Information processing program, information processing method, and information processing apparatus
The information processing program addresses the issue of motion transition incongruity by aligning frame order and adjusting playback elements, ensuring seamless transitions between character motions.
Patent Information
- Application Number
- JP2024084218
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-23
- Publication Date
- 2025-12-05
AI Technical Summary
Existing technologies fail to smoothly transition between different character motions in animations, causing a sense of incongruity for the user due to differences in motion and accompanying playback elements.
An information processing program that transitions from a first motion to a second motion by playing back the second motion from a frame corresponding to the transition point of the first motion, maintaining frame order and potentially adjusting frame proportions and playback elements to minimize discrepancies.
Reduces the perceptible difference between transitioning motions, enhancing user experience by minimizing the sense of discomfort or incongruity during motion changes.
Smart Images

Figure 2025177408000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 discloses an image generation system in which, when a predetermined condition is met, the motion of a second character is captured and assigned as the motion of a first character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-346208 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, there are cases where a transition from the first motion to a second motion occurs during playback of the first motion. For example, the first motion is a motion in which a character jumps and attacks in the air, and the second motion is a motion in which the character attacks on the ground. In this example, if an event occurs in which the character lands while playing the first motion, a transition to the second motion occurs. In this case, it is preferable to reduce the difference between the first motion and the second motion, as this can reduce the sense of incongruity felt by a user watching the motion.
[0005] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can reduce the difference between a first motion and a second motion when transitioning from the first motion to the second motion. [Means for solving the problem]
[0006] The information processing program of the first aspect causes a computer to execute a process of playing back a second motion including multiple frames from a frame of the second motion that corresponds to a frame of the first motion at the time of transition to the second motion, when a transition to a second motion including multiple frames occurs during playback of a first motion including multiple frames.
[0007] The information processing program of the second aspect is the information processing program of the first aspect, wherein the frames of the second motion corresponding to the frames of the first motion at the time point are frames of the second motion in an order based on the order of the frames of the first motion at the time point relative to the start frame.
[0008] An information processing program of a third aspect is the information processing program of the first or second aspect, wherein a difference between the number of frames of the first motion and the number of frames of the second motion is within a predetermined range.
[0009] An information processing program of a fourth aspect is the information processing program of any one of the first to third aspects, wherein the first motion and the second motion are motions obtained by dividing one motion.
[0010] An information processing program of a fifth aspect is an information processing program of any one of the first to fourth aspects, in which the first motion and the second motion are motions representing the movement of a character, the first motion and the second motion include playback elements that are played in conjunction with the playback of the motion, and if the first motion and the second motion have playback elements that are the same or related to each other other than the movement of the character, the computer is caused to execute processing to not play the playback elements when playing the second motion.
[0011] An information processing program of a sixth aspect is an information processing program of any one of the first to fifth aspects, which causes a computer to execute a process of playing back the third motion from a frame of the third motion corresponding to a frame of the second motion at the time of transition to the third motion when a transition to a third motion including multiple frames occurs during playback of the second motion.
[0012] An information processing program of the seventh aspect is an information processing program of any one of the first to sixth aspects, wherein a portion of one frame of the first motion and a portion of one frame of the second motion are common to or similar to each other.
[0013] An information processing program of an eighth aspect is an information processing program of any one of the first to seventh aspects, which causes a computer to execute a process of transitioning the first motion to the second motion when a new operation by a player is received while the first motion is being played back, or when the state of a character included in the first motion changes while the first motion is being played back.
[0014] In a ninth aspect of the information processing method, when a transition is made to a second motion including multiple frames during playback of a first motion including multiple frames, a computer executes a process of playing the second motion from a frame of the second motion that corresponds to a frame of the first motion at the time of transition to the second motion.
