the consistency of state updates of multiple virtual characters and their virtual appearances, reduces the display timing deviation caused by handling multiple state switching tasks separately, and ensures that the display state of multiple virtual appearances in the resource display interface matches the current state of the corresponding virtual characters. This, in turn, improves the processing efficiency of electronic devices in controlling the state and rendering the screen of multiple virtual objects.
[0294] See Figure 21 , Figure 21 This is a schematic diagram of the interface provided in the embodiments of this application. Figure 10 8. Virtual characters 2101, 2102, and 2103 can be displayed in the resource display interface. Figure 21 In the left image, virtual characters 2101, 2102, and 2103 are all in a first state. In response to a trigger operation on the state switching control, virtual characters 2101, 2102, and 2103 are controlled to switch from the first state to a second state. Figure 21 In the image on the right, virtual characters 2101, 2102, and 2103 are all in the second state. Figure 21 In the first state, compared with the second state, the positions and actions of virtual characters 2101, 2102 and 2103 are different.
[0295] The following is an example illustrating the virtual appearance display method provided in this application embodiment. For ease of understanding, the following terms are explained: State Blend Parameter (BP): Also known as parameter P, it maps the displacement of 2D screen touch coordinates to a floating-point value in the range of 0% to 100% through an algorithm. The state blend parameter is used to characterize the state switching progress and serves as a unified control parameter for synchronously driving multiple virtual characters.
[0296] Animator and Blend Tree (ABT): A built-in or configurable animation mechanism in real-time 3D rendering engines that can interpolate and blend multiple skeletal animation clips (Animation Clips, ACs) in real time by inputting floating-point parameters. The Animator and Blend Tree is used to synchronously control the virtual character's gradual transition from a statue idle animation (corresponding to the first state) to a transformation effect animation (corresponding to the second state) based on state blending parameters.
[0297] Shaders and Shader Graphs (SG): Programs that run on a Graphics Processing Unit (GPU). In real-time 3D rendering engines, precise control over material vertices and pixel rendering can be achieved through High-Level Shading Language (HLSL) or Shader Graph (SG) node graph methods. Shaders are used to drive the dissolution threshold, color blending, emissivity intensity, and anti-clipping visual compensation effects of the material corresponding to the virtual appearance based on state blending parameters.
[0298] Camera Depth Texture (CDT): In the real-time 3D rendering pipeline, a grayscale map generated by the camera records the spatial depth information corresponding to each pixel on the screen. CDT is used to determine at the pixel level whether there are overlapping parts in the display areas of the character models of different virtual characters when they intersect in space, and to display target effects in the overlapping parts, thereby reducing the sense of disorientation caused by visual clipping.
[0299] The virtual appearance display method provided in this application is equivalent to providing a method that can capture the single-dimensional touch sliding trajectory in the user interface layer in a real-time 3D rendering engine, generate state blending parameters in real time, and use the state blending parameters to drive multiple complex 3D character assets to switch synchronously and progressively at both the graphics processor level and the central processing unit level.
[0300] In the virtual appearance display method provided in this application embodiment, a virtual character equipped with virtual appearances such as skins, clothing, equipment, or special effects is displayed in the user interface (i.e., resource display interface) of the virtual scene, and a slider (state switching control) for the virtual character is also displayed. Different virtual characters can be equipped with different virtual appearances. When the player performs a press and drag operation on the slider, state blending parameters are generated according to the displacement of the slider, and the state blending parameters are used to synchronously drive the transformation component coordinates, animation weights of the animation state machine, and shader dissolution threshold of at least one virtual character, so that at least one virtual character synchronously switches from a normal state (first state) to a transformed state (second state), and the corresponding state switching process is displayed in the user interface resource display interface.
[0301] The virtual appearance display method provided in this application embodiment designs a depth detection rendering rule based on camera depth texture. It compensates for visual anomalies caused by the interweaving of character models when virtual characters intersect in space using edge glow and dissolving effects. In other words, when multiple virtual characters exchange and move in three-dimensional space, and the display areas of their corresponding character models overlap, a target effect is displayed in the overlapping area. For example, the target effect can be edge self-illumination, an energy fusion band, or a local dissolving clipping effect, thereby solving the clipping problem that easily occurs when multiple characters exchange spaces.
[0302] In the virtual appearance display method provided in this application embodiment, by using state mixing parameters, the spatial position, skeletal animation and material performance of at least one virtual character can be driven synchronously, so that the switching process from normal state (first state) to transformed state (second state) corresponds to the operation process of the player dragging the slider (state switching control), thereby improving the continuity, stability and perceptible quality of the display process.
[0303] As games evolve, players have higher demands for examining digital assets. The virtual appearance display method provided in this application allows for real-time control of each consecutive intermediate state or rendering frame as the virtual character evolves from its normal state (first state) to its transformed state (second state) by dragging a slider (state switching control), thereby improving the quality and conversion rate of the virtual appearance. For example, in the skin display lobby of a mobile game, players can simultaneously observe the rotation, glowing, material dissolution, and position swapping processes of three virtual characters A, B, and C equipped with different skin effects (virtual appearances) by dragging the slider (state switching control) horizontally.
[0304] Initial state (P equals 0%): Virtual characters A, B, and C stand side-by-side in the center of the resource display interface. At this time, all three virtual characters are in their normal state (first state). In this state, the corresponding virtual character models appear as dark, non-glowing materials; the skeletal animations of virtual characters A, B, and C play a low-amplitude model idle animation (first action). The interactive slider (state switching control) is stationary at the far left of the slider, corresponding to the minimum value of the state blending parameters.
