A game character control method and related device

CN122998734APending Publication Date: 2026-10-30SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Application Number
CN202510573836.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

[0004]但是,这种同时控制游戏角色的姿态与位置的方式,使得游戏角色的控制效果不足,需要响应大量无效控制操作,降低了系统资源的响应效率

Benefits of technology

[0020]由上述技术方案可以看出,在游戏场景中,不可视的胶囊体用于标识游戏角色在游戏场景中的位置,可视的角色模型用于体现出游戏角色的外形和姿态,在玩家控制游戏角色在游戏场景中的移动过程中,如果从第一移动状态改为移动速度较快的第二移动状态时,为了提升游戏角色的运动表现,将沿着移动方向将角色模型的基准点从第一位置调整至第二位置,由于基准点用于将胶囊体和角色模型进行位置同步,加之高速移动时角色模型会出现前倾状态,将基准点调整到移动方向更靠前的位置,角色模型前倾部分和胶囊体能有更好的位置同步效果,提升了移动起步控制响应速度。当获取移动停止操作时,作为游戏角色位置基准的胶囊体会立刻停止,以让游戏角色准确停在玩家操作意图的位置,同时基准点在角色模型上的位置会向回调整到第三位置,角色模型可在第二位置和第三位置的间距内做出合理的止步动作,避免出现违反常识的停止动作。通过让胶囊体对移动控制上即刻响应,并配合角色模型上基准点位置的合理调整,能够让玩家实现令行禁止的操作手感,同时在角色模型的视觉表现上也更有动作流畅性和合理性。有效降低了玩家出现误操作或因为误操作导致更多额外补救操作的情况,由此节省了游戏系统对上述操作的响应资源,提升了游戏系统的资源利用率。

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Abstract

The application discloses a game control method and related device, when a player controls a game character to switch to a moving state with a faster moving speed, the position of a reference point on a character model is adjusted along the moving direction. Since the reference point is used for position synchronization between a capsule and the character model, and the character model will appear in a forward-leaning state when moving at a high speed, the reference point is adjusted to a position more forward along the moving direction, the character model forward-leaning part and the capsule can have a better position synchronization effect, and the moving start control response speed is improved. When a moving stop operation is acquired, the capsule immediately stops, so that the game character is accurately stopped at a position of a player operation intention, and the position of the reference point on the character model is recalled along the reverse direction of the moving direction, so that the character model is prevented from appearing in a stop action violating common sense. Therefore, the player can realize the operation feeling of the forbidden operation, and the visual performance of the character model is more smooth and reasonable.
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Description

Technical Field

[0001] This application relates to the field of data processing, and in particular to a method and apparatus for controlling game characters. Background Technology

[0002] In some virtual space-based games, players can explore virtual game environments by controlling game characters. To provide players with a realistic and immersive exploration experience, game characters are usually designed with diverse movements to ensure that their actions reflect the player's intentions.

[0003] In related technologies, a connection can be established between the player and the game character based on the player's operation. The player's input can be used to adjust the posture and position of the game character, thereby controlling the behavior of the game character.

[0004] However, this method of simultaneously controlling the game character's posture and position results in insufficient control over the character, requiring responses to a large number of invalid control operations and reducing the responsiveness of system resources. Summary of the Invention

[0005] To address the aforementioned technical issues, this application provides a game character control method and related device that achieves a "command-and-restraint" visual effect, avoiding player misoperation and unauthorized operation, thereby effectively saving game system resources.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] On one hand, this application provides a method for controlling a game character, the method comprising:

[0008] When a game character is in its first moving state in the game scene, a reference point is determined in the character model of the game character that is associated with the capsule body of the game character. In the game scene, the position of the reference point changes with the position of the center point of the capsule body.

[0009] In response to the game character's movement state changing from a first movement state to a second movement state, the reference point of the character model is adjusted from a first position to a second position along the movement direction, and the movement speed of the game character in the second movement state is higher than the movement speed in the first movement state.

[0010] In response to a movement stop operation on the game character, the capsule body is stopped in the game scene, and the reference point of the character model is adjusted from the second position to the third position in the opposite direction of the movement direction.

[0011] On the other hand, embodiments of this application provide a game control device, the device including a determining unit and a controlling unit:

[0012] The determining unit is used to determine a reference point in the character model of the game character associated with the capsule body of the game character when the game character is in a first moving state in the game scene. In the game scene, the position of the reference point changes with the position of the center point of the capsule body.

[0013] The control unit is configured to, in response to the game character's movement state changing from a first movement state to a second movement state, adjust the reference point of the character model from a first position to a second position along the movement direction, wherein the movement speed of the game character in the second movement state is higher than the movement speed in the first movement state.

[0014] The control unit is also configured to, in response to a movement stop operation on the game character, stop the capsule in the game scene and adjust the reference point of the character model from the second position to the third position in the opposite direction of the movement direction.

[0015] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory:

[0016] The memory is used to store computer programs;

[0017] The processor is configured to execute the methods described above according to the computer program.

[0018] On the other hand, embodiments of this application provide a computer-readable storage medium for storing a computer program that, when executed by a computer device, implements the methods described above.

[0019] On the other hand, embodiments of this application provide a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the methods described above.

[0020] As can be seen from the above technical solution, in the game scene, the invisible capsule is used to identify the position of the game character, while the visible character model is used to represent the character's appearance and posture. When the player controls the character's movement in the game scene, if the player changes from the first movement state to a faster second movement state, to improve the character's movement performance, the reference point of the character model will be adjusted from the first position to the second position along the movement direction. Since the reference point is used to synchronize the position of the capsule and the character model, and the character model tends to lean forward during high-speed movement, adjusting the reference point to a position further forward in the movement direction allows for better synchronization between the leaning part of the character model and the capsule, improving the response speed of movement start control. When a movement stop operation is received, the capsule, serving as the reference point for the game character's position, will immediately stop, allowing the game character to accurately stop at the position intended by the player. Simultaneously, the position of the reference point on the character model will be adjusted back to the third position. The character model can then make a reasonable stopping action within the distance between the second and third positions, avoiding any stopping actions that violate common sense. By enabling the capsule to respond instantly to movement controls and coordinating with the reasonable adjustment of the reference point position on the character model, players can achieve a precise and responsive control experience. This also results in smoother and more realistic animations in the character model's visual presentation. It effectively reduces the likelihood of player misoperations or the need for additional corrective actions due to misoperations, thereby conserving the game system's resources for responding to such actions and improving the game system's resource utilization. Attached Figure Description

[0021] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0022] Figure 1 A schematic diagram of a computer system for a game character control method provided in an embodiment of this application;

[0023] Figure 2 This is a schematic diagram illustrating an application scenario of a game character control method provided in an embodiment of this application;

[0024] Figure 3 A flowchart illustrating a game character control method provided in an embodiment of this application;

[0025] Figure 4 One of the schematic diagrams of the capsule body of the game character provided in the embodiments of this application;

[0026] Figure 5A second schematic diagram of the capsule body of the game character provided in the embodiments of this application;

[0027] Figure 6 A schematic diagram illustrating the interaction between a game character and a game scene, provided as an embodiment of this application;

[0028] Figure 7 One of the comparative diagrams before and after adjusting the reference point provided in the embodiments of this application;

[0029] Figure 8 A second comparative diagram showing the adjustment of the reference point before and after, provided for an embodiment of this application;

[0030] Figure 9 One of the schematic diagrams provided for an embodiment of this application is a buffer distance;

[0031] Figure 10 A second schematic diagram illustrating a buffer distance provided in an embodiment of this application;

[0032] Figure 11 A third schematic diagram illustrating a buffer distance provided in an embodiment of this application;

[0033] Figure 12 A schematic diagram of a stop animation provided in an embodiment of this application;

[0034] Figure 13 A comparative schematic diagram of a steering method provided in an embodiment of this application;

[0035] Figure 14 A schematic diagram illustrating the tilt angle of a character model provided in an embodiment of this application;

[0036] Figure 15 This application provides a schematic diagram of a starting posture during a turn-start.

[0037] Figure 16 A schematic diagram illustrating a preparatory landing action provided in this application;

[0038] Figures 17a-17c This application provides a schematic diagram of a climbing action under obstacles of different heights.

[0039] Figure 18a and Figure 18b A schematic diagram illustrating different virtual camera perspectives provided in an embodiment of this application;

[0040] Figure 19 A device structure diagram of a game control device provided in an embodiment of this application;

[0041] Figure 20 A structural diagram of a terminal device provided in an embodiment of this application;

[0042] Figure 21 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation

[0043] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0044] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0045] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.

[0046] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0047] To facilitate understanding of the technical solutions of this application, some technical terms involved in the embodiments of this application will be briefly introduced below.

[0048] (1) Game scene: This is the scene displayed (or provided) by the application when it runs on the terminal. The game scene can be a simulation of a real scene, a semi-simulated and semi-fictional scene, or a purely fictional scene. The game scene can be any of the following: two-dimensional game scene, 2.5-dimensional game scene, and three-dimensional game scene. This application does not limit this.

[0049] (2) Game Character: Refers to a virtual, movable object in a game scene. This movable object is a collaborative whole composed of a character model and a capsule body. It can be a simulated human character, an anime character, or other virtual character with similar or identical human-like movements. The center position of the character model (mainly referring to a point near the waist or hips) is linked to the center position of the capsule body, thus forming a binding relationship between the two. During gameplay, the capsule body controls the position of the game character in the game scene, while the character model mainly controls the posture of the game character, thus jointly controlling the behavior of the game character based on player input. The game character can be a two-dimensional, 2.5-dimensional, or three-dimensional game character; this application does not limit this. The dimensions of the game character can be flexibly adjusted based on the dimensions of the game scene to provide players with an immersive gaming experience.

[0050] (3) Responding to: used to indicate the conditions or states on which the operation is performed. When the conditions or states on which the operation is performed are met, one or more operations 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.

[0051] In related technologies, the behavior of game characters can be controlled based on player input. For example, when a player intends to move or stop a character model, the posture and position of the character model can be synchronously adjusted based on the binding relationship between the character model and the capsule body, through the player's input of a movement or stop operation, so as to realize the movement or stop of the game character.

[0052] However, the changes in the character model's posture and the game character's position in the game scene interact, resulting in poor visual effects during changes in the game character's movement state. For example, when the game character switches from a stationary to a running posture, the capsule immediately responds, controlling the game character's position in the game scene. However, because the character model and the capsule are attached to the waist or hips of the character model, the waist or hips of the character model will move immediately, making it impossible for the character model to make a reasonable acceleration posture. When the game character stops, if the capsule immediately stops, the waist or hips of the associated character model also immediately stop moving. The character model will rotate around the waist or hips from a forward-leaning posture during movement to an upright posture, thus making the forward-leaning part of the character model appear to move in the opposite direction of the movement. In related technologies, To make the character model's stopping process more natural, the capsule moves a certain distance in the direction of movement. During this distance, the forward-leaning part of the character model stops moving, and the waist or hips of the character model associated with the capsule follow the forward-leaning part in a reasonable posture. However, this method makes the final stopping position of the game character different from the position of the player's intention, thus failing to provide the user with a "command-and-restraint" visual presentation effect. This results in insufficient control of the game character, which may lead to additional misoperations or remedial operations by the player, such as controlling the game character to continue moving to the intended stopping position after stopping. This requires the system to respond to a large number of invalid control operations, reducing the responsiveness of system resources.