[0015] An information processing device of a tenth aspect includes a processor, and when transitioning to a second motion including multiple frames while playing a first motion including multiple frames, the processor plays the second motion from a frame of the second motion that corresponds to a frame of the first motion at the time of transition to the second motion. [Effects of the Invention]
[0016] According to the present disclosure, it is possible to reduce the difference between the first motion and the second motion when transitioning from the first motion to the second motion. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 10 is a diagram illustrating an example of a motion. [Figure 3] FIG. 10 is a diagram illustrating an example of a motion. [Figure 4] FIG. 10 is a diagram for explaining a transition from a first motion to a second motion according to a comparative example. [Figure 5] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 6] FIG. 2 is a diagram illustrating a transition from a first motion to a second motion according to the embodiment. [Figure 7] FIG. 10 is a diagram for explaining a transition from a first motion to a second motion according to a modified example. [Figure 8] FIG. 10 is a diagram for explaining a common part between the first motion and the second motion. [Figure 9] 10 is a flowchart illustrating an example of a motion reproducing process. DETAILED DESCRIPTION OF THE INVENTION
[0018] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0019] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.
[0020] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a memory 12, a storage 13, an external I / F (Interface) 14, a communication I / F 15, and an input I / F 16. The CPU 11, the memory 12, the storage 13, the external I / F 14, the communication I / F 15, and the input I / F 16 are connected to each other via a bus 20 so as to be able to communicate with each other.
[0021] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The memory 12 serves as a working area and temporarily stores programs or data. The storage 13 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and data.
[0022] The storage 13 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the storage 13 and executes the information processing program 30 using the memory 12 as a work area. Note that the information processing program 30 is not limited to being stored in the storage 13, and may be stored in a recording medium such as an optical disc, a USB (Universal Serial Bus) memory, or an SD memory card. Furthermore, the information processing program 30 may be downloadable to the information processing device 10 via the communication I / F 15.
[0023] The external I / F 14 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.
[0024] The speaker 21 outputs various sounds. The speaker 21 may be integrated with the information processing device 10, or may be integrated with the display 22. The display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various types of information. The display 22 may have an integrated touch panel. Furthermore, the display 22 may be integrated with the information processing device 10.
[0025] The communication I / F 15 is an interface for connecting the information processing device 10 to a network. The communication I / F 15 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0026] The input I / F 16 is an interface for connecting the input device 23 to the information processing device 10. The input device 23 is a game controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used for various inputs. A user operates the game using the input device 23. Operation information indicating the content of the input operation performed by the user using the input device 23 is stored in the memory 12. The input device 23 may be integrated with the information processing device 10. Alternatively, the input device 23 may be detachable from the information processing device 10. The number of input devices 23 may be one or more. Alternatively, the input device 23 may be a touch panel integrated with the display 22. In this embodiment, an example in which a game controller is used as the input device 23 will be described.
[0027] The information processing device 10 according to this embodiment provides a game in which a character (hereinafter referred to as a "player character") operated by a player, who is a user of the information processing device 10, in a virtual space within the game battles a character different from the player character (hereinafter referred to as an "enemy character"). The enemy character may be an NPC (Non-Player Character), a character operated by a player different from the player operating the player character, or a combination of the character and an NPC. A game is a collection of activities and rules for playing or competing. For example, a game is played by a player utilizing strategy and skill to achieve a specific objective. Games are played to achieve various objectives, for example, competitive objectives such as winning, combat objectives such as defeating an enemy, educational objectives such as learning, and narrative objectives such as completing the progression of a scenario. Games may be competitive or non-competitive.
[0028] The storage 13 stores various motions that represent the movements of the player character. As shown in FIG. 2 as an example, a motion is a moving image that represents the movement of the player character C from the starting position to the ending position, and is composed of a plurality of frames (i.e., a plurality of consecutive still images). FIG. 2 shows an example in which the motion is a moving image of the player character C punching, and includes 60 frames of still images. Another example of a motion is shown in FIG. 3. FIG. 3 shows an example in which the motion is a moving image of the player character C kicking, and includes 100 frames of still images.
[0029] Furthermore, some motions include playback elements (hereinafter referred to as "accompanying playback elements") that are played back when the motion is played. Examples of accompanying playback elements include the character's voice and various effects. In this embodiment, effects refer to the representation of events within the game. Specific examples of effects include the representation of a weapon such as a sword being used, and the representation of natural phenomena such as flowing water.
[0030] Incidentally, in a game provided by the information processing device 10 according to this embodiment, there are cases where a transition to a second motion occurs during playback of a first motion. With reference to FIG. 4, as a comparative example of this embodiment, an example of a form in which a transition to a second motion occurs during playback of a first motion and the second motion is played back from the first frame will be described. In FIG. 4, symbol M1 indicates an example of a first motion, and symbols M2 and M3 each indicate an example of a second motion. Here, as a specific example, a case will be described in which the first motion is a moving image representing a movement in which a player character C jumps, raises his sword, and then swings it down.