[0305] In the initial state, the virtual appearances equipped by virtual characters A, B, and C are not fully displayed. For example, clothing textures may appear as stone-covered, glowing patterns may not be activated, and particle effects may be off or at low intensity, making it easier for players to clearly perceive the visual differences between the normal state (first state) and the subsequent transformed state (second state).
[0306] Transition State (P equals 50%): When the player presses and drags the slider to the center of the track, a frame is displayed showing the state transition process of virtual characters A, B, and C from their normal state (first state) to their transformed state (second state). Virtual character A moves 50% to the left and back along an arc, virtual character B moves 50% to the right and front along an arc, and virtual character C also moves to its corresponding center position according to a pre-set position interpolation relationship. Virtual characters A, B, and C spatially intersect in the center area of the screen, and their character model display areas overlap.
[0307] Posture and Material Gradients: The animation state machine blends skeletal animation in real time based on state blending parameters. The movements of virtual characters A, B, and C present a 50% intermediate posture transitioning from the model's idle state to the transformation stage display. In terms of materials, gray-white raw stone textures and full-color textures each account for approximately 50%, and a transition state is presented through a dissolving process. At this point, the virtual appearance's display state is no longer a single final screen, but rather continuously corresponds to the player's dragging progress.
[0308] Anti-clipping effect: A bright, merging energy band is rendered in real-time on the geometric surfaces where virtual characters A, B, and C collide and overlap. This energy band can appear self-illuminating. Internal meshes exposed due to clipping are hidden or weakened through depth judgment and local pixel clipping, thus eliminating the sense of misalignment. This energy band is a target effect for displaying overlapping parts, used for visual compensation when there are overlapping areas in the character model display area.
[0309] Final state (P equals 100%): Drag the slider to the far right of the track. Virtual characters A, B, and C complete their rotation and land at their new swapped coordinates. At this point, the materials of the virtual character models are 100% dissolved, the full-color stage effects are fully activated, and virtual characters A, B, and C play their transformation entrance animation (second action). The interface highlights skin or appearance resource information, and the interaction process enters a locked state.
[0310] In the second state, the virtual appearances equipped by virtual characters A, B, and C are fully displayed. For example, the highlights on virtual character A's clothing, the glowing patterns on virtual character B, and the particle surround effects on virtual character C are all activated, allowing players to focus on observing the visual effects of different virtual appearances.
[0311] In some embodiments, the virtual characters include virtual character A, virtual character B, and virtual character C. In the first state, virtual character A is at position 1, virtual character B is at position 2, and virtual character C is at position 3. Positions 1, 2, and 3 are different; see [link to documentation]. Figure 10Position 1 corresponds to point 1001, position 2 corresponds to point 1002, and position 3 corresponds to point 1003. In the first state, virtual character A executes the first action 1, virtual character B executes the first action 2, and virtual character C executes the first action 3.
[0312] For users, virtual character A appears to be in front of virtual characters B and C in the resource display interface. Correspondingly, virtual characters B and C appear to be behind virtual character A in the resource display interface. The direction closer to the display screen of the electronic device is considered to be in front, and the direction closer to the back of the electronic device is considered to be behind.
[0313] In the second state, virtual character A is at position 3, virtual character B is at position 1, and virtual character C is at position 2. In this state, virtual character A performs second action 1, virtual character B performs second action 2, and virtual character C performs second action 3. In the third state, virtual character A is at position 2, virtual character B is at position 3, and virtual character C is at position 1. In this state, virtual character A performs third action 1, virtual character B performs third action 2, and virtual character C performs third action 3. The process of switching from the second state to the third state can be found in the explanation of switching from the first state to the first state, with equivalent substitutions; it will not be repeated here.
[0314] The virtual appearance display method provided in this application includes the linkage of three core technology pipelines: input capture and calculation, central processing unit layer skeleton and spatial interpolation, and graphics processing unit layer material anti-clipping rendering. The three use state mixing parameters as a unified data bus, so that the player's continuous touch operation on the slider (state switching control) can simultaneously affect the virtual character's spatial position, skeletal animation, and material display state (corresponding state).
[0315] Detect continuous drag events in the user interface of a real-time 3D rendering engine. Record the starting screen coordinates when the player presses the slider. The system continuously obtains the current screen coordinates as the player drags the slider. Based on the starting screen coordinates and the current screen coordinates, the maximum pixel sliding distance is set. Within, based on Formula 1, the normalized state mixing parameters are calculated.
[0316] Formula 1 P represents the state mixing parameter, which characterizes the progress of the virtual character's transition from normal state (first state) to transformed state (second state); clamp represents the clamping function, which restricts the calculation results within a specified closed interval; 0.0 represents the lower limit of the state mixing parameter, corresponding to normal state (first state); 1.0 represents the upper limit of the state mixing parameter, corresponding to transformed state (second state).
[0317] For example, the screen resolution width of the mobile device is set to 1624 pixels, and the effective drag distance threshold of the interactive slider is set to 460 pixels. When the player presses their finger at 540 pixels on the horizontal axis of the screen, the initial screen coordinate is recorded as 540. When the slider is in the initial state, that is, when the player has just pressed the finger and the current screen coordinate is 540, the offset is 0, and the output state mixing parameter is 0.00, corresponding to the normal state (first state).