[0053] Based on this, the embodiments of this application control the position of the game character through a capsule body and control the posture of the game character through a character model. During the switching of movement states, the position synchronization effect of the capsule body and the character model is improved by changing the position of the associated points of the capsule body and the character model. This helps to improve the response speed of the game system to the control operation of the game character and the visual performance of the game character, thereby avoiding the player inputting a large number of invalid control operations and effectively improving the resource utilization of the game system.

[0054] To facilitate understanding of the game character control method provided in the embodiments of this application, the computer system of the game character control method will be described first below.

[0055] See Figure 1 This figure is a schematic diagram of a computer system for a game character control method provided in an embodiment of this application. The computer system 100 includes multiple terminal devices 110 and a server 120. The terminal devices 110 and the server 120 can communicate directly or indirectly through a communication network, which is not limited herein.

[0056] The communication network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network, or any combination of virtual private network. In some embodiments, custom or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0057] Terminal devices include, but are not limited to, mobile phones, computers, smart voice interaction devices, smart home appliances, in-vehicle terminals, aircraft, and Extended Reality (XR) devices (such as those from IEG's Youmofang Studio, TiMi Studio, Photon Studio, Aurora Studio, and NExT Studios). The terminal has applications installed and running that support game scenes, such as applications supporting 3D game scenes. This application can be any of the following: virtual reality application, 3D map application, massively multiplayer online role-playing game (MMORPG), simulation game (SLG), third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena (MOBA) game, party casual game, tower defense game, or social game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application. Furthermore, this application does not limit the form of the target application, including but not limited to applications (Apps) installed on terminal devices, mini-programs, etc., and may also be in the form of web pages.

[0058] Those skilled in the art will understand that the number of the aforementioned terminal devices can be more or less. For example, there may be only one terminal device, or there may be dozens or hundreds of terminal devices, or even more. This application does not limit the number or type of terminal devices.

[0059] A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services such as cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data. The server can be a backend server for the aforementioned target application, providing backend services to the client of the target application.

[0060] To facilitate understanding of the game character control method provided in this application embodiment, the following example uses a terminal device as the execution subject of the game character control method to illustrate the application scenarios of the game character control method.

[0061] See Figure 2 This figure is a schematic diagram illustrating an application scenario of a game character control method provided in an embodiment of this application. Figure 2 In this application scenario, a terminal device 210 is included.

[0062] Terminal device 210 can receive movement operation instructions for game characters, including changing the movement state of the game character from a first movement state to a second movement state, and movement stop operation.

[0063] When the game character is in a first moving state, such as a stationary state, in a moving scene, the terminal device 210 determines a reference point in the game character's character model that is associated with the game character's capsule body. This reference point is located at a first position on the character model, namely the waist position on the character model.

[0064] Terminal device 210 responds to the game character's movement state changing from a first movement state to a second movement state, that is, responding to the game character changing from a stationary state to a running state (in the diagram, the change in the game character's position during the change of movement state is shown by the change from position A to position B through the center of the bottom surface of the capsule, i.e., the Root point). Along the direction of movement, that is, the direction in which the character model leans forward, the reference point of the character model is adjusted from the first position to the second position (the position of the upper neck of the character model). During this process, the character model can adapt to the position of the capsule with a gradually forward-leaning posture, so that the forward-leaning part of the character model and the capsule have a better position synchronization effect, thereby improving the control response speed during acceleration.

[0065] Terminal device 210 responds to a movement-stop operation on the game character by stopping the capsule in the game scene, allowing the game character to accurately and quickly stop at the position intended by the player's operation (represented by position B of the Root point on the capsule in the game scene). This achieves a rapid response to the movement-stop operation. During the game character's stop, the reference point of the character model is adjusted from the second position to the third position in the opposite direction of movement (at this time, the third position is the same as the first position because the game character's first movement state is also a stationary state). Since the second position is closer to the forward-leaning direction of the character model than the third position during the stop, the distance between the second and third positions can serve as a buffer distance for the character model to adjust its posture, allowing the waist of the character model to gradually follow the forward lean, thus presenting a reasonable stopping action and reaching a stationary state.

[0066] In this example, since the first movement state is a stationary state, which is the same as the state of the game character after the movement stops, the first position and the third position are the same in this example.

[0067] Therefore, based on the capsule, the position of the game character in the game scene can be controlled. The appearance and posture of the game character can be displayed through the visual character model. It responds to the game character changing from the first movement state to the second movement state and to the movement stop operation of the game character. Through the rapid response of the capsule to the movement control operation, and combined with the adjustment of the position of the connection point between the character model and the capsule, players can achieve a sense of control that is precise and decisive. At the same time, the visual performance is more fluid and reasonable. This effectively avoids the situation of players making mistakes or extra corrective operations, saves the response resources of the game system, and effectively improves the resource utilization rate.

[0068] The game character control method provided in this application embodiment can be executed by a terminal device. However, in other embodiments of this application, the game character control method provided in this application embodiment can also be executed by a server, or jointly executed by a terminal device and a server. This embodiment does not limit this to any particular method.

[0069] The following describes in detail a game character control method provided in this application through method embodiments.

[0070] See Figure 3 This figure is a schematic flowchart illustrating a game character control method provided in an embodiment of this application. The method can be executed by a computer device; in this embodiment, the computer device is described as a terminal device. Figure 3 As shown, the game character control method includes S301-S303.

[0071] S301: When a game character is in its first moving state in the game scene, determine the reference point in the game character's character model that is associated with the game character's capsule body.

[0072] Movement state refers to the relevant posture of the game character based on player input and interaction between the game character and the game scene. Examples include idle, stationary, walking, running, sprinting, jumping, gliding, vaulting, climbing, falling, gliding, and wall-running. Idle state can be further divided into casual idle state and combat idle state. The movement states of the game character in this application embodiment include, but are not limited to, the examples above. To enhance the expressiveness of the game character, different movement states have unique and logical posture designs. For example, when stationary or in idle state, the game character is in an upright posture; when running or sprinting, the upper part of the game character (e.g., head, neck, chest, back, or arms) may have a noticeable forward-leaning posture. The first movement state refers to any one of the above movement states, and this application does not limit this.

[0073] To enhance the realism and immersion of the game, this application designed movement parameters for different game characters under various movement states. For example, game characters are divided into four body types: adult male, adult female, teenage boy, and teenage girl. The movement speed of an adult male is 1.78 m / s when walking on normal ground, 4.75 m / s when running, and 6.75 m / s when sprinting. There are slight differences in movement speed between adult males and other body types. Movement speed refers to horizontal movement speed; when the game character is on a sloped surface, the movement speed is adjusted based on the character's horizontal movement speed.

[0074] When game characters move, the overall rhythm can be controlled through a stamina element. The principle behind the stamina element design is to restore stamina when the character's actions do not consume stamina. For example, if a game character is in the first moving state on a smooth surface, stamina can gradually recover from 100 to 200. Special handling is applied to stamina-consuming actions such as jumping or climbing.

[0075] To better smooth the vertical movement of game characters in the game scene, this application separates the game character from the game scene representation into a character model and a capsule body. The character model is a mesh that displays the game character in the game scene, used to represent the character's appearance and posture. The capsule body is a capsule-shaped virtual geometry used for physics engine logic processing of the game character in the game scene, enabling interaction with the game scene.

[0076] The terminal device can determine the horizontal position of the game character in the game scene based on the physics engine and the physics engine logic processing results of the capsule. The character model shares a horizontal position with the capsule, meaning the horizontal position of the character model and the capsule is the same, allowing the terminal device to display the character model at a location consistent with the physical collision results. However, to reduce frequent vertical jolting of the game character, the vertical position of the character model is not synchronized with the capsule.

[0077] The horizontal and vertical directions mentioned here are determined based on the movement plane of the game scene. The movement plane of the game scene is the ground structure supporting the game character, and its definition is similar to that of the real world, generally located below the game scene. In some possible game scenarios, the direction of gravity may change. In this case, the movement plane in the game scene will change accordingly, which will not be elaborated upon here.

[0078] The position of the reference point is relative to the character model. It is a point on the character model and is associated with the center of the capsule, thus binding the character model and the capsule. Since the position of the reference point is associated with the center of the capsule, it changes with the position of the capsule's center point in the game scene. Therefore, the posture and position of the game character can be synchronously controlled based on the manipulation of the character model and the capsule.

[0079] In related technologies, the center position of the character model (such as a point near the waist or hip) is usually used as the fixed position of the reference point. The reference point is associated with the center position of the capsule body. Specifically, the reference point and the center position of the capsule body are the same in the horizontal position of the game scene in any movement state of the game character.

[0080] To achieve better visual synchronization between the game character's posture and position, the position of the reference point on the character model is variable. In this embodiment, the position of the reference point on the character model varies depending on the character's forward-leaning posture under different movement states. Specifically, in the game scene, the greater the degree of forward lean of the character model, the closer the reference point is to the forward-leaning direction on the character model, thus achieving better synchronization between the game character's forward-leaning portion and the capsule body.

[0081] As an example, when the game character's first movement state is normal walking, the character is in an upright posture, and the reference point associated with the capsule in the character model is located at the center of the character model. (Reference) Figure 4As shown, this is one of the schematic diagrams of the reference point position provided in the embodiments of this application. When the game character is in a walking state, the position near the waist and hips on the character model is the position of the reference point associated with the center position of the capsule body.

[0082] As another example, when a game character's first movement state is running or sprinting, its character model has a forward-leaning posture, with the reference point positioned on the character model close to the forward-leaning direction. (Reference) Figure 5 As shown, this is a second schematic diagram of the reference point position provided in the embodiment of this application. When the game character is in a running state, the position of the reference point associated with the capsule body is close to the neck position of the character model. The hands and head of the character model in a forward-leaning posture are located in the capsule body.

[0083] S302: In response to the game character's movement state changing from the first movement state to the second movement state, adjust the reference point of the character model from the first position to the second position along the movement direction.

[0084] In this application, the movement speed of a game character in the second movement state is higher than that in the first movement state. To ensure that some of the character's movements conform to physical principles, the higher the character's movement speed, the more pronounced the forward lean of the character model. Therefore, the character model in the second movement state leans forward more than in the first movement state. For example, if the first movement state is stationary, idle, or walking, the second movement state may be running or sprinting; if the first movement state is running, the second movement state may be sprinting, and so on. This application does not restrict how the player triggers the change of movement state. For example, the player can trigger the sprinting state by holding down the dodge button for more than 0.2 seconds, thus switching from running to sprinting.

[0085] This application directly adjusts the game character's movement speed to the sprint speed when the character transitions from a dodge to a sprint, ensuring a smooth transition without abrupt changes in speed. Specifically, at the transition point from dodge to sprint, the character's movement speed is the same as or close to that of the sprint state, reducing any sense of abruptness for the player. Furthermore, since the dodge animation is exaggerated, fast, and has dramatic effects, differing significantly from normal movement, posesearch technology is used to seamlessly blend the character's movement with the sprint state's posture upon completion of the dodge.

