Information processing program, information processing method, and information processing device
The program addresses unnatural transitions in virtual character movement by storing and utilizing multiple transition timings to ensure smooth transitions from moving to stopping or waiting motions, enhancing the user experience.
Patent Information
- Application Number
- JP2024093850
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-10
- Publication Date
- 2025-12-22
AI Technical Summary
Existing techniques for moving characters in virtual spaces result in unnatural behavior when transitioning from moving motions to stopping or waiting motions due to unintended timing, leading to discomfort.
An information processing program that stores multiple transition timings for characters to smoothly transition from moving motions to stopping or waiting motions based on predetermined conditions, allowing transitions at optimal points to maintain natural movement.
Eliminates the sense of discomfort by ensuring seamless transitions during character movement in virtual spaces, maintaining natural behavior.
Smart Images

Figure 2025185544000001_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 states, "In the walking motion of this embodiment, the movement of the player character's body is defined as one step with the right foot and one step with the left foot. The player character can walk forward by repeatedly executing this walking motion while a predetermined forward operation is input from the game controller 1230." [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-028188 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventionally, a technique for moving a character in a virtual space by repeatedly playing a single motion is known (see, for example, Patent Document 1). By repeatedly playing such a moving motion, the character can be moved a fixed distance equivalent to the product of the amount of movement required for one playback and the number of repetitions. Here, when moving a character from an arbitrary position and stopping it at a position within a specified distance, the character must transition from the moving motion to a stopping motion that stops the character or a waiting motion that keeps the character waiting. However, the specified distance is not necessarily the sum of the fixed distance required for the moving motion and the fixed distance required for the stopping motion. This can result in the character having to transition to a stopping motion at an unintended timing in the moving motion, resulting in unnatural behavior. This problem can also occur when transitioning a character from a moving motion to a waiting motion without first passing through a stopping motion.
[0005] Therefore, an object of the present disclosure is to provide a program, method, and device that can eliminate the sense of discomfort that accompanies motion transitions when moving a character an arbitrary distance in a virtual space. [Means for solving the problem]
[0006] An information processing program according to a first aspect of the present disclosure causes a computer to perform the following steps: memorizing multiple transition timings at which a character in a virtual space can transition from a moving motion, which moves the character by repeatedly playing the motion, to a stopping motion, which transitions the character to a stopped state, or a waiting motion, which keeps the character waiting in the same position; and transitioning the character from the moving motion to the stopping motion or the waiting motion at any one of the multiple transition timings when the distance between the character's position and a target position satisfies a predetermined condition.
[0007] An information processing program according to a second aspect of the present disclosure is an information processing program according to the first aspect, which causes the computer to execute the following processes: storing a plurality of first transition timings at which the character can transition from the moving motion to the stopping motion; and, when the distance becomes less than or equal to the amount of movement required for the stopping motion, transitioning the character from the moving motion to the stopping motion at any one of the plurality of first transition timings.
[0008] An information processing program according to a third aspect of the present disclosure is an information processing program according to the first or second aspect, which causes the computer to execute the following steps: storing a plurality of second transition timings at which the character can transition from the moving motion to the waiting motion; and, when the position of the character exceeds the target position and the distance is within an allowable error range, transitioning the character from the moving motion to the waiting motion at any one of the plurality of second transition timings.
[0009] An information processing program according to a fourth aspect of the present disclosure is an information processing program according to the third aspect, in which the computer executes a process of forcibly transitioning the character from the moving motion to the waiting motion regardless of the plurality of second transition timings when the position of the character exceeds the target position and the distance is outside the range of the allowable error.
[0010] An information processing program according to a fifth aspect of the present disclosure is an information processing program according to the second aspect, which causes the computer to execute the following processes: storing a plurality of third transition timings at which the character can transition from the stopping motion to the waiting motion; and, when the position of the character exceeds the target position and the distance is within an allowable error range, transitioning the character from the stopping motion to the waiting motion at any one of the plurality of third transition timings.
[0011] An information processing program according to a sixth aspect of the present disclosure is an information processing program according to the fifth aspect, in which the computer executes a process of forcibly transitioning the character from the stopping motion to the waiting motion regardless of the plurality of third transition timings when the position of the character exceeds the target position and the distance is outside the range of the allowable error.