[0318] When the player slides the slider to the middle of the track, at a current screen coordinate of 655, the offset is 115, and the output state blending parameter is 0.25, corresponding to a 25% transition progress from the normal state (first state) to the transformed state (second state). When the player slides the slider to the center of the track, at a current screen coordinate of 770, the offset is 230, and the output state blending parameter is 0.50, corresponding to a 50% transition progress from the normal state (first state) to the transformed state (second state).
[0319] When the player slides the slider to the end of the track, at a current screen coordinate of 1000, the offset is 460, and the output state blending parameter is 1.00, corresponding to the second state. When the player's finger slides out of the track range, at a current screen coordinate of 1600, the offset is 1060. Since the limiting function restricts results exceeding 1 to 1, the final output state blending parameter is 1.00 to prevent overflow. When the player's finger slides in the opposite direction, at a current screen coordinate of 300, the offset is -240. Since the limiting function restricts results less than 0 to 0, the output state blending parameter is 0.00 to prevent negative numbers. The slider is the state switching control, and the current position of the state switching control is positively correlated with the state blending parameter.
[0320] Transform Interpolation (TI): This function inputs state blending parameters into the transformation components (Transform) of multiple character models in the scene. Using either the 3D vector linear interpolation function (Vector3 LinearInterpolation, Vector3.Lerp) from Equation 2 or the 3D vector spherical interpolation function (Vector3 Spherical Linear Interpolation, Vector3.Slerp) from Equations 3-4, the current world coordinates are calculated in real-time based on the character model's normal and transformed states.
[0321] Formula 2 Formula 3 Formula 4 This represents the current world coordinates of the virtual character at the current state transition progress. Lerp represents the linear interpolation function, which is used to find the intermediate position between the start and end points based on the interpolation weights. This indicates the starting position (i.e., the normal position) of the virtual character in its normal state (first state). This represents the final position of the virtual character in its transformed state (second state) (i.e., the transformed state position). A is... The modulus length, B is The length of the module.
[0322] The default virtual character's normal position is (-5, 0, 10), and its transformed position is (0, 0, 5), in meters. When the state blending parameter is 0, the linear interpolation in the X-axis direction is -5.0, the linear interpolation in the Z-axis direction is 10.0, the current world coordinates are (-5, 0, 10), and the visual representation is that the virtual character is located at the starting point to the left rear.
[0323] When the state blending parameter is 0.25, the linear interpolation in the X-axis direction is -3.75, the linear interpolation in the Z-axis direction is 8.75, and the current world coordinates are (-3.75, 0, 8.75). Visually, this appears as the virtual character shifting one-quarter of the way towards the center. When the state blending parameter is 0.5, the linear interpolation in the X-axis direction is -2.5, the linear interpolation in the Z-axis direction is 7.5, and the current world coordinates are (-2.5, 0, 7.5). Visually, this appears as the virtual character being at the absolute center of the scene.
[0324] When the state blending parameter is 1, the linear interpolation calculation in the X-axis direction is 0, and the linear interpolation calculation in the Z-axis direction is 5. The current world coordinates are (0, 0, 5), and visually, the virtual character reaches the central highlighted display position. In multi-virtual-character scenarios, each virtual character can be configured with its corresponding normal position and transformation target point. Each uses the same state blending parameter for position interpolation, thus ensuring that multiple virtual characters move synchronously under the same drag progress.
[0325] Animation weight-driven: A one-dimensional blending tree is constructed in the animation state machine (Animator). State blending parameters are passed as blending parameters to the real-time 3D rendering engine, for example, by calling the animation parameter setting function animator.SetFloat("Blend", P), where animator represents the animation state machine object corresponding to the virtual character; SetFloat represents the function that sets floating-point parameters; and "Blend" represents the name of the predefined blending parameter in the animation state machine.
[0326] Material parameter synchronization: In addition to transformation components and animation state machines, state blending parameters are also passed to the material parameters of the virtual appearance equipped on the virtual character. Material parameters may include the dissolution threshold, the blending ratio of raw stone texture and full-color texture, self-illumination intensity, and particle display intensity. In this way, the virtual character's motion changes, position changes, and material changes are driven by the same state blending parameters, avoiding time misalignment between position changes, motion changes, and material changes.
[0327] In the deferred rendering pipeline (DRP) of the real-time 3D rendering engine, the clipping problem when multiple virtual characters overlap is solved by combining the fragment shader (FS) with screen space decal technology.
[0328] Depth sampling and interference region delineation: Enable Camera Depth Texture (CDT) in the rendering pipeline. Extract scene depth during the fragment shading stage. With current segment depth The depth information is then converted into linear depth values using a linear eye depth (LED) transformation function. Refer to Equation 5 to calculate the absolute physical penetration depth difference. The absolute physical penetration depth difference is the depth difference.
[0329] Formula 5 When the absolute physical penetration depth difference is less than the preset physical intersection determination threshold ε, the current pixel is designated as an interference zone pixel, meaning that the display areas of different virtual character models are considered to overlap near this pixel. Here, ε represents the preset physical intersection determination threshold, used to determine whether two depth values are sufficiently close; the unit of ε can be meters.
[0330] The physical intersection threshold ε is set to 0.05 meters, or 5 centimeters. When the rendering interference is at a reasonable distance (i.e., no interference), the scene depth is 12.50 meters, the current fragment depth is 8.00 meters, and the absolute physical penetration depth difference is 4.50 meters. Since 4.50 meters is greater than 0.05 meters, the pixel is determined to be in a safe state, the graphics processor executes normal lighting, and the target effect is skipped.