[0086] The direction of movement refers to the direction in which the game character's model leans forward. As the game character changes from the first movement state to the second movement state, the torso of its model leans forward, and the direction of movement changes accordingly.

[0087] The first position and the second position refer to their relative positions on the character model. The first position is the location of the reference point on the character model in the first movement state, and the second position is the location of the reference point on the character model in the second movement state. The positions of the reference point in different movement states have been illustrated above and will not be repeated here.

[0088] In this embodiment, the first position and the second position are located differently on the character model based on the difference in the degree of forward tilt between the first and second movement states. Since the degree of forward tilt is greater in the second movement state, in order to avoid unreasonable posture changes caused by the instantaneous change in the waist or hips of the character model with the capsule body position during the aforementioned movement acceleration process, the second position is shifted forward in the movement direction compared to the first position.

[0089] As the game character changes its movement state, the reference point is gradually adjusted from a first position to a second position along the forward tilt of the character model. This ensures that as the reference point's position on the character model changes, the forward tilt of the character model synchronizes with the position of the capsule, resulting in a better acceleration effect. Furthermore, the adjusted capsule's edge is closer to the forward tilt of the character model. When moving in the second movement posture and encountering obstacles, this effectively prevents clipping issues for critical parts such as hands or the head, ensuring more natural and realistic physical interactions for the game character.

[0090] refer to Figure 6 The diagram shown is a schematic diagram of the interaction between a game character and a game scene provided in an embodiment of this application. In this diagram, the reference point associated with the center position of the capsule is adjusted to the neck of the character model, so that the edge of the capsule wraps around the head and neck of the character model. When the capsule performs physical collision detection with the game scene, the visual appearance of the game character's head and neck entering the wall is avoided.

[0091] As an example, if a character model transitions from a standby state to a forward running state, the position of the reference point is gradually adjusted along the direction of movement from the center of the character model to the second position the reference point should be in during the running state. See also Figure 7The diagram shown is one of the comparison illustrations before and after adjusting the reference point according to an embodiment of this application. During the transition of the game character from idle to running mode, the horizontal position of the capsule's Root point in the game scene changes (represented in the right figure by moving from position A to position B along the direction of movement). The reference point associated with the center position of the capsule moves along the forward tilt direction of the character model, from the first position to the second position. From the horizontal position in the game scene, in the forward tilt posture of the character model, its forward tilt portion is synchronized with the center position of the capsule, preventing instantaneous displacement of the character model's waist or hips, thus adapting to a reasonable acceleration posture. Furthermore, it can be seen from the figure that after adjustment, the capsule encloses the forward tilt portion of the character model, effectively preventing clipping.

[0092] To further improve the responsiveness of movement control, the acceleration of the game character can be designed when starting from a standstill. For example, if the acceleration is fixed at 2048cm / (s*s) at the start, it can accelerate to the fastest running speed (e.g., 4.75m / s) in about 0.2s.

[0093] S303: In response to a movement stop operation for the game character, stop the capsule in the game scene and adjust the reference point of the character model from the second position to the third position in the opposite direction of movement.

[0094] A movement-stop operation refers to an operation input by the player that causes the game character to stop moving. In this embodiment, when the game character's second movement state is running or sprinting, the terminal device can respond to the movement-stop operation for the game character.

[0095] The second and third positions refer to their relative positions on the character model. The third position refers to the position of the reference point associated with the capsule on the character model when the game character is in a stationary state (i.e., in a static state). The third position is generally the center position of the character model, which facilitates enclosing all parts of the character model within the capsule. In the embodiments of this application, the second and third positions on the character model are different.

[0096] In the second movement state, the character model is in a forward-leaning position, and the reference point associated with the center position of the capsule is adjusted to the forward-leaning portion of the character model, achieving synchronization between the forward-leaning portion of the character model and the position of the capsule. Conversely, when the character model reverts along the opposite direction of the forward lean, the position of the reference point, while the position of the capsule remains unchanged, allows the character model to return to the posture of the first movement state before the second movement state.

[0097] In the second movement state, when the terminal device receives a movement stop command for the game character, it immediately responds and stops the capsule in the game scene, fixing it at the position where the movement command was received. Because the forward-leaning portion of the character model is synchronized with the capsule's position, the forward-leaning portion of the character model will not cross the capsule's horizontal position in the game scene in the forward-leaning direction.

[0098] Then, the terminal device moves the reference point from the second position to the third position of the character model in the opposite direction of movement, that is, in the opposite direction of the forward tilt of the character model in the second movement state. In other words, by adjusting the reference point bound to the center position of the capsule, the part synchronized with the capsule gradually moves back from the forward tilt of the character model in the opposite direction of the forward tilt, and changes to the waist or hip of the character model.

[0099] Therefore, there's no need to readjust the capsule's position. By adjusting the character model's posture, the waist or hips of the character model can gradually reach the capsule's horizontal position in the game scene along the forward leaning direction. Specifically, with the capsule's position unchanged, the distance the reference point is adjusted horizontally provides a buffer zone for the character model to adjust from a forward leaning posture to an upright posture. This allows the game character to adjust its posture reasonably within this buffer zone, letting its torso follow the forward lean and gradually turn into an upright posture. This results in a natural and smooth stopping effect for the game character, and through visual presentation, it achieves an immediate response to the player's movement stop operation, ensuring the game character accurately stops at the position intended by the player's operation.

[0100] Compared to existing technologies where the reference point is fixed at the waist or hip of the character model, this method avoids the situation where the forward-leaning part of the character model crosses the horizontal position of the capsule in the game scene due to the capsule's position stopping. This can further improve the player's control feel and avoid incorrect or corrective actions caused by the difficulty in stopping at the position intended by the player.

[0101] refer to Figure 8 This is the second comparative illustration of the adjustment of the reference point before and after the implementation of this application. In this illustration, the horizontal position A of the capsule's Root point in the game scene remains unchanged. The reference point associated with the center position of the capsule is adjusted from the second position to the third position on the character model along the opposite direction of movement. As can be seen in the left image, the third position is closer to the opposite direction of the forward lean on the character model compared to the second position. This creates a buffer zone from position A' to position A in the horizontal position of the game scene. The character model can adapt to a reasonable stopping posture within this buffer zone, ultimately causing the game character to stop at position A.

[0102] Therefore, in game scenarios, adjusting the position of the connection points between the character model and the capsule, based on the specific posture of the character model, allows for better positional synchronization between the forward-leaning part of the character model and the capsule, improving the responsiveness of movement initiation. By controlling the position of the capsule, the game character can accurately stop at the location intended by the player's actions. Simultaneously, adjusting the position of the reference point on the character model allows for reasonable stopping actions, resulting in a more precise and controlled gameplay experience. This also enhances the smoothness and logicality of the character model's visual presentation. This effectively reduces the likelihood of player misoperations or additional corrective actions due to misoperations, thereby conserving game system resources and improving resource utilization.

[0103] This application designs movement speeds for different game scenarios and characters under various movement states, and determines the position of the reference point on the character model based on the forward lean of the character model corresponding to the movement speed. To adapt to diverse movement methods, this application provides a method for adjusting the reference point based on a buffer distance as the game character changes movement from a first movement state to a second movement state.

[0104] In one possible implementation, adjusting the reference point of the character model from the first position to the second position along the direction of movement in S302 includes:

[0105] S3021: Determine the buffer distance based on the movement speed in the second movement state.

[0106] S3022: Adjust the reference point of the character model to the second position by moving the reference point a buffer distance from the first position along the movement direction.

[0107] Movement speed refers to the speed at which the game character moves horizontally. When the game character runs or sprints on a slope, its movement speed differs slightly from its movement speed on normal ground due to the influence of gravity in the game environment. Players can switch the game character's movement state by pressing the Ctrl key. Buffer distance refers to the distance the reference point moves along the direction of movement on the character model when the game character changes from one movement state to another.

[0108] With a fixed acceleration time and acceleration for a game character, the greater the movement speed in the second movement state, the greater the buffer distance required for the game character to reach the second movement state. Therefore, determining the buffer distance based on movement speed can help improve the movement response speed of the game character. This application does not specifically limit the relationship between movement speed and buffer distance.

[0109] This buffer distance represents the maximum distance that the forward-leaning part of the character model can lean forward in the horizontal direction. Based on this, the position of the reference point on the character model can be adjusted: the reference point moves the buffer distance horizontally from the first position on the character model along the direction of movement, and at the same time, it follows the forward-leaning part of the character model and makes an adaptive adjustment in the vertical direction to transition it to the second position on the character model, so as to achieve synchronization between the forward-leaning part of the character model and the capsule body.

[0110] As an example, see reference Figure 9 As shown, this is one of the schematic diagrams of a buffer distance provided in an embodiment of this application. When the second movement state is running, the buffer distance is determined to be 25cm (from position A to position B) based on the speed of the second movement state (4.75m / s). Then, while the reference point moves 25cm along the movement direction on the character model, it is adjusted in the vertical direction to follow the change of the character model's forward tilt posture, so that the reference point transitions from the waist of the character model to the neck position.

[0111] As another example, see Figure 10 As shown, this is a second schematic diagram of a buffer distance provided in an embodiment of this application. When the second movement state is a sprinting state, the buffer distance is determined to be 35cm (from position A to position B) based on the speed of the second movement state (6.75m / s). Then, while the reference point moves 35cm along the movement direction on the character model, it is adjusted in the vertical direction to follow the change of the character model's forward tilt posture, so that the reference point transitions from the waist of the character model to the neck position.

[0112] from Figure 9 and Figure 10 As can be seen, although the adjusted reference point is roughly the same on the character model under different second movement states, the different movement speeds under different movement states result in different buffer distances determined by different movement speeds. Therefore, when adjusting the reference point based on the buffer distance, the character model can be given a larger buffer space to adjust its posture in scenarios where the movement speed is faster in the second movement state. This effectively adapts to different movement methods while ensuring the speed of movement control response.

[0113] To further adapt to transition scenarios with different movement states, this application provides a method for determining a buffer distance. In one possible implementation, determining the buffer distance based on the movement speed of the second movement state in step S3021 includes:

[0114] The buffer distance is determined based on the difference in movement speed between the first and second movement states.

[0115] When changing from the first movement state to the second movement state, if the first movement state is also in a forward-leaning posture, the character model only needs to continue adjusting its posture based on the forward-leaning posture to achieve the forward-leaning degree in the second movement state. Therefore, the forward-leaning distance of the character model only needs to be determined based on the forward-leaning degree before and after the change of movement state.

[0116] The buffer distance is determined based on the difference in movement speed between the second movement state and the first movement state. The larger the difference, the greater the difference in the degree of forward tilt of the character model between the two states, and the greater the buffer distance required to adjust the posture. That is, the difference in movement speed between the second movement state and the first movement state is positively correlated with the buffer distance. This application does not make specific limitations on this.