[0031] As an example, as shown by reference symbol M1 in Fig. 4, if player character C, who is in the middle of a first motion, jumps and hits the ground while swinging his sword down, the state of player character C changes from a floating state in the air to a grounded state. In this case, as shown by reference symbol M2 in Fig. 4, the first motion transitions to a motion that represents player character C swinging his sword up while on the ground, as an example of a second motion. In this case, when the second motion is played back from the first frame, the player will feel a sense of discomfort because player character C will be swinging his sword up while in the middle of swinging it down.
[0032] In this case, as shown by symbol M3 in Fig. 4, the first motion transitions to a motion representing the player character C landing, which is another example of the second motion. In this case, the player character C will land in the middle of swinging his sword, which will feel strange to the player.
[0033] Therefore, the information processing device 10 according to this embodiment has a function of reducing the difference between the first motion and the second motion when transitioning from the first motion to the second motion. With this function, the information processing device 10 reduces the sense of incongruity felt by the player.
[0034] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 5. As shown in Fig. 5, the information processing device 10 includes a playback unit 40 and a determination unit 42. The CPU 11 executes the information processing program 30, thereby functioning as the playback unit 40 and the determination unit 42.
[0035] The playback unit 40 plays a first motion including a plurality of frames. When a determination unit 42 (described later) determines that a transition to a second motion including a plurality of frames will occur during playback of the first motion, the playback unit 40 plays the second motion from the frame of the second motion that corresponds to the frame of the first motion at the time of transition to the second motion (hereinafter referred to as the "transition time").
[0036] Specifically, the playback unit 40 plays back frames of the second motion corresponding to frames of the first motion at the transition point in an order based on the order of frames of the first motion at the transition point relative to the start frame, as frames of the second motion. More specifically, as shown in FIG. 6 as an example, the playback unit 40 plays back frames of the second motion in the same order as the order of frames of the first motion at the transition point relative to the start frame. That is, the second motion is played back starting from the frame with the same frame number as the frame number being played back at the transition point of the first motion. This reduces the sense of discomfort felt by the player. FIG. 6 shows an example in which the first motion is a 60-frame moving image that represents a punching motion of player character C. FIG. 6 also shows an example in which the second motion is a 100-frame moving image that represents a kicking motion of player character C. Also, FIG. 6 shows an example in which the 24th frame of the first motion is being played at the time of transition, and the second motion is played from the 24th frame.
[0037] The playback unit 40 may play back the frames of the second motion in an order that accounts for the same proportion of the total number of frames as the frames of the first motion at the time of transition relative to the start frame. In the example of Fig. 6, the 24th frame of the first motion, i.e., frames that account for 40% of the total, is played back at the time of transition. In this case, the second motion is played back from the 40th frame, which accounts for 40% of 100 frames.
[0038] Furthermore, the playback unit 40 may play back frames of the second motion from a frame of the same action as the first motion's transition point. An example will be described in which the first motion is a moving image representing the player character C jumping and swinging his sword to attack, and the second motion is a motion representing the player character C grounded and swinging his sword to attack. In this case, if the frame being played back of the first motion at the transition point is a frame in which the player character C is swinging his sword up, the playback unit 40 may play back the second motion from a frame in which the player character C is swinging his sword up.
[0039] Furthermore, the difference between the number of frames of the first motion and the number of frames of the second motion may be within a predetermined range. Furthermore, as shown in FIG. 7 as an example, the number of frames of the first motion and the number of frames of the second motion may be the same. FIG. 7 shows an example in which the first motion is a 60-frame moving image, depicting a movement in which a player character C jumps, raises his sword, and then swings it down. FIG. 7 also shows an example in which the second motion is a 60-frame moving image, depicting a movement in which a player character C grounds the ground, raises his sword, and then swings it down. FIG. 7 also shows an example in which, at the time of the transition, the 24th frame of the first motion is being played, and the second motion is played from the 24th frame.