[0331] When the rendering interference state is nearing the boundary zone, the scene depth is 8.12 meters, the current fragment depth is 8.00 meters, and the absolute physical penetration depth difference is 0.12 meters. Since 0.12 meters is still greater than 0.05 meters, the pixel is determined to be in a safe state, and the graphics processor continues to execute normal lighting and skips the target effect. When the rendering interference state is severe clipping (partial insertion), the scene depth is 8.02 meters, the current fragment depth is 8.00 meters, and the absolute physical penetration depth difference is 0.02 meters. Since 0.02 meters is less than 0.05 meters, the pixel is determined to belong to the interference zone, the graphics processor activates geometry buffer overwriting, injects luminous effects, and culles or weakens internal fragments.
[0332] Local state overwriting in the delay pipeline, also known as geometry buffer (G-Buffer) overwriting, involves overwriting local target values on the shader's multi-channel data after the geometry phase is completed and before lighting calculations. This local target value overwriting only applies to pixels in the interference region and therefore does not have a global impact on the rendering state of the entire image.
[0333] Determine the local overwrite area: Based on the depth interferometry determination results above, extract the set of pixels to be overwritten within the projection range. This set of pixels to be overwritten corresponds to the overlapping part of the display area between the virtual character's model. Diffuse channel overwrite: Extract the first rendering target channel, use the state blending parameter as the interpolation weight, mix the original color and the effect color, and write it back. The original color can correspond to the current material color of the virtual character, and the effect color can correspond to the energy blending band color. As the state blending parameter increases, the contribution ratio of the effect color can be increased accordingly, thereby keeping the target effect consistent with the state switching progress.
[0334] Normal channel overwriting: Extract the second rendering target channel, and use a redirected normal mapping algorithm to perform spatial matrix superposition and overwrite the original normal and the special effect bump normal. Through this processing, the pixels in the interference area not only display self-illuminating colors, but also present visual undulations such as boundary bulges, energy ripples, or local perturbations, so that the anti-clipping visual compensation does not appear flat.
[0335] Energy Highlight Channel Overwrite: Overwrite the roughness and metallicity parameters in the third rendering target channel; and write high dynamic range self-illuminating color values in the self-illuminating buffer in an additive blending mode to achieve visual compensation for energy blending. In this way, when virtual characters meet in space, the overlapping parts can be displayed as edge-illuminating or locally dissolved areas, and internal faulty meshes are weakened or hidden, thereby reducing the visual exposure of clipping.
[0336] Passive sampling and lossless blending of ambient lighting: After geometry buffer overwriting, the rendering process enters the lighting calculation stage. The overwritten boundary pixels still participate in the calculation of the main light source, shadows, and highlights. Therefore, target effects can naturally receive the real-time physical shadows and specular distortion responses of the main light source, eliminating the floating distortion that easily occurs in luminous effects in related technologies. For example, in a cool-toned resource display interface, the energy blending band can be affected by the ambient color temperature; in a warm-toned resource display interface, the energy blending band can also blend naturally with the background lighting.
[0337] The virtual appearance display method provided in this application has the following technical effects: it reduces performance overhead by distributing the traditional multi-animation resource switching behavior to a single continuous parameter control process through state blending parameters. The coordinates of the virtual character's transformation components, the animation weights of the animation state machine, and the shader material parameters are all driven by state blending parameters, avoiding hard switching of multiple character models, multiple materials, and multiple animations at the same time, thereby effectively reducing the performance peaks of the mobile device's central processing unit and graphics processing unit and reducing the risk of frame drops.
[0338] By enhancing physical coherence and breaking down the barriers between the user interface and the 3D scene, a single data stream synchronously drives the transformation components, animation state machine, and materials in the real-time 3D rendering engine, achieving a millisecond-level response and a progressive transformation where what you swipe is what you see. The process of the player dragging the slider corresponds continuously to the virtual character's state transition from its normal state (first state) to its transformed state (second state), allowing different display states of the virtual appearance to be observed completely.
[0339] Reduce clipping impact and improve visual stability: An anti-clipping scheme based on screen-space depth differentiation and delayed decal overwriting is used. When overlapping parts exist in the display area of a virtual character's model, visual compensation is applied to the overlapping parts through target effects, significantly saving CPU physics collision calculation power. Since the target effects are mainly confined to a local screen space, the additional rendering overhead is controlled within the interference zone pixels, eliminating the need for costly physics collision solving across the entire scene.
[0340] Computational isolation and lighting stability: This invention achieves isolation between interactive special effects lighting changes and underlying scene distance field calculations. Regardless of the deformation or displacement of the virtual character during state transitions, the additional rendering overhead can be strictly controlled within the local screen space. This mechanism not only enables smooth operation in high-specification mobile display modules but also ensures that the visual performance of the target special effects matches the ambient color temperature, reducing the cost for artists to manually adjust lighting anomalies.
[0341] Enhancing the visual presentation of virtual appearances: By continuously displaying the virtual appearance in its normal state (first state), transitional state, and transformed state (second state), players can more fully observe changes in material texture, movement, position, and glow. For example, players can stay in the intermediate state with a state blending parameter of 0.5 to observe the semi-dissolved material and intermediate movement posture; or they can increase the state blending parameter to 1 to observe the highlight effect after the complete transformation, thereby enhancing the immersive experience and perceived value of the appearance resource.