[0117] refer to Figure 11 As shown, this is the third schematic diagram of a buffer distance provided in this application. The first movement state of the character model is running (4.76m / s), and the second movement state is sprinting (6.76m / s). The difference in movement speed between sprinting and running is 2m / s. The terminal device determines the buffer distance to be 10cm based on the pre-set relationship between the difference in movement speed and the buffer distance. Based on the adjustment of the reference point based on the buffer distance, the neck of the character model can tilt forward 10cm in the direction of movement in the horizontal direction, thereby making the game character have better movement performance.

[0118] Therefore, by considering the movement speed before and after changing the movement state to determine the buffer distance, it is possible to further adapt to various movement state transition scenarios while ensuring the movement control response speed. When the character model has a forward-leaning posture in the first movement state, it can give the character model more reasonable space to adjust its posture and present a better visual performance.

[0119] Based on the forward lean of the character model in the second movement state, the movement state of the game character is transitioned through the designed posture during the stopping process.

[0120] In one possible implementation, during the process of adjusting the reference point of the character model from the second position to the third position in S3022, the character model stops by controlling the stop animation of the game character based on the distance between the second position and the third position in opposite directions.

[0121] In this application, animation is used to describe the dynamic changes of various joints of a game character, including multiple consecutive animation frames. By controlling the various joints of the game character's skeleton, the mesh that makes up each skeleton can be moved to adjust the posture of the character model.

[0122] By adjusting the playback rate of the animation, the movement speed of the game character can be controlled. For example, if the game character's running speed is 4.75 m / s, slowing down the animation can ensure that the character's movements do not slip, while still allowing them to reach a movement speed of 3.75 m / s.

[0123] The stop animation consists of multiple stop animation frames, used to identify various stop postures from the second movement state to the stationary state. This stop animation can be simulated and drawn by an art teacher based on the posture of a person when stopped, to ensure the naturalness and continuity of the game character's stop action.

[0124] Depending on the second movement state, the second position of the reference point on the character model is different, resulting in different initial distances between the second and third positions in the opposite direction of the movement direction at the moment the movement begins. For example, when the second movement state is running, the distance between the second and third positions in the opposite direction is 25cm; when the second movement state is sprinting, the distance between the second and third positions in the opposite direction is 35cm.

[0125] As the game character stops moving, the character model gradually changes from a forward-leaning posture to an upright posture, and the distance between the second position (such as the head or neck) and the third position (such as the waist or hips) in the opposite direction gradually decreases from the initial distance to 0.

[0126] By combining the stopping animation, the terminal device can select the corresponding stopping animation frame according to the constantly changing distance between the second and third positions in opposite directions to adjust the character model's posture during the stopping process, so as to smoothly transition the stopping posture and avoid the stiffness between different stopping postures, so that the game character can stop naturally.

[0127] Therefore, as the distance between the second and third positions changes in opposite directions, the character model can be controlled to make continuous posture changes by using the corresponding stopping posture in the stopping animation, thereby improving the smoothness of the game character's movements during the stopping process.

[0128] To enhance the realism of the movement during the stopping process, different stopping animations were designed for different movement speeds.

[0129] In one possible implementation, the movement speed corresponding to the second movement state is either the first movement speed or the second movement speed, wherein the second movement speed is higher than the first movement speed.

[0130] When the movement speed corresponding to the second movement state is the second movement speed, the stopping animation includes a forward stop action and a retraction action in sequence.

[0131] When a person stops moving at a high speed, they tend to continue moving in the direction of movement due to inertia. When designing the stopping animation, this situation is taken into account. In order to achieve the effect of immediate response to the stopping operation, for the movement state with higher speed, the stopping animation includes a forward stop action and a retraction action in sequence.

[0132] The "forward stop" action indicates that the character part used for movement in the game character has moved out of the capsule in the direction of movement and reached the end of the movement. For example, if the game character's legs and feet land on the movement plane at time t1 due to inertia and have passed the position of the capsule in the game scene in the direction of movement, then the forward stop action includes multiple stopping postures from the start of the second movement state to time t1.

[0133] The retraction action is used to indicate that the character stops after moving parts of the character into the capsule in the opposite direction. For example, if the game character's legs and feet are retracted at time t1, and at time t2 the game character's legs and feet land in the position of the capsule in the game scene, and the game character changes to an upright posture, then the retraction action includes multiple stopping postures from time t1 to time t2.

[0134] refer to Figure 12 The diagram shows a stopping animation provided in this application. When the terminal device receives a movement stop operation, the capsule immediately stops. The capsules in the diagram are in the same position in the game scene. The stopping animation changes from left to right according to the time sequence. At time t1, the posture of the movement state under the second movement speed is the forward leaning posture in the sprint state. At time t2, the posture of the forward rushing posture is corresponding to the forward rushing posture. At this time, the foot of the character model used for movement moves out of the capsule in the direction of movement due to the basic inertia. At time t3, the posture of the forward rushing stop action is corresponding to the posture of the character model's foot no longer moving forward in the direction of movement, but is still outside the scope of the capsule. At time t4, the posture of the retraction action is corresponding to the posture of the character model's foot retracting in the opposite direction of movement and moving into the capsule. At time t5, the posture of the standing posture after the stopping is completed is corresponding to the posture of the character model's foot.

[0135] Therefore, to address situations where characters stop at different movement speeds, a specific animation was designed for stopping at higher movement speeds, enhancing the realism of the stopping action and effectively improving the performance of the game character's movements.

[0136] To further enhance the control of game characters and facilitate more precise turning operations, in one possible implementation, during the game character's movement in the second movement state along the first movement direction, the method further includes:

[0137] S11: In response to an adjustment operation for changing the direction of movement, the direction of the center point of the capsule body is switched from the first direction of movement to the second direction of movement indicated by the adjustment operation.

[0138] This application sets the direction of the center point of the capsule. When the player inputs an adjustment operation to change the direction of movement while the game character is moving, the terminal device quickly switches the direction of the center point of the capsule from the direction of movement in the second movement state to the direction of the player's operation intention. This can immediately change the direction of movement of the game character, thereby causing the character model to adjust its posture.

[0139] refer to Figure 13 The diagram shown is a comparative illustration of a turning method provided in an embodiment of this application. The diagram is a top view of a game scene, where the tangent direction of the circle represents the horizontal direction of the game scene. In this illustration, the second movement direction is rotated 90° to the right relative to the first movement direction. Curve A represents the turning trajectory of the game character drawn based on a method of changing the movement direction by adjusting the model's posture, while curve B represents the turning trajectory of the game character drawn based on the method of directly switching the center point direction of the capsule from the first movement direction to the second movement direction, according to this application.

[0140] As can be seen from the figure, compared with changing the movement direction by adjusting the posture of the character model, the method of adjusting the movement direction in this application has a shorter turning trajectory, thus enabling sharp turns during movement, enhancing the player's sense of control, and effectively improving the response speed of the game character's turning.

[0141] When turning during movement, the turning posture of the character model needs to be designed to simulate the realism of turning at different turning angles.

[0142] In one possible implementation, after S11 switches the center point direction of the capsule from the first moving direction to the second moving direction of the adjustment operation instruction, the method further includes:

[0143] S12: Determine the tilt parameter of the character model towards the second movement direction based on the magnitude of the change in the second movement direction relative to the first movement direction.

[0144] S13: Based on the tilt parameter, control the tilt of the character model as it moves from the first direction to the second direction.

[0145] When a person turns while moving, in order to counteract the centrifugal force, the body will tilt towards the inside of the turn. The degree of tilting has a certain functional relationship with the turning radius and the turning angle.

[0146] The range of change represents the turning angle of the game character, while the tilt parameter describes the degree of tilt of the game character when turning during movement. In this application, turning is controlled by the direction of the center point of the capsule, which can control the game character to turn in place as much as possible during movement, with a small turning radius. The range of change becomes an important factor in determining the posture of the character model.

[0147] This application sets corresponding tilt parameters for different ranges of change; the greater the range of change, the greater the tilt parameter. During the game character's turning process, the turning angle gradually increases to the target turning angle, and the corresponding tilt parameter towards the second movement direction also continuously increases. That is, the character model will tilt more and more towards the second movement direction until the parts of the character model that turn faster (such as the head, neck, and other highly flexible parts) turn towards the second movement direction.

[0148] Based on the turning angle of the first movement state relative to the first movement state, the terminal device can determine the tilt degree parameter towards the second movement direction, and then control the tilt degree of the character model so that when the part of the game character that turns faster turns to the second movement direction, its posture matches the tilt degree parameter.

[0149] refer to Figure 14 The diagram illustrates the tilt angle of a character model according to an embodiment of this application. From left to right, it shows the posture changes as the tilt angle of the character model gradually increases when the player inputs an operation to turn the game character 45° to the right (i.e., the change in the second movement direction relative to the first movement direction is a 45° right turn). At time t1, the character model begins to move in the second movement direction; at this time, the character model has just lifted its left foot, and its left knee faces the second movement direction. At time t2, the character model is in the turning process, and its tilt angle is greater than that at time t1. At this time, the character model's lifted left foot steps towards the second movement direction, and the upper part of its torso tilts slightly towards the second movement direction. At time t3, the character model is in the posture when the turn is about to be completed, and its tilt angle parameter reaches the tilt angle parameter corresponding to a 45° right turn. At this time, the tilt angle of the character model is at its maximum, and the upper part of its torso has also turned to the second movement direction.

[0150] Therefore, by determining the tilt of the character model based on the magnitude of the change in the direction of movement, the posture of the body being thrown outward due to centrifugal force when turning during movement can be simulated, thereby improving the realism of turning actions and achieving better running performance.

[0151] To further improve the smoothness of posture changes during character model turning, in one possible implementation, step S13, based on the tilt parameter, controls the tilt degree of the character model as it adjusts from the first movement direction to the second movement direction, including:

[0152] S131: Based on the tilt degree parameter, determine the fusion ratio of the tilt motion animation and the upright motion animation to obtain the tilt fused animation.

[0153] S132: During the process of adjusting the character model from the first movement direction to the second movement direction, the character model is tilted by controlling the tilt blending animation.

[0154] The tilting animation refers to the animation during rapid adjustments to the direction of movement, including multiple animation frames during the turning process to identify different tilting postures. This application does not impose any limitations on the design principles of the tilting posture; for example, it can maintain the center position of the character model (such as the position of the chest or head) or the position of the feet, etc. Maintaining the center position ensures that the overall position of the character model in the game scene does not change significantly during the tilting process. Although the character model's feet will slightly lift off the ground and are not particularly close to the ground, the overall performance effect is better.

[0155] For example, during movement, when changing from the first movement direction to the second movement direction, the character model will gradually tilt towards the second movement direction.

[0156] Upright motion animation consists of multiple animation frames as a character model moves in a fixed direction, used to identify the posture during the movement. For example, upright motion animation describes the posture changes of a character model's hands and feet as it runs forward.

[0157] This application designs the posture during the turning process based on the maximum turning angle, and adjusts the tilt degree of multiple tilt postures during the turning process according to the tilt degree parameter corresponding to the turning angle. The maximum turning angle is the maximum angle the game character can rotate during a single turning operation.

[0158] When a player inputs a turning angle that is less than the maximum turning angle, if the corresponding tilt parameter is less than the tilt parameter corresponding to the maximum turning angle, the fusion ratio between the tilt animation and the upright animation is determined based on the difference between the two. This reduces the tilt degree of multiple tilt postures during the turning process, so that the turning performance of the character model matches the player's operating intention.