[0040] Furthermore, the first motion and the second motion may be motions obtained by dividing one motion. For example, a motion may be prepared corresponding to an action of player character C, and the action may be composed of multiple movements. Specifically, the attack action of player character C may be composed of a movement to charge power and a movement to swing down the sword. In this case, the first motion may be a motion corresponding to the movement of player character C to charge power, and the second motion may be a motion corresponding to the movement of player character C to swing down the sword.
[0041] The second motion may also be a motion including a character different from the character included in the first motion. In this case, a character change occurs by transitioning from the first motion to the second motion. The first motion may also be a motion corresponding to an attacking action by the player character C, and the second motion may also be a motion corresponding to a dashing action or a flinching action by the player character C. For example, the first motion may also be a motion corresponding to an action by the player character C to charge power for the first stage, and the second motion may also be a motion corresponding to an action by the player character C to charge power for the second stage. The first motion and the second motion may also be motions that represent the same movement of the player character C. In this case, different internal processes may be performed for the first motion and the second motion.
[0042] As an example, as shown in Figure 8, a portion of one frame of the first motion and a portion of one frame of the second motion may be common to or similar to each other. Figure 8 shows an example in which the first motion is a moving image representing the movement of player character C in a jumping position, swinging his sword to attack, and the second motion is a motion representing the movement of player character C in a grounded position, swinging his sword to attack. Figure 8 also shows an example in which a portion of the frame of the first motion and a portion of the frame of the second motion share common movements other than those of the lower body.
[0043] Furthermore, if the first motion and the second motion include accompanying playback elements, and the first motion and the second motion have the same or related accompanying playback elements other than the movement of the player character C, the playback unit 40 does not play the accompanying playback elements when playing the second motion. This prevents the same or related voices or effects, etc. from being played back in duplicate, thereby reducing the sense of discomfort felt by the player.
[0044] Furthermore, when transitioning to a third motion including multiple frames during playback of a second motion, the playback unit 40 plays the third motion from the frame of the third motion that corresponds to the frame of the second motion at the time of transition to the third motion. In this case, the playback unit 40 plays the third motion in the same manner as when transitioning from the first motion to the second motion. An example of a transition from the first motion to the second motion and from the second motion to the third motion is a movement in which the player character C gradually increases the strength of his attack from weak to medium to strong.
[0045] The determination unit 42 determines whether or not to transition the first motion to a second motion while the first motion is being played. For example, when the determination unit 42 receives a new operation from the player while the first motion is being played, it determines to transition the first motion to a second motion. An example of this case is when, while a moving image of player character C punching as the first motion is being played, the player performs an operation to make player character C perform a kick or an operation to cancel the punch. This determination is made, for example, using a lookup table in which the first motion being played, the operation by the player, and the second motion to which the motion is to be transitioned correspond to each other.
[0046] Furthermore, for example, if the state of the character included in the first motion changes during playback of the first motion, the determination unit 42 determines that the first motion should be transitioned to the second motion. An example of this case is when, during playback of a moving image in which the player character C is in the air as the first motion, the player character C touches the ground and the state of the player character C changes to a state on the ground. This determination is made, for example, using a lookup table in which the first motion being played, the states of the character before and after the change, and the second motion to which the transition is made correspond to each other.
[0047] Similarly, the determination unit 42 determines whether or not to transition the second motion to the third motion while the second motion is being played back.
[0048] In addition, the determination unit 42 determines whether the first motion and the second motion include accompanying playback elements, and whether the first motion and the second motion have accompanying playback elements that are the same as or related to each other other than the movement of the player character C.
[0049] Next, the operation of the information processing device 10 will be described with reference to Fig. 9. The CPU 11 executes the information processing program 30, thereby executing the motion reproduction process shown in Fig. 9. The motion reproduction process is executed, for example, when a specific operation corresponding to a first motion is performed by the player, or when a specific event occurs.
[0050] 9, the playback unit 40 plays the first motion. In step S12, the determination unit 42 determines whether or not to transition the first motion to the second motion during playback of the first motion whose playback started in step S10, as described above. If this determination is affirmative, the process proceeds to step S14.
[0051] In step S14, the determination unit 42 determines whether the first motion and the second motion include accompanying playback elements, and whether the first motion and the second motion have the same or related accompanying playback elements other than the movement of the player character C. If this determination is positive, the process proceeds to step S16.