[0342] The following description continues to illustrate the exemplary structure of the virtual appearance display device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the virtual appearance display device 455 in the memory 450 may include: Display module 4551 is used to display at least one virtual character equipped with a virtual appearance in the resource display interface of the virtual scene, and to display a state switching control for the virtual character; wherein, different virtual characters are equipped with different virtual appearances; The response module 4552 is used to respond to a trigger operation on the state switching control, control the at least one virtual character to switch from a first state to a second state, and display the corresponding state switching process. The different states of the virtual character correspond to the different display states of the virtual appearance.
[0343] In some embodiments, the response module 4552 is further configured to, in response to a press operation on the state switching control, control the state switching control to be in a selected state; during the execution of the press operation, in response to a slide operation on the selected state switching control, control the selected state switching control to move following the slide operation; during the movement of the selected state switching control, display the state switching process of the at least one virtual character switching from a first state to a second state; if the selected state switching control moves to a target position and the slide operation is released, control the at least one virtual character to synchronously switch from the first state to the second state.
[0344] In some embodiments, the response module 4552 is further configured to, during the movement of the state switching control in the selected state, as the distance between the state switching control in the selected state and the target position decreases, control the opacity of the virtual character in the first state to gradually decrease to a first opacity threshold, and control the opacity of the virtual character in the second state to gradually increase to a second opacity threshold, wherein the second opacity threshold is greater than the first opacity threshold.
[0345] In some embodiments, the response module 4552 is further configured to: obtain the starting screen coordinates corresponding to the press operation and the movement distance threshold corresponding to the state switching control; during the execution of the sliding operation, obtain the current screen coordinates corresponding to the sliding operation; determine the displacement of the starting screen coordinates and the current screen coordinates in a preset movement direction, and determine state mixing parameters based on the displacement and the movement distance threshold; determine the current state of the at least one virtual character based on the state mixing parameters, and display the state switching process of the at least one virtual character from the first state to the second state based on the current state.
[0346] In some embodiments, the state of the virtual character is represented by the position of the virtual character in the resource display interface. The response module 4552 is further configured to, for each virtual character, obtain a first position corresponding to the virtual character when it is in the first state and a second position corresponding to the virtual character when it is in the second state; perform interpolation processing on the first position and the second position according to the state mixing parameter to obtain the current position of the virtual character in the resource display interface, and use the current position to represent the current state of the virtual character.
[0347] In some embodiments, the state of the virtual character is represented by the actions performed by the virtual character. The response module 4552 is further configured to, for each virtual character, obtain a first action corresponding to the virtual character being in the first state and a second action corresponding to the virtual character being in the second state; determine the weight of the first action and the weight of the second action based on the state mixing parameters; determine the current action performed by the virtual character based on the weight of the first action and the weight of the second action, and use the current action to represent the current state of the virtual character.
[0348] In some embodiments, the state switching control in the selected state has a corresponding first movement trajectory; the response module 4552 is further configured to display a switching progress prompt message indicating the current state switching progress during the movement of the state switching control in the selected state, wherein the current state switching progress is positively correlated with the movement progress, and the movement progress is the progress of the state switching control moving according to the first movement trajectory; and to display the process of the at least one virtual character switching from the first state to the second state according to the current state switching progress.
[0349] In some embodiments, the first state is different from the second state. The display module 4551 is further configured to, for each virtual character, have at least one of the following differences compared to the virtual character in the second state: the display effects for the virtual character, the actions performed by the virtual character, and the position of the virtual character in the resource display interface.
[0350] In some embodiments, the state of the virtual character is represented by the position of the virtual character in the resource display interface. The display module 4551 is also used to display the movement process of the virtual character starting from the starting position in the resource display interface, moving along a pre-set second movement trajectory to the ending position in the resource display interface, and using the movement process as the state switching process of the virtual character; wherein, the starting position corresponds to the first state, and the ending position corresponds to the second state.
[0351] In some embodiments, the number of virtual characters is multiple, each virtual character has a corresponding second movement trajectory, and the multiple second movement trajectories form a pre-set graphic, the edges of the graphic including pre-set target points; the display module 4551 is further configured to display a purchase control for the target virtual character after the target virtual character moves to the endpoint position corresponding to the target point; wherein, the purchase control is used to purchase at least one of the following: the target virtual character and the virtual appearance equipped by the target virtual character.
[0352] In some embodiments, the number of virtual characters is multiple, and the display module 4551 is further configured to, when displaying the corresponding state switching process, if the character models corresponding to different virtual characters collide in the virtual scene, and the display areas of the character models corresponding to the collision have overlapping parts, then display the target special effect in the overlapping part.
[0353] In some embodiments, the different virtual characters include a first virtual character and a second virtual character. The display module 4551 is further configured to: obtain a depth texture generated based on the character model of the first virtual character before displaying the target effect in the overlapping part; during the rendering of the character model of the second virtual character, determine the screen pixels covered by the character model of the second virtual character after it is projected onto the resource display interface as candidate pixels; for each candidate pixel, obtain a first depth of the character model of the first virtual character at the candidate pixel from the depth texture, and obtain a second depth of the character model of the second virtual character at the candidate pixel; calculate the depth difference between the first depth and the second depth, and determine the overlapping part of the model display area corresponding to the collision based on candidate pixels whose depth difference is less than a preset depth threshold.
[0354] In some embodiments, the state of the virtual character is represented by the actions performed by the virtual character. The display module 4551 is further configured to display a screen showing the virtual character performing a first action when the virtual character is in the first state; and to display a screen showing the virtual character performing a second action when the virtual character is in the second state; wherein the first action and the second action are actions corresponding to different virtual skills of the virtual character, or are different sub-actions included in the same virtual skill of the virtual character.