[0159] As an example, a tilting motion animation was designed based on the maximum turning angle of the game character (the tilt degree parameter corresponding to the maximum turning angle is A). When the player controls the game character to turn to the left to the target turning angle (the tilt degree parameter corresponding to the target turning angle is B), the tilting motion animation and the upright motion animation are merged according to the ratio of A:AB to obtain the tilting fusion animation. During the turning process, the tilting fusion animation is used to control the character model to tilt.

[0160] The tilt angle parameter can also be related to turning speed. In a game scene, the movement direction of the game character can be determined jointly by the camera and keyboard input. For example, in running mode, the player controls the game character to run forward using the W key, and then changes the camera view using the mouse. The game character will move forward in the direction of the character model as the camera view changes. In the actual game scene, the movement direction relative to the game character changes. When the player keeps the game character's movement constant, the faster the camera view angle rotates, the greater the tilt angle of the game character, and the greater its tilt angle parameter.

[0161] Therefore, by using a fusion method, the turning animations corresponding to different turning angles when turning in motion can be obtained quickly, thus eliminating the need for separate animation design for each turning angle. This not only saves time and resources in animation production, but also makes the turning movements of the character model smoother and more natural, thereby effectively improving the player's gaming experience.

[0162] During the process of a game character switching movement states, the starting posture of the character model can be controlled through the starting animation.

[0163] In one possible implementation, the method further includes:

[0164] S21: In response to the game character's movement state changing from the first movement state to the second movement state, determine the game character's target starting angle.

[0165] S22: Determine the first starting animation that matches the target starting angle from multiple starting animations. Different starting animations correspond to different starting angles.

[0166] S23: Based on the difference between the target starting angle and the starting angle corresponding to the first starting animation, adjust the motion parameters of the first starting animation to obtain a target starting animation that matches the target starting angle.

[0167] S24: Control the character model to start via the target start animation.

[0168] The target starting angle is used to identify the angle of the movement direction entering the second movement state relative to the character's orientation in the first movement state. This includes the direction and angle relative to the character's orientation, such as turning 45° to the left, turning 90° to the right, etc.

[0169] Multiple start animations include start animations corresponding to multiple start angles. Each start animation includes multiple animation frames from the first movement state to the second movement state at the corresponding start angle, used to identify different start postures.

[0170] Motion parameters refer to parameters related to motion, including stride frequency, steering angle, and steering speed. By changing these motion parameters, the starting animation can be scaled. Specifically, adjusting the motion parameters can achieve a larger or smaller starting angle based on a given starting angle in the starting animation.

[0171] This application provides corresponding starting animations based on different starting angles, such as starting animations for a 45° left turn, a 45° right turn, a 90° left turn, a 90° right turn, and a 180° right turn, etc. For starting animations with turning angles exceeding 90°, an additional turning and pushing-off starting posture can be designed, distinguishing between the left and right feet. (Reference) Figure 15 The diagram shown is a starting posture diagram of a turn and start provided in an embodiment of this application. When the character model turns 180° to the right from the sprinting state, it shows a starting posture with its hands on the ground.

[0172] Based on multiple set start animations, when responding to an operation that changes the movement state, the terminal device can select the start animation that is closer to the target start angle. Then, based on the difference between the target start angle and the start angle corresponding to the start animation, the turning angle in the start animation is scaled to obtain a target start animation that matches the target start angle. Finally, the target start animation is used to control the character model to achieve the turning operation of the target turning angle during the movement acceleration process.

[0173] Therefore, by adjusting the animation parameters of the starting animation, different starting angles can be adapted without designing corresponding animations for each starting angle, which greatly reduces the animation design cost.

[0174] To improve the smoothness of action transitions during movement state switching, in one possible approach, the method further includes:

[0175] S31: Get the model pose of the game character during the first movement state.

[0176] S32: When the game character changes from the first movement state to the second movement state, determine the target animation frame in the game character's initial starting animation that matches the model's posture.

[0177] S33: Starting from the target animation frame of the initial start animation, control the character model to enter the second movement state.

[0178] Model pose is used to describe the specific pose of each part of the character model's torso.

[0179] The initial start-up animation includes multiple animation frames during the acceleration process, used to identify different starting postures. This application embodiment does not impose any limitations on the initial start-up animation; for example, different initial start-up animation designs can be based on the starting angle or the movement speed.

[0180] The target animation frame is used to describe the starting pose that matches the model's pose in the current movement state at the moment of starting to switch movement states. For example, at the moment of starting to switch from the first movement state to the second movement state, if the model's pose in the first movement state is left foot forward and right foot backward, then the target animation frame is used to describe the starting pose with the left foot forward and the right foot backward.

[0181] As an example, if the player inputs an operation to switch the movement state to sprint state when the current movement state is running, the terminal device will obtain the specific posture of each torso position of the game character in the running state at the current moment, and determine the target animation frame that is closest to the posture from the initial start animation using posesearch technology. Then, the initial start animation will be played with the target animation frame as the cut-in frame to control the character model to enter the sprint state.

[0182] Therefore, when switching between movement states during acceleration, using the model posture in the initial starting animation that is similar to the current movement state as the connection point for cutting into animation frames can avoid abrupt changes in action and effectively improve the smoothness of the action.

[0183] To improve the smoothness of the transition between movements when stopping, one possible approach is to further include:

[0184] S41: Get the character model's pose when the movement stops.

[0185] S42: Determine the target animation frame in the game character's initial stop animation that matches the stop posture with the model posture.

[0186] S43: Starting from the target animation frame of the initial stop animation, control the character model to stop.

[0187] The initial stop animation includes multiple animation frames during the process of stopping from the second movement state, used to identify multiple stopping postures. This application embodiment does not limit the initial stop animation in any way; for example, different initial stop animation designs can be made based on different movement speeds.

[0188] As an example, when the terminal device receives a player's input to stop movement while the game character is in a running state, it obtains the forward leaning posture of the current running state, and then uses posesearch technology to determine the target animation frame that matches the forward leaning posture of the running state from the initial stop animation. Then, it plays the initial stop animation with the target animation frame as the cut-in frame to control the character model to stop.

[0189] Therefore, when a movement stop operation is received, the animation frame is cut off by using the model posture that is close to the current movement state in the initial stop animation as the connection point, which can avoid the abruptness of the action change and effectively improve the smoothness of the action.

[0190] In the game environment, game characters can also perform actions such as jumping and gliding to enrich the player's gaming experience. In this application, jumping can be divided into standard jumps and double jumps. The relevant settings for standard jumps are as follows:

[0191] 1) The standard jump height for game characters is 2.3m.

[0192] 2) Jumping is possible in any movement state.

[0193] 3) When the game character jumps, there will be a superimposed jumping downward posture, which makes it feel like a forceful jump. The degree of downward pressure is matched with the jump height. The jumping downward posture can be adjusted by iterating the proportional parameters.

[0194] 4) The game character's jumping motion during the ascent phase is rendered using RootMotion, which is done by the art team. This better conveys the speed and power of the jump.

[0195] 5) There will be a separate camera effect when jumping (a feeling of delayed follow), which makes the game character change up and down on the screen. Otherwise, the camera will always follow the game character to match the jumping action, making the player's sense of speed and height of the jump not obvious.

[0196] 6) The jumping animation of the game character needs to ensure that the character model does not fall below the Root point of the capsule. Otherwise, if the character model descends during the jump, the player will feel that the character model is jumping. In other words, during the jump, it is necessary to ensure that the player sees the movement trend and rhythm of the game character as uniform.

[0197] 7) Players can control the movement speed of the game character by controlling the joystick while the game character is in the air. However, changing the speed without changing the direction of movement will not cause the game character to sway randomly in the air, nor will it cause the character to move in the opposite direction in the air.

[0198] 8) Players can change their direction of movement in the air during a double jump or glide while in the air.

[0199] The processing logic for double jumps and standard jumps is largely the same, the difference being:

[0200] 1) A double jump can only be triggered once in the air.

[0201] 2) A special effect triggered at the jump point is needed for the double jump to give players a sense of its height. The double jump animation is typically very fast in the first few frames (to emphasize speed), so the jump effect needs to be triggered immediately at the start of the jump. Furthermore, due to potential lag, the logic for triggering the effect isn't even tied to the jump animation; rather, it's a logic-triggered effect (typing it to the animation might introduce a 1-frame delay, resulting in a 30cm positional error).

[0202] In the game scene, you can set fixed jump points. There are two types of jump points: one is a fixed jump point that can be triggered arbitrarily, and the other is an exit point (i.e., the exit) that can only be triggered from the jump point.

[0203] In scenarios where jumping is based on a jump point, the camera needs to look at the jump point (e.g., within a 7.5° range of the camera center offset angle) to trigger a fixed-point jump. In this application, the range of camera observation angles that trigger a fixed-point jump can be configured.

[0204] During the game character's jump, the jump speed can be automatically calculated based on the target, and the curve of the jump can be controlled by the gravity acting on the game character and the arc of the jump curve.

[0205] The following are the gliding settings in this application:

[0206] 1) On a moving plane, the player taps the jump button to trigger a jump, and taps it again to immediately trigger a double jump. After triggering a double jump, the player can trigger gliding by tapping the jump button again.

[0207] 2) When players click to trigger a double jump, they can also trigger gliding by holding down the jump button (initially set to 0.5s), meaning that they will automatically enter gliding after the double jump.

[0208] 3) During gliding, players can retract their paraglider and enter freefall by clicking the jump button, or they can click the jump button again to enter gliding mode.

[0209] 4) Add a cooldown period when the game character retracts the parachute and enters freefall. The character can only enter gliding mode again after the cooldown period has elapsed (equivalent to not being able to retract the parachute while it is retracting).

[0210] 5) When you reach the preset altitude in the air, you can trigger gliding or double jump.

[0211] 6) Game characters can move in the air in the following ways: gliding, double jump, dodging, free fall, etc. Gliding, double jump, and dodging will consume stamina, and stamina will not be restored while in the air to avoid the situation of floating indefinitely.

[0212] 7) The ratio of gliding speed in the horizontal direction to vertical direction is 950:300. Currently, the horizontal gliding speed is set to 4.75m / s and the vertical descent speed is 1.5m / s. The horizontal speed is the same as the normal running speed. The purpose is to allow players to perform double jumps and gliding during normal movement, thereby increasing the fun.

[0213] 8) If a game character changes its horizontal speed or direction of movement while gliding, the acceleration will be the same as normal movement.

[0214] After a game character jumps, double jumps, or glides, the character will experience a noticeable fall due to gravity in the game environment.

[0215] To improve the motion performance of game characters during descent, one possible implementation of the method includes:

[0216] S51: When the game character is in a falling state, determine the target distance between the capsule and the ground below the capsule in the game scene.

[0217] S52: When the target distance shortens to the critical condition, the character model is controlled to make a pre-landing action through pre-landing animation.

[0218] The falling state refers to the state that occurs when a game character moves from a height to a lower place in the game scene due to the lack of support. This includes, but is not limited to, the state of falling downwards after jumping, as well as the state of continuously descending during gliding.