[0052] In step S16, the playback unit 40 plays the second motion from the frame of the second motion corresponding to the frame of the first motion at the transition point, as described above. At this time, the playback unit 40 does not play the accompanying playback element. When the process of step S16 ends, the process proceeds to step S20.
[0053] If the determination in step S14 is negative, the process proceeds to step S18. In step S18, the playback unit 40 plays the second motion from the frame of the second motion corresponding to the frame of the first motion at the transition point, as described above. At this time, the playback unit 40 also plays the accompanying playback element. When the process in step S18 ends, the process proceeds to step S20.
[0054] In step S20, the determination unit 42 determines whether or not to transition the second motion to the third motion during playback of the second motion whose playback has started in step S16 or step S 18. If this determination is affirmative, the process proceeds to step S22.
[0055] In step S22, the determination unit 42 determines whether the second motion and the third motion include accompanying playback elements, and whether the second motion and the third motion have the same or related accompanying playback elements other than the movement of the player character C. If this determination is affirmative, the process proceeds to step S24.
[0056] In step S24, the playback unit 40 plays the third motion from the frame of the third motion corresponding to the frame of the second motion at the transition point, as described above. At this time, the playback unit 40 does not play the accompanying playback element. When the processing of step S24 ends, the motion playback process ends.
[0057] If the determination in step S22 is negative, the process proceeds to step S26. In step S22, the playback unit 40 plays the third motion from the frame of the third motion corresponding to the frame of the second motion at the transition point, as described above. At this time, the playback unit 40 also plays the accompanying playback element. When the process of step S26 ends, the motion playback process ends.
[0058] If the determination in step S20 is negative, steps S22 to S26 are not executed and the motion replay process ends. Also, if the determination in step S12 is negative, steps S14 to S26 are not executed and the motion replay process ends.
[0059] As described above, according to this embodiment, it is possible to reduce the difference between the first motion and the second motion when transitioning from the first motion to the second motion.
[0060] In the above embodiment, various processes executed by the CPU 11 after reading software (programs) may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]
[0061] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 Playback Department 42 Judgment section
Claims
1. When a transition is made to a second motion including a plurality of frames during the reproduction of a first motion including a plurality of frames, the second motion is reproduced from a frame of the second motion corresponding to a frame of the first motion at the time of the transition to the second motion. An information processing program that causes a computer to execute a process.
2. The frames of the second motion corresponding to the frames of the first motion at the time point are frames of the second motion in an order based on the order of the frames of the first motion at the time point based on the start frame. The information processing program according to claim 1 .
3. The difference between the number of frames of the first motion and the number of frames of the second motion is within a predetermined range.
3. The information processing program according to claim 1.
4. The first motion and the second motion are motions obtained by dividing one motion.
3. The information processing program according to claim 1.
5. the first motion and the second motion are motions that represent movements of a character; When the first motion and the second motion include a playback element that is played back when the motion is played back, and the first motion and the second motion have the same or mutually related playback elements other than the movement of the character, the playback element is not played back when the second motion is played back.
3. The information processing program according to claim 1, for causing a computer to execute processing.
6. When a transition to a third motion including a plurality of frames occurs during playback of the second motion, the third motion is played from a frame of the third motion corresponding to a frame of the second motion at the time of transition to the third motion.
3. The information processing program according to claim 1, for causing a computer to execute processing.
7. A part of one frame of the first motion and a part of one frame of the second motion are common or similar to each other.
3. The information processing program according to claim 1.
8. When a new operation by the player is received during the reproduction of the first motion, or when a state of a character included in the first motion changes during the reproduction of the first motion, the first motion is transitioned to the second motion.
3. The information processing program according to claim 1, for causing a computer to execute processing.
9. When a transition is made to a second motion including a plurality of frames during the reproduction of a first motion including a plurality of frames, the second motion is reproduced from a frame of the second motion corresponding to a frame of the first motion at the time of the transition to the second motion. An information processing method in which processing is performed by a computer.
10. a processor, the processor comprising: When a transition is made to a second motion including a plurality of frames during the reproduction of a first motion including a plurality of frames, the second motion is reproduced from a frame of the second motion corresponding to a frame of the first motion at the time of the transition to the second motion. Information processing device.
Citation Information
Patent Citations
Imaging system, program and information storage medium
JP2002346208A