[0355] In some embodiments, the response module 4552 is further configured to display an extraction control for extracting the virtual appearance in the resource display interface; in response to a trigger operation on the extraction control, perform an extraction operation on the virtual appearance, and display the number of extractions of the virtual appearance; wherein different extraction count ranges correspond to different target states. The response module 4552 is further configured to respond to a trigger operation on the state switching control, control the at least one virtual character to switch synchronously from the first state to the target state, and use the target state as the second state, wherein the target state corresponds to the target number interval in which the number of extractions is located.
[0356] In some embodiments, the response module 4552 is further configured to display trial controls for the virtual appearance in the resource display interface; in response to a trigger operation on the trial controls, switch the resource display interface to the trial display interface; in the trial display interface, display the virtual character equipped with the virtual appearance, and display operation controls for the virtual character, the operation controls including at least one of the following: a skill release control for controlling the virtual character to release virtual skills, and an action execution control for controlling the virtual character to perform actions.
[0357] In some embodiments, the response module 4552 is further configured to display a match preview control in the resource display interface; in response to a trigger operation on the match preview control, switch the resource display interface to the match preview interface; and in the match preview interface, display the virtual character equipped with the virtual appearance in the virtual scene corresponding to the match.
[0358] In some embodiments, the display module 4551 is further configured to, when the virtual character is in the second state, display explanatory information corresponding to each of the target parts in the associated area of at least one target part pre-configured in the virtual appearance; and display a corresponding magnification control in the associated area of each explanatory information, the magnification control being used to magnify the target part.
[0359] In some embodiments, the display module 4551 is further configured to switch the first background of the resource display interface to the second background and display the corresponding background switching process when the at least one virtual character switches from the first state to the second state; the first background corresponds to the first state and the second background corresponds to the second state.
[0360] In some embodiments, the virtual character in the first state is in an unselectable state, and the number of virtual characters is multiple. The response module 4552 is further configured to control each virtual character to be in an selectable state when all the virtual characters are in the second state; control the selected virtual character to be in a selected state in response to a selection operation on the virtual character; if the number of selected virtual characters is multiple, display a comparison control, which is used to compare and display the virtual appearances equipped by the selected virtual characters respectively; and highlight the virtual appearances equipped by the selected virtual character in response to a trigger operation on the comparison control, and display comparison information between the virtual appearances.
[0361] In some embodiments, the display module 4551 is further configured to display a generation control in the resource display interface, the generation control being used to generate shareable content; The response module 4552 is further configured to generate at least one of the following sharing contents in response to a trigger operation on the generation control: a video of a corresponding state switching process, and an image of a virtual character in the first state and the second state; and to share the sharing contents in response to a sharing instruction on the sharing contents after the sharing contents are generated.
[0362] In some embodiments, the response module 4552 is further configured to display a sound effect preview control in the resource display interface; in response to a trigger operation on the sound effect preview control, control the virtual character equipped with the virtual appearance to perform a sound effect display action; during the process of the virtual character performing the sound effect display action, play a display sound effect corresponding to the virtual appearance, and display a visual prompt corresponding to the display sound effect.
[0363] In some embodiments, the response module 4552 is further configured to, in response to a trigger operation on the state switching control, display a scene setting control in the resource display interface before controlling the at least one virtual character to switch from a first state to a second state. The scene setting control is used to set the scene for state switching, and different states correspond to different scenes. In response to a scene setting instruction triggered on the scene setting control, display the target scene set by the scene setting instruction. The response module 4552 is also configured to respond to a trigger operation on the state switching control and control the at least one virtual character to synchronously switch from the first state to the second state in the target scene.
[0364] In some embodiments, the response module 4552 is further configured to display a queue display control in the resource display interface; in response to a trigger operation on the queue display control, arrange the multiple virtual characters into a target display queue; and during the formation of the target display queue, display the process of the multiple virtual characters moving to their respective queue positions.
[0365] In some embodiments, the response module 4552 is further configured to display at least one mode control corresponding to a candidate lighting mode in the resource display interface; in response to a trigger operation on a target mode control among the at least one mode control, determine the candidate lighting mode corresponding to the target mode control as the target lighting mode, switch the current lighting mode of the resource display interface to the target lighting mode, and display the lighting switching process, wherein the lighting switching process is characterized by at least one of the following: lighting direction, lighting color, and lighting intensity; and under the target lighting mode, display at least one of the following corresponding to the virtual appearance: reflection effect, shadow effect, and light transmission effect.
[0366] In some embodiments, the response module 4552 is further configured to display a split display control in the resource display interface; in response to a trigger operation on the split display control, split the virtual appearance into multiple virtual components, and display the disassembly process of the multiple virtual components moving in different directions by the virtual character; after the multiple virtual components move to the corresponding component display position, display the corresponding component description information in the associated area of each virtual component.
[0367] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual appearance display method provided in this application embodiment, for example, such as... Figure 3 The method for displaying a virtual appearance is shown. The processor of an electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual appearance display method described above in the embodiments of this application.
[0368] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual appearance display method provided in this application. For example, ... Figure 3 The method for displaying the virtual appearance shown.
[0369] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0370] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0371] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be part of a file of other programs or data, such as in one or more scripts stored in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files storing one or more modules, subroutines, or code sections).
[0372] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0373] The virtual appearance display method provided in this application embodiment can display at least one virtual character equipped with a virtual appearance in the resource display interface of a virtual scene, and display a state switching control for the virtual character. Different virtual characters are equipped with different virtual appearances. In response to the trigger operation of the state switching control, at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to different display states of the virtual appearance.