[0219] Pre-landing animations are used to describe a series of actions a game character takes in preparation for landing. For example, when a game character is falling, the character model's hands or arms will be higher than the head, and then, depending on the distance from the ground, the character's posture will be adjusted, such as bending the knees, to cushion the landing.

[0220] The critical condition refers to the triggering condition of the pre-landing animation. This application sets a critical condition based on the distance between the game character and the ground, i.e., the moving plane. When the distance is less than a preset distance, a pre-landing animation is performed to buffer the landing. The preset distance can be determined based on the game character's falling speed; the preset distance is smaller when the falling speed is higher, and larger when the falling speed is lower.

[0221] The terminal device continuously acquires the distance between the center position of the capsule and the moving plane below the game scene. When this distance shortens to a preset distance, the character model is controlled to make a pre-landing animation. (Reference) Figure 16 The diagram shows a pre-landing action provided in this application. Due to gravity, the game character falls along the falling direction. When the distance between the Root point of the capsule and the target on the ground is less than the critical condition, such as less than the preset distance h, the character model, as shown in the upper part of the diagram, gradually bends its knees to cushion the landing and then contacts the ground with the action shown in the lower part of the diagram.

[0222] Based on pre-landing animation, when the game scene is in a moving state at a certain speed (such as running), the terminal device can process the falling action at different heights H1 differently to achieve different action effects.

[0223] 1) When H1 < 20cm, the capsule body teleports directly down, and the character model has a smooth transition, avoiding the appearance of various up and down jumps when the terrain has small undulations.

[0224] 2) If 20cm ≤ H1 < 120cm, the game character will not have any additional movements when falling. Maintain the forward-leaning posture while running.

[0225] 3) 120cm≤H1<180cm, when the game character falls, there is a falling posture similar to the forward leaning posture in the running state, so as to make the character model posture smooth transition.

[0226] 4) 180cm≤H1, the game character falls as a standard aerial fall.

[0227] a) First, transform into an aerial loop maneuver, and after falling to a certain speed, change to a new aerial loop maneuver.

[0228] b) Depending on the landing speed, there can be light landing and heavy landing effects.

[0229] During the fall, the player is affected by three times the force of gravity and has a maximum speed limit in the vertical direction of the game scene. The system predicts the landing and uses a pre-landing animation to buffer the landing when a critical condition is triggered. When continuing to run after landing, there is a separate landing start animation to show the weight of the landing. For example, in the case of a heavy landing, if the player inputs movement, there will be a roll in the direction of movement upon landing.

[0230] Therefore, when the distance to the moving plane is small during the descent, a pre-landing action can be made in advance, effectively improving the motion performance and realism during the descent.

[0231] To more effectively enable interaction between game characters and physical entities within the game environment, one possible implementation method includes:

[0232] S61: When a game character reaches the climbing condition of a target obstacle in the game scene, determine the target climbing height of the target obstacle relative to the character model.

[0233] S62: Determine the first climbing animation that matches the target climbing height from multiple climbing animations. Different climbing animations correspond to different climbing heights.

[0234] S63: Based on the difference between the target climbing height and the corresponding climbing height of the first climbing animation, adjust the motion height parameters of the first climbing animation to obtain a target climbing animation that matches the target climbing height.

[0235] S64: Control the character model to climb the target obstacle through target climbing animation.

[0236] Target obstacles refer to physical entities in a game scene that can collide with game characters; they are virtual representations of physical entities in the real world. In this application, target obstacles include, but are not limited to, steps, stone blocks, walls, cliffs, and fences.

[0237] Climbing conditions refer to the conditions used to trigger a game character's climbing. When these conditions are met, the game character can perform actions such as climbing stairs, crossing fences, or scaling walls. This application does not impose specific restrictions on climbing conditions. For example, the game character can be triggered to climb when the distance to an obstacle is within a preset range (e.g., 0.5m to 1m), making the character's movement very smooth and providing more room for action, creating a parkour-like feel. However, this triggering method will directly initiate the climbing action when the game character is moving quickly, making it difficult for the player to stop near a corner or fence, and easily leading to misoperation.

[0238] To prevent game characters from climbing obstacles against the player's will, this application proposes a method for determining climbing conditions in one possible implementation.

[0239] In one possible implementation, the method further includes:

[0240] S71: When the distance between the capsule and the target obstacle in the game scene meets the proximity condition, record the duration of the proximity condition.

[0241] S72: When the preset duration is reached, determine whether the game character has met the climbing conditions for the target obstacle in the game scene.

[0242] When the distance between the capsule and the target obstacle meets the proximity condition (e.g., when the distance is shortened to 0.5m), the terminal device starts recording the duration. When the duration reaches the preset duration (e.g., 0.12s), it is determined that the game character has met the climbing conditions of the target obstacle in the game scene.

[0243] Therefore, by delaying the judgment, the game character can be prevented from making climbing actions that are unexpected by the player, avoiding misoperations that go against the player's intentions and making corresponding remedial actions, thereby further saving the game system's response resources and improving the game system's resource utilization rate.

[0244] For different situations, climbing conditions can be adjusted. For example, if the game character moves at a high speed for a period of time without delay, the climbing action can be triggered directly by proximity conditions. Alternatively, obstacles in the game scene can be marked, and different climbing conditions can be set for different obstacles. This will make the movement of the game character smoother as much as possible without misjudging the player's operation, so as to ensure the player's exploration experience in the game scene.

[0245] The target climbing height can be the height of the highest point of the target obstacle relative to the hands, arms, or chest of the character model, and this application does not limit it.

[0246] The climbing animation includes multiple animation frames during the climbing process, used to identify the postures of multiple climbing actions. Embodiments of this application can have different climbing animation designs based on different climbing heights. For example, climbing animations at a climbing height of 0.45m, 1.75m, and 4.0m, etc. Here, climbing height refers to the height of the obstacle relative to the character model, and its relative standard is the same as the relative standard of the aforementioned target climbing height.

[0247] Motion height parameters refer to parameters related to climbing actions. For example, motion height parameters include the range of height changes of the character model's hands, legs, or chest during a climbing action, as well as information such as the vertical span of the climbing path. Changing motion height parameters allows for scaling of climbing animations. Specifically, adjusting motion height parameters can achieve larger or smaller climbing heights based on a given climbing height. For example, based on MotionWarp logic, the vertical displacement (i.e., RootMotion) of multiple climbing actions in a climbing animation can be scaled to ensure that the game character's movements adapt to different obstacle heights.

[0248] When the game character's position in the game scene changes, i.e., when it is in a movement state at a certain speed (such as running, sprinting, jumping, or gliding), a climbing condition is triggered, allowing the game character to climb. When the distance between the game character and the target obstacle reaches the climbing condition, the terminal device determines the target climbing height relative to the chest area of ​​the character model based on the height of the target obstacle. It then selects the first climbing animation that is close to the target climbing height from multiple climbing animations. Based on the difference between the target climbing height and the climbing height corresponding to the first climbing animation, the motion parameters of the first climbing animation are adjusted (such as adjusting the vertical displacement of multiple climbing actions in the first climbing animation in the game scene) to obtain the target climbing animation. This allows climbing based on the target climbing animation to reach the target climbing height. Finally, the character model is controlled to climb the target obstacle using this target climbing animation.

[0249] Based on obstacles of varying heights, the terminal device can combine climbing animations with different processing to achieve different action effects. For example, this application designs climbing animations with a climbing height of 0.45m, 1.6m, and 4m. For obstacles of other heights H, the corresponding processing and performance effects are as follows:

[0250] 1) When H < 0.45m, it is considered that the game character encounters a very small obstacle in the game scene, such as an uneven surface. In this case, the capsule will be immediately lifted and pulled onto a step or fence. To avoid any abrupt changes, a smoothing effect is applied to the character model. That is, the capsule teleports instantly, but the character model's posture is smoothed. Simultaneously, the camera is fixed to the character model during this process, preventing any camera jumps.

[0251] 2) When H < 1.6m, the game character will have a separate action of climbing small steps. There will be a 0.12s delay in the judgment when approaching an obstacle to avoid triggering the action of climbing over fences or steps as soon as the player encounters an obstacle, thus avoiding misjudging the player's movement operation.

[0252] 3) If 1.6m≤H<4.0m, the game character will have a separate action of climbing a higher step, similar to climbing a smaller step, and there will also be a 0.12s delay in the judgment.

[0253] 4) 4.0m≤H, under certain conditions, the game character can be placed on the wall.

[0254] refer to Figure 17a , Figure 17b and Figure 17c The diagram shown is a schematic representation of a climbing action under obstacles of different heights according to an embodiment of this application. Figure 17a This represents the posture of climbing when the obstacle H < 0.45m. Figure 17b This describes the posture when climbing a small step when the obstacle is 0.45m ≤ H < 1.6m. Figure 17c This describes the character's posture when climbing a high step, where the obstacle is 1.6m ≤ H < 4.0m. The actions of the game character climbing small steps, high steps, and walls must be adapted to the height of the corresponding obstacle.

[0255] As an example, when the distance between the game character and the obstacle is reduced to 0.5m, the terminal device starts recording the duration. After 0.12s, a climbing action is triggered. If the obstacle height is 1m, the terminal device can select a climbing animation with a climbing height of 0.45m as the first climbing animation. Based on the difference between 1m and 0.45m, the motion height parameter of the first climbing animation is adjusted, that is, the vertical displacement of the climbing action in the game scene in the first climbing animation is increased to obtain a target climbing animation that matches the 1m height, thereby controlling the game character to climb by ascending small steps.

[0256] Therefore, by adjusting the motion height parameters, the character model can be controlled to climb obstacles of different heights based on the same climbing animation, adapting to interaction scenarios with different obstacles, without having to design corresponding animations for each climbing height, greatly reducing animation design costs.

[0257] When adjusting the motion height parameters, if a part of the character model (such as a hand or foot) is in contact with an obstacle, it is necessary to ensure that the capsule can be moved to the desired step so that the character model's hand or foot can land on the step at the appropriate time.

[0258] The climbing animation of the game character ascending stairs is a montage animation. During this animation, the capsule's vertical displacement within the game scene might be relatively fast (using MotionWarp logic, ensuring the capsule has moved into position by the time the character's hand touches the edge). Without any processing, the camera movement would appear extremely fast, creating a jumpy feeling. Here, "camera" refers to the virtual camera within the game scene, and its viewpoint represents the player's perspective.

[0259] Therefore, adding a separate camera focus shift animation when the character is climbing the stairs is equivalent to playing the camera focus shift animation synchronously while the game character is climbing the stairs. This allows the vertical displacement of the entire camera in the game scene to achieve a better effect, making the entire process of climbing the stairs more stable.

[0260] If the width of an obstacle is less than a preset value, the obstacle is identified as a fence, and the character model will perform a separate vaulting action.

[0261] During the process of climbing over the fence, the RootMotion of the character model's vaulting action is scaled according to the height of the fence. During the fall after vaulting, there may be a mismatch between the vertical displacement of the vaulting action and the movement plane. When falling after vaulting over the fence, ray detection is performed, and the RootMotion of the vaulting action is scaled to ensure that the falling action lands exactly on the ground. This makes the entire fence vaulting action smoother and avoids the situation of falling-air looping-landing.