[0374] The virtual appearance display method provided in this application embodiment can control each virtual character to switch from a first state to a second state through a state switching control, and dynamically display the corresponding state switching process. By uniformly controlling the state switching timing and display state switching process of each virtual character, the display continuity of the resource display interface is improved, the number of user operations can be reduced, the processing overhead caused by interface switching and repeated rendering can be reduced, the display efficiency of virtual appearance can be improved, and the display methods of virtual appearance can be enriched, the interaction methods between users and at least one virtual character equipped with virtual appearance can be enriched, and the human-computer interaction efficiency can be improved.
[0375] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for displaying a virtual appearance, characterized in that, The method includes: In the resource display interface of the virtual scene, at least one virtual character equipped with a virtual appearance is displayed, and a state switching control for the virtual character is also displayed; wherein, different virtual characters are equipped with different virtual appearances; In response to a trigger operation on the state switching control, the at least one virtual character is controlled to switch from a first state to a second state, and the corresponding state switching process is displayed. The different states of the virtual character correspond to the different display states of the virtual appearance.
2. The method according to claim 1, characterized in that, The step of controlling at least one virtual character to switch from a first state to a second state in response to a trigger operation on the state switching control, and displaying the corresponding state switching process, includes: In response to a press operation on the state switching control, the state switching control is controlled to be in a selected state; During the pressing operation, in response to a sliding operation on the selected state switching control, the selected state switching control is controlled to move following the sliding operation. As the selected state switching control moves, the state switching process of the at least one virtual character from the first state to the second state is displayed; If the selected state switching control moves to the target position and the sliding operation is released, then the at least one virtual character is controlled to switch from the first state to the second state.
3. The method according to claim 2, characterized in that, The process of displaying the state transition of at least one virtual character from a first state to a second state during the movement of the selected state switching control includes: As the selected state switching control moves, as the distance between the selected state switching control and the target position decreases, for each virtual character, the opacity of the virtual character in the first state is gradually reduced to a first opacity threshold, and the opacity of the virtual character in the second state is gradually increased to a second opacity threshold, wherein the second opacity threshold is greater than the first opacity threshold.
4. The method according to claim 2, characterized in that, The selected state switching control has a corresponding first movement trajectory; the state switching process of displaying the at least one virtual character switching from the first state to the second state during the movement of the selected state switching control includes: During the movement of the selected state switching control, a switching progress prompt is displayed to indicate the current state switching progress. The current state switching progress is positively correlated with the movement progress, and the movement progress is the progress of the state switching control moving according to the first movement trajectory. According to the current state switching progress, the process of at least one virtual character switching from the first state to the second state is displayed.
5. The method according to claim 2, characterized in that, The process of displaying the state transition of at least one virtual character from a first state to a second state during the movement of the selected state switching control includes: Obtain the starting screen coordinates corresponding to the press operation, and the movement distance threshold corresponding to the state switching control; During the execution of the sliding operation, the current screen coordinates corresponding to the sliding operation are obtained; Determine the displacement between the starting screen coordinates and the current screen coordinates in a preset movement direction, and determine the state mixing parameters based on the displacement and the movement distance threshold; Based on the state mixing parameters, the current state of the at least one virtual character is determined, and the state switching process of the at least one virtual character from the first state to the second state is displayed based on the current state.
6. The method according to claim 5, characterized in that, The state of the virtual character is represented by its position in the resource display interface. Determining the current state of the at least one virtual character based on the state mixing parameters includes: For each virtual character, obtain the first position corresponding to the virtual character when it is in the first state, and the second position corresponding to the virtual character when it is in the second state; The first position and the second position are interpolated according to the state mixing parameters to obtain the current position of the virtual character in the resource display interface, and the current position is used to represent the current state of the virtual character.
7. The method according to claim 5, characterized in that, The state of the virtual character is represented by the actions performed by the virtual character. Determining the current state of the at least one virtual character based on the state mixing parameters includes: For each virtual character, obtain the first action corresponding to the virtual character in the first state, and the second action corresponding to the virtual character in the second state; Based on the state mixing parameters, the weights of the first action and the second action are determined. Based on the weight of the first action and the weight of the second action, the current action performed by the virtual character is determined, and the current action is used to represent the current state of the virtual character.
8. The method according to claim 1, characterized in that, The first state is different from the second state, and the method further includes: For each of the virtual characters, the virtual character in the first state differs from the virtual character in the second state in at least one of the following ways: The display effects of the virtual character, the actions performed by the virtual character, and the position of the virtual character in the resource display interface.
9. The method according to claim 1, characterized in that, The state of the virtual character is represented by its position in the resource display interface, and the corresponding state switching process includes: The display shows the movement process of the virtual character starting from the starting position in the resource display interface, moving along a pre-set second movement trajectory to the ending position in the resource display interface, and the movement process is used as the state switching process of the virtual character; The starting position corresponds to the first state, and the ending position corresponds to the second state.
10. The method according to claim 9, characterized in that, The number of virtual characters is multiple, and each virtual character has a one-to-one corresponding second movement trajectory. The multiple second movement trajectories form a pre-set pattern, and the edges of the pattern include pre-set target points; the method further includes: After the target virtual character among the multiple virtual characters moves to the target point, a purchase control for the target virtual character is displayed; The purchase control is used to purchase at least one of the following: the target virtual character and the virtual appearance equipped by the target virtual character.
11. The method according to claim 1, characterized in that, The number of virtual characters is multiple, and the method further includes: When the corresponding state switching process is displayed, if the character models corresponding to different virtual characters collide in the virtual scene, and the display areas of the collided character models overlap, then the target effect is displayed in the overlapping area.
12. The method according to claim 11, characterized in that, The different virtual characters include a first virtual character and a second virtual character, and the method further includes, before displaying the target effect at the overlapping portion: Obtain the depth texture generated based on the character model of the first virtual character; During the rendering of the character model of the second virtual character, the screen pixels covered by the character model of the second virtual character after being projected onto the resource display interface are determined as candidate pixels; For each candidate pixel, the first depth of the character model of the first virtual character at the candidate pixel is obtained from the depth texture, and the second depth of the character model of the second virtual character at the candidate pixel is obtained. Calculate the depth difference between the first depth and the second depth, and determine the overlapping part of the character model display area corresponding to the collision based on candidate pixels whose depth difference is less than a preset depth threshold.
13. The method according to claim 1, characterized in that, The state of the virtual character is represented by the actions performed by the virtual character, and the method further includes: When the virtual character is in the first state, a screen showing the virtual character performing a first action is displayed; when the virtual character is in the second state, a screen showing the virtual character performing a second action is displayed; wherein, the first action and the second action are actions corresponding to different virtual skills of the virtual character, or are different sub-actions included in the same virtual skill of the virtual character.
14. The method according to claim 1, characterized in that, The method further includes: The resource display interface shows an extraction control for extracting the virtual appearance; In response to a trigger operation on the extraction control, an extraction operation on the virtual appearance is performed, and the number of extractions of the virtual appearance is displayed. Different sampling number ranges correspond to different target states; The step of controlling the at least one virtual character to switch from a first state to a second state in response to a trigger operation on the state switching control includes: In response to a trigger operation on the state switching control, the at least one virtual character is controlled to switch from the first state to the target state, and the target state is used as the second state, wherein the target state corresponds to the target number interval in which the number of extractions is located.
15. The method according to claim 1, characterized in that, The method further includes: The resource display interface shows a trial control for the virtual appearance; In response to a trigger operation on the trial control, the resource display interface is switched to the trial display interface; The trial demonstration interface displays the virtual character equipped with the virtual appearance and displays operation controls for the virtual character. The operation controls include at least one of the following: a skill release control for controlling the virtual character to release virtual skills, and an action execution control for controlling the virtual character to perform actions.
16. The method according to claim 1, characterized in that, The method further includes: A match preview control is displayed in the resource display interface; In response to a trigger operation on the game preview control, the resource display interface is switched to the game preview interface; In the game preview interface, the virtual character equipped with the virtual appearance is displayed in the virtual scene corresponding to the game.
17. The method according to claim 1, characterized in that, The method further includes: When the virtual character is in the second state, in the associated area of at least one target part pre-configured in the virtual appearance, explanatory information corresponding to each target part is displayed; In each associated area of the explanatory information, a corresponding zoom control is displayed, which is used to zoom in on the target area.
18. The method according to claim 1, characterized in that, The method further includes: When the control of at least one virtual character switches from a first state to a second state, the first background of the resource display interface is switched to the second background, and the corresponding background switching process is displayed; The first background corresponds to the first state, and the second background corresponds to the second state.
19. The method according to claim 1, characterized in that, The virtual character in the first state is in an unselectable state, and the number of virtual characters is multiple. The method further includes: When multiple virtual characters are in the second state, each virtual character is controlled to be in an optional state. In response to a selection operation on the virtual character, the selected virtual character is controlled to be in a selected state; If multiple virtual characters are selected, a comparison control is displayed, which is used to compare and display the virtual appearances equipped by the selected virtual characters respectively; In response to a trigger operation on the comparison control, the virtual appearance equipped on the selected virtual character is highlighted, and comparison information between the virtual appearances is displayed.
20. The method according to claim 1, characterized in that, The method further includes: A generation control is displayed in the resource display interface, and the generation control is used to generate shareable content; After controlling the at least one virtual character to switch from the first state to the second state, the method further includes: In response to a trigger operation on the generation control, at least one of the following sharing contents is generated: a video of the corresponding state switching process, and an image of a virtual character in the first state and the second state; Once the shared content is generated, the shared content is shared in response to the sharing instruction for the shared content.
21. The method according to claim 1, characterized in that, The method further includes: A sound effect preview control is displayed on the resource display interface; In response to a trigger operation on the sound effect preview control, the virtual character equipped with the virtual appearance is controlled to perform a sound effect display action; During the process of the virtual character performing the sound effect demonstration action, the display sound effect corresponding to the virtual appearance is played, and the visual cues corresponding to the display sound effect are displayed.
22. A virtual appearance display device, characterized in that, The device includes: The display module is used to display at least one virtual character equipped with a virtual appearance in the resource display interface of the virtual scene, and to display a state switching control for the virtual character; wherein, different virtual characters are equipped with different virtual appearances; The response module is used to respond to a trigger operation on the state switching control, control the at least one virtual character to switch from a first state to a second state, and display the corresponding state switching process; The different states of the virtual character correspond to the different display states of the virtual appearance.
23. An electronic device, characterized in that, The electronic device includes: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the virtual appearance display method according to any one of claims 1 to 21.
24. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the virtual appearance display method according to any one of claims 1 to 21 is implemented.
25. A computer program product comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or computer program are executed by a processor, the method for displaying the virtual appearance as described in any one of claims 1 to 21 is implemented.