[0262] When climbing over a fence, there is a single-handed action to brace against the fence. This can cause the game character to exert force in mid-air when at the edge of the fence. Therefore, the terminal device has added a fence edge detection principle. When at the edge of the fence, the action of climbing up a step is used instead of climbing over it.

[0263] When vaulting over fences, a similar issue to climbing stairs arises: the capsule undergoes rapid vertical displacement within the game scene. Therefore, camera animation is added during the vaulting process to ensure camera stability. Additionally, when using MotionWarp for scaling, the camera is scaled proportionally.

[0264] When a game character is forced to climb over a high obstacle, their movement will vary depending on their initial state before climbing. This application sets specific rules for the character's actions when climbing over obstacles to adapt to different game scenarios.

[0265] 1) When the game character is running, climbing the wall is the same as climbing. When the game character is sprinting, sprinting on the wall is the same as sprinting on the wall.

[0266] 2) Running on the wall consumes stamina. When stamina reaches 0, the character automatically switches to climbing mode, during which stamina can be restored.

[0267] 3) When running on the wall, if the player raises the joystick or moves the button, the game character will automatically switch to climbing mode or fall.

[0268] 4) When sprinting on a wall, if you input downwards with the joystick, it will switch to climbing mode.

[0269] 5) When running or climbing on a wall and encountering an obstacle that cannot be climbed, you will get stuck in place and perform the action, but without moving.

[0270] 6) When the game character is climbing, the player can switch to wall sprint by clicking shift. There will be a switching animation, which is to dodge on the wall and then switch to wall sprint.

[0271] 7) When the game character is on the wall, he can click the button (set as "X") to actively break out of the climbing state and perform a swallow-like descent action.

[0272] 8) When a game character jumps while running and encounters a wall, it triggers climbing; when a character jumps while sprinting and encounters a wall, it triggers sprinting on the wall.

[0273] 9) Contact with a wall while gliding triggers climbing.

[0274] 10) When the game character is on a wall, he / she can jump. Consider having the same action performance and logical effect as the dodge button.

[0275] 11) The game character automatically triggers the wall-climbing action 0.1 seconds after moving next to the wall, and the wall-climbing action is differentiated between the left and right feet. The delay can also be increased or decreased according to the game character's movement status, such as movement time, to make the character's wall-climbing action smoother.

[0276] The wall-running state of the game character could be further designed:

[0277] 1) Set different animations for different directions, including animations for up, left and right, with different action designs for each direction.

[0278] 2) For blending directions, such as the top left and top right, use blending animations in different directions.

[0279] 3) If you encounter corners of various angles during lateral movement, you can still pass through normally (such as a 90° corner between two buildings, or a 90° corner of the exterior wall of a single building).

[0280] 4) If an obstacle less than 0.5m is encountered during movement, it will be considered to have no impact, similar to small steps on flat ground. The game character can continue to run along the wall without any impact.

[0281] 5) There is an angle limit to running on the wall. If you encounter a 90° obstacle, the game character will be unable to pass and will either fall or run in place.

[0282] 6) If the character encounters an obstacle greater than 1m while running on the wall, the character will be unable to pass and will fall, or will continue running in place.

[0283] 7) While running along the wall, if the character encounters an obstacle greater than 0.5m but less than 1m, the character will attempt to rotate the capsule-shaped body upwards to see if it can pass. This process involves logical calculations based on uniform physics rules, and the results will differ for different angles and widths.

[0284] 8) Sprinting to the top of the wall will trigger a separate top-of-the-wall animation (such as a "backflip"). The main purpose is to look cool and make the player feel that the whole wall-running process is stylish. After the game character reaches the top, they can switch to sprint mode and continue moving.

[0285] The logic for handling various actions while climbing is the same as for running on a wall. The difference lies in the speed at which the game character climbs versus the speed at which they run on a wall, as well as the different actions designed for climbing onto the wall and reaching the top.

[0286] To improve the ease of operation for players, the camera perspective in the game scene has been modified.

[0287] In one possible implementation, the method further includes:

[0288] When the game character moves from the first moving plane to the second moving plane, the virtual camera view used to capture the game scene is switched to the game character's default view and locked for a preset duration, and the angle between the second moving plane and the first moving plane in the game scene reaches the difference condition.

[0289] The first and second movement planes refer to the surfaces of physical entities that game characters can move on, such as the ground, walls, slopes, or ceilings in the game scene.

[0290] The difference condition reflects the difference between the first and second movement planes. It is determined whether the difference condition is met by checking if the angle between them is within a preset range. If the difference condition is met, the difference between the first and second movement planes is considered significant. For example, if the first movement plane is the ground in the game scene, and the angle between the second movement plane and the ground is greater than 60°, the difference condition is considered met. When the game character moves from the first movement plane to the second movement plane, the force of gravity in the game scene will trigger a change in the character's state.

[0291] The default camera angle can be set according to the actual scene, making it easier for players to control the movement direction of the game character. For example, when the game character is climbing, the default camera angle is behind the game character.

[0292] When a game character changes posture, the virtual camera's perspective in the game scene changes accordingly, causing confusion for the player and making it difficult to perform correct actions. To avoid this confusion, this application switches the virtual camera's perspective to the game character's default view and locks it for a period of time when the game character moves from a first movement state to a second movement state, thus giving the player some reaction time.

[0293] When the first movement plane is the ground and the second movement plane is a wall, the angle (90°) between them reaches a difference condition. The game character may switch from a sprinting state to a wall-sprinting state. When viewed from the side by the virtual camera, the character may pass through the wall, which will affect the player's controls. (Reference) Figure 18a and Figure 18b The diagram shown is a schematic of different virtual camera perspectives provided in an embodiment of this application, wherein the first moving plane is the ground and the second moving plane is the wall. Figure 18a In the climbing state, the virtual camera's view is behind the character model. Figure 18b The character is running on the wall, and the virtual camera's view is from the side of the character model.

[0294] When the game character switches to wall-running mode, the terminal device can automatically switch the virtual camera view to the default view (such as the view of the game character looking directly at the game character from behind) and lock it for 0.8 seconds. During the locked time, the game character moves vertically upward, thus giving the player a certain amount of time to adjust the operation direction.

[0295] Especially in the dual-view mode of the BOSS battle, when the game character enters the wall-running state, it will not switch to a separate camera effect. Instead, it will prioritize maintaining the dual-view camera effect of the BOSS battle. At this time, it is not easy for the game character to accurately adjust the running direction on the wall. After locking the movement direction vertically upward for a period of time, the game character can be in a stable state, making it easier for the player to change the movement direction.

[0296] In addition, if the player manually operates the camera while running on the wall, the camera will respond immediately to the player's operation and will not actively adjust the virtual camera perspective within 3 seconds.

[0297] Therefore, when interacting with physical entities in the game scene, switching to the default view and locking the view can give players a certain buffer time, thereby avoiding view confusion and misoperation, making it easier for players to accurately control the direction of movement, and effectively improving the player's gaming experience.

[0298] This application also provides a device structure diagram of a game control device. Figure 19 This is a structural diagram of a game control device provided in an embodiment of this application. The game control device 1900 includes a determining unit 1901 and a controlling unit 1902.

[0299] The determining unit 1901 is used to determine a reference point in the character model of the game character associated with the capsule body of the game character when the game character is in a first moving state in the game scene. In the game scene, the position of the reference point changes with the position of the center point of the capsule body.

[0300] The control unit 1902 is configured to, in response to the change of the game character's movement state from a first movement state to a second movement state, adjust the reference point of the character model from a first position to a second position along the movement direction, wherein the movement speed of the game character in the second movement state is higher than the movement speed in the first movement state.

[0301] The control unit 1902 is also configured to, in response to a movement stop operation on the game character, stop the capsule in the game scene and adjust the reference point of the character model from the second position to the third position in the opposite direction of the movement direction.

[0302] In one possible implementation, the control unit is further configured to:

[0303] The buffer distance is determined based on the movement speed in the second movement state;

[0304] The reference point of the character model is adjusted to the second position by moving the buffer distance from the first position along the movement direction.

[0305] In one possible implementation, the control unit is further configured to:

[0306] The buffer distance is determined based on the difference in movement speed between the first movement state and the second movement state.

[0307] In one possible implementation, the control unit is further configured to:

[0308] Based on the distance between the second position and the third position in the opposite direction, the game character's stopping animation controls the character model to stop.

[0309] In one possible implementation, the movement speed corresponding to the second movement state is either the first movement speed or the second movement speed, wherein the second movement speed is higher than the first movement speed;

[0310] When the movement speed corresponding to the second movement state is the second movement speed, the stopping animation sequentially includes a forward-dash stop action and a retraction action. The forward-dash stop action indicates that the movement ends after the character part used for movement moves out of the capsule in the movement direction. The retraction action indicates that the character stops after the character part moves into the capsule in the opposite direction.

[0311] In one possible implementation, the control unit is further configured to:

[0312] During the process of the game character moving along the first movement direction in the second movement state, in response to the adjustment operation for changing the movement direction, the direction of the center point of the capsule is switched from the first movement direction to the second movement direction indicated by the adjustment operation.

[0313] In one possible implementation, the control unit is further configured to:

[0314] After the center point direction of the capsule body is switched from the first moving direction to the second moving direction indicated by the adjustment operation, the tilt parameter of the character model toward the second moving direction is determined according to the change of the second moving direction relative to the first moving direction.

[0315] Based on the tilt parameter, the tilt of the character model is controlled during the process of adjusting the character model from the first movement direction to the second movement direction.

[0316] In one possible implementation, the control unit is further configured to:

[0317] Based on the tilt degree parameter, the fusion ratio of the tilt motion animation and the upright motion animation is determined to obtain the tilt fused animation;

[0318] During the process of adjusting the character model from the first movement direction to the second movement direction, the tilting fusion animation controls the character model to tilt.

[0319] In one possible implementation, the determining unit is further configured to:

[0320] In response to the game character's movement state changing from the first movement state to the second movement state, a target starting angle for the game character is determined, the target starting angle being used to identify the angle of the movement direction entering the second movement state relative to the character's orientation in the first movement state;

[0321] The first starting animation that matches the target starting angle is determined from multiple starting animations, and different starting animations correspond to different starting angles;

[0322] The control unit is also used for:

[0323] Based on the difference between the target starting angle and the starting angle corresponding to the first starting animation, the motion parameters of the first starting animation are adjusted to obtain a target starting animation that matches the target starting angle.

[0324] The character model is controlled to start using the target start animation.

[0325] In one possible implementation, the device further includes an acquisition unit, which is used to acquire the model pose of the character model when the game character is in the first movement state;

[0326] The determining unit is further configured to determine a target animation frame in the initial starting animation of the game character that matches the model posture when the game character changes from the first movement state to the second movement state.

[0327] The control unit is also configured to control the character model to enter the second movement state, starting from the target animation frame of the initial starting animation.

[0328] In one possible implementation, the acquisition unit is further configured to acquire the model pose of the character model at the time of the movement stop operation;

[0329] The determining unit is further configured to determine a target animation frame in the initial stopping animation of the game character that matches the stopping posture with the model posture;

[0330] The control unit is also configured to control the character model to stop, starting from the target animation frame of the initial stop animation.

[0331] In one possible implementation, the determining unit is further configured to:

[0332] When the game character is in a falling state, determine the target distance between the capsule and the ground below the game scene;

[0333] The control unit is also used to control the character model to make a pre-landing action through a pre-landing animation.

[0334] In one possible implementation, the determining unit is further configured to:

[0335] When the game character reaches the climbing condition of the target obstacle in the game scene, the target climbing height of the target obstacle relative to the character model is determined;

[0336] From multiple climbing animations, a first climbing animation that matches the target climbing height is determined, with different climbing animations corresponding to different climbing heights;

[0337] The control unit is further configured to adjust the motion height parameters of the first climbing animation based on the difference between the target climbing height and the climbing height corresponding to the first climbing animation, so as to obtain a target climbing animation that matches the target climbing height;

[0338] The character model is controlled to climb the target obstacle through the target climbing animation.

[0339] In one possible implementation, the device further includes a recording unit, which is used to record the duration for which the proximity condition is met when the distance between the capsule and the target obstacle in the game scene meets the proximity condition;

[0340] The determining unit is further configured to determine, when the duration reaches a preset duration, that the game character has reached the climbing condition of the target obstacle in the game scene.

[0341] In one possible implementation, the control unit is further configured to:

[0342] When the game character moves from the first moving plane to the second moving plane, the virtual camera perspective used to acquire the game scene image is switched to the default perspective of the game character and locked for a preset duration, and the angle between the second moving plane and the first moving plane in the game scene reaches the difference condition.

[0343] This application also provides a computer device, including a terminal device or a server, in which the aforementioned game control device can be configured. The computer device will now be described in conjunction with the accompanying drawings.

[0344] If the computer device is a terminal device, please refer to Figure 20 As shown, this application provides a terminal device, taking a mobile phone as an example:

[0345] Figure 20 The diagram shown is a block diagram of a portion of the structure of a mobile phone provided in an embodiment of this application. (Reference) Figure 20 The mobile phone includes components such as a radio frequency (RF) circuit 1410, a memory 1420, an input unit 1430, a display unit 1440, a sensor 1450, an audio circuit 1460, a Wi-Fi module 1470, a processor 1480, and a power supply 1490. Those skilled in the art will understand that... Figure 20 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0346] The following is combined Figure 20 A detailed introduction to each component of a mobile phone:

[0347] The RF circuit 1410 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and processes it with the processor 1480; in addition, it transmits uplink data to the base station.

[0348] The memory 1420 can be used to store software programs and modules. The processor 1480 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 1420. The memory 1420 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 1420 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0349] The input unit 1430 can be used to receive input numeric or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 1430 may include a touch panel 1431 and other input devices 1432.

[0350] The display unit 1440 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 1440 may include a display panel 1441.

[0351] The mobile phone may also include at least one sensor 1450, such as a light sensor, a motion sensor, and other sensors.

[0352] Audio circuitry 1460, speaker 1461, and microphone 1462 provide an audio interface between the user and the mobile phone.

[0353] WiFi is a short-range wireless transmission technology. Through the WiFi module 1470, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access.

[0354] The processor 1480 is the control center of the mobile phone. It connects to various parts of the mobile phone through various interfaces and lines. It performs various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 1420 and calling data stored in the memory 1420.

[0355] The phone also includes a power supply 1490 (such as a battery) that powers the various components.

[0356] In this embodiment, the processor 1480 included in the terminal device is also used to execute the steps in the methods of the various embodiments of this application.

[0357] If the computer device is a server, this application embodiment also provides a server; please refer to [link to relevant documentation]. Figure 21 As shown, Figure 21 This is a structural diagram of a server 1500 provided in an embodiment of this application. The server 1500 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 1522 (e.g., one or more processors) and a memory 1532, and one or more storage media 1530 (e.g., one or more mass storage devices) for storing application programs 1542 or data 1544. The memory 1532 and storage media 1530 can be temporary or persistent storage. The program stored in the storage media 1530 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 1522 may be configured to communicate with the storage media 1530 and execute the series of instruction operations in the storage media 1530 on the server 1500.

[0358] Server 1500 may also include one or more power supplies 1526, one or more wired or wireless network interfaces 1550, one or more input / output interfaces 1558, and / or one or more operating systems 1541, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0359] The steps performed by the server in the above embodiments can be based on Figure 21 The server structure shown.

[0360] In addition, this application embodiment also provides a storage medium for storing a computer program for executing the method provided in the above embodiment.

[0361] This application also provides a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the method provided in the above embodiments.

[0362] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media that can store computer programs.

[0363] In this application embodiment, 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.

[0364] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0365] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Moreover, based on the implementation methods provided in the above aspects, this application can be further combined to provide more implementation methods. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for controlling a game character, characterized in that, The method includes: When a game character is in its first moving state in the game scene, a reference point is determined in the character model of the game character that is associated with the capsule body of the game character. In the game scene, the position of the reference point changes with the position of the center point of the capsule body. In response to the game character's movement state changing from a first movement state to a second movement state, the reference point of the character model is adjusted from a first position to a second position along the movement direction, and the movement speed of the game character in the second movement state is higher than the movement speed in the first movement state. In response to a movement stop operation on the game character, the capsule body is stopped in the game scene, and the reference point of the character model is adjusted from the second position to the third position in the opposite direction of the movement direction.

2. The method according to claim 1, characterized in that, The step of adjusting the reference point of the character model from the first position to the second position along the direction of movement includes: The buffer distance is determined based on the movement speed in the second movement state; The reference point of the character model is adjusted to the second position by moving the buffer distance from the first position along the movement direction.

3. The method according to claim 2, characterized in that, Determining the buffer distance based on the moving speed in the second moving state includes: The buffer distance is determined based on the difference in movement speed between the first movement state and the second movement state.

4. The method according to claim 2, characterized in that, In the process of adjusting the reference point of the character model from the second position to the third position, the method further includes: Based on the distance between the second position and the third position in the opposite direction, the game character's stopping animation controls the character model to stop.

5. The method according to claim 4, characterized in that, The movement speed corresponding to the second movement state is either the first movement speed or the second movement speed, wherein the second movement speed is higher than the first movement speed; When the movement speed corresponding to the second movement state is the second movement speed, the stopping animation sequentially includes a forward-dash stop action and a retraction action. The forward-dash stop action indicates that the movement ends after the character part used for movement moves out of the capsule in the movement direction. The retraction action indicates that the character stops after the character part moves into the capsule in the opposite direction.

6. The method according to claim 1, characterized in that, During the process of the game character moving along the first movement direction in the second movement state, the method further includes: In response to an adjustment operation for changing the direction of movement, the orientation of the center point of the capsule is switched from the first direction of movement to the second direction of movement indicated by the adjustment operation.

7. The method according to claim 6, characterized in that, After switching the center point direction of the capsule body from the first moving direction to the second moving direction indicated by the adjustment operation, the method further includes: Based on the magnitude of the change in the second movement direction relative to the first movement direction, the tilt parameter of the character model toward the second movement direction is determined; Based on the tilt parameter, the tilt of the character model is controlled during the process of adjusting the character model from the first movement direction to the second movement direction.

8. The method according to claim 7, characterized in that, The step of controlling the tilt degree of the character model during the process of adjusting the character model from the first movement direction to the second movement direction according to the tilt degree parameter includes: Based on the tilt degree parameter, the fusion ratio of the tilt motion animation and the upright motion animation is determined to obtain the tilt fused animation; During the process of adjusting the character model from the first movement direction to the second movement direction, the tilting fusion animation controls the character model to tilt.

9. The method according to claim 1, characterized in that, The method further includes: In response to the game character's movement state changing from the first movement state to the second movement state, a target starting angle for the game character is determined, the target starting angle being used to identify the angle of the movement direction entering the second movement state relative to the character's orientation in the first movement state; The first starting animation that matches the target starting angle is determined from multiple starting animations, and different starting animations correspond to different starting angles; Based on the difference between the target starting angle and the starting angle corresponding to the first starting animation, the motion parameters of the first starting animation are adjusted to obtain a target starting animation that matches the target starting angle. The character model is controlled to start using the target start animation.

10. The method according to claim 1, characterized in that, The method further includes: Obtain the model pose of the game character when it is in the first movement state; When the game character changes from the first movement state to the second movement state, a target animation frame that matches the model posture is determined in the initial starting animation of the game character. Starting from the target animation frame of the initial start animation, the character model is controlled to enter the second movement state.

11. The method according to claim 1, characterized in that, The method further includes: Obtain the model pose of the character model at the time of the movement stop operation; In the initial stopping animation of the game character, a target animation frame is determined that matches the stopping posture with the model posture; Starting from the target animation frame of the initial stop animation, control the character model to stop.

12. The method according to claim 1, characterized in that, The method further includes: When the game character is in a falling state, determine the target distance between the capsule and the ground below the game scene; When the target distance shortens to a critical condition, the character model is controlled to make a pre-landing motion through a pre-landing animation.

13. The method according to claim 1, characterized in that, The method further includes: When the game character reaches the climbing condition of the target obstacle in the game scene, the target climbing height of the target obstacle relative to the character model is determined; From multiple climbing animations, a first climbing animation that matches the target climbing height is determined, with different climbing animations corresponding to different climbing heights; Based on the difference between the target climbing height and the climbing height corresponding to the first climbing animation, the motion height parameters of the first climbing animation are adjusted to obtain a target climbing animation that matches the target climbing height. The character model is controlled to climb the target obstacle through the target climbing animation.

14. The method according to claim 13, characterized in that, The method further includes: When the distance between the capsule and the target obstacle in the game scene meets the proximity condition, the duration of the proximity condition is recorded; When the time reaches the preset time, it is determined that the game character has reached the climbing condition of the target obstacle in the game scene.

15. The method according to claim 1, characterized in that, The method further includes: When the game character moves from the first moving plane to the second moving plane, the virtual camera perspective used to acquire the game scene image is switched to the default perspective of the game character and locked for a preset duration, and the angle between the second moving plane and the first moving plane in the game scene reaches the difference condition.

16. A game control device, characterized in that, The device includes a determining unit and a controlling unit: The determining unit is used to determine a reference point in the character model of the game character associated with the capsule body of the game character when the game character is in a first moving state in the game scene. In the game scene, the position of the reference point changes with the position of the center point of the capsule body. The control unit is configured to, in response to the game character's movement state changing from a first movement state to a second movement state, adjust the reference point of the character model from a first position to a second position along the movement direction, wherein the movement speed of the game character in the second movement state is higher than the movement speed in the first movement state. The control unit is also configured to, in response to a movement stop operation on the game character, stop the capsule in the game scene and adjust the reference point of the character model from the second position to the third position in the opposite direction of the movement direction.

17. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs; The processor is configured to perform the method according to any one of claims 1-15 according to the computer program.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program that, when executed by a computer device, performs the method described in any one of claims 1-15.

19. A computer program product comprising a computer program, characterized in that, When it is run on a computer device, it causes the computer device to perform the method described in any one of claims 1-15.