[0012] An information processing program according to a seventh aspect of the present disclosure is an information processing program according to any one of the first to sixth aspects, which causes the computer to execute a process of correcting a starting position at which the character begins to move based on the amount of movement required for the stopping motion.
[0013] An information processing program according to an eighth aspect of the present disclosure is an information processing program according to the seventh aspect, which causes the computer to execute a process of correcting the start position based on the amount of movement required for one playback of the moving motion, the number of times the moving motion is played repeatedly, and the amount of movement required for the stopping motion.
[0014] An information processing program according to a ninth aspect of the present disclosure is an information processing program according to the eighth aspect, which causes the computer to execute the following processes: displaying a portion of the virtual space on a screen; and determining the number of repetitions so that the corrected starting position is outside the screen.
[0015] An information processing method according to a tenth aspect of the present disclosure includes a computer storing multiple transition timings at which a character in a virtual space can transition from a moving motion, which moves the character by repeatedly playing it, to a stopping motion, which transitions the character to a stopped state, or a waiting motion, which keeps the character waiting in the same position, and transitioning the character from the moving motion to the stopping motion or the waiting motion at any of the multiple transition timings when the distance between the position of the character and a target position satisfies a predetermined condition.
[0016] An information processing device according to an eleventh aspect of the present disclosure includes a processor that stores multiple transition timings at which a character in a virtual space can transition from a moving motion, which moves the character by repeatedly playing the motion, to a stopping motion, which transitions the character to a stopped state, or a waiting motion, which keeps the character waiting in the same position, and when the distance between the position of the character and a target position satisfies a predetermined condition, transitions the character from the moving motion to the stopping motion or the waiting motion at any of the multiple transition timings. [Effects of the Invention]
[0017] According to the information processing program, information processing method, and information processing device disclosed herein, it is possible to eliminate the sense of discomfort that accompanies motion transitions when moving a character an arbitrary distance in a virtual space. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of an information processing system 10 according to the present embodiment. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of an information processing device 100 according to the present embodiment. [Figure 3] 1 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to the present embodiment. [Figure 4] FIG. 10 is a diagram illustrating an example of a movement motion. [Figure 5] FIG. 10 is a diagram showing an example of a stopping motion. [Figure 6] 10 is a diagram showing an example of transition timings stored in the storage unit 110 in the information processing device 100 according to the present embodiment. FIG. [Figure 7] 1 is a diagram visualizing definitions of terms used in information processing executed by the information processing device 100 according to the present embodiment. [Figure 8] FIG. 1 is a first diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. [Figure 9] FIG. 2 is a second diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] An example of an embodiment of the present disclosure will be described below with reference to the drawings. In each drawing, the same or equivalent components and parts are designated by the same reference numerals. Furthermore, the dimensional proportions in the drawings are exaggerated for the sake of explanation and may differ from the actual proportions.
[0020] 1 is a diagram showing an example of a schematic configuration of an information processing system 10 according to this embodiment. The information processing system 10 may be applied to various systems that allow a character to move in a virtual space.
[0021] The following description will be given of an example in which the information processing system 10 is a game system. Here, a game is a set of activities and rules for playing or competing. A game is played, for example, by a player utilizing strategy and skill to achieve a specific goal. Games are played to achieve various goals, such as competitive goals such as winning, combat goals such as defeating an opponent, educational goals such as learning, and narrative goals such as completing a scenario. Games may be competitive or non-competitive.
[0022] The information processing system 10 includes a communication unit 20, a server device 30, and a terminal device 40.
[0023] The communication means 20 connects multiple computers so that they can communicate with each other. In this figure, the communication means 20 connects between the server device 30 and the terminal device 40. The communication means 20 may be the Internet, for example. However, the communication means 20 may be any means that can connect multiple computers so that they can communicate with each other, such as a LAN, a WAN, or an intranet.
[0024] The server device 30 transmits and receives data to and from the terminal device 40, executes processing in accordance with the player's operation, and provides the execution results to the terminal device 40. More specifically, the server device 30 may execute processes such as downloading programs (applications) to the terminal device 40, logging in players, and managing various databases.
[0025] As an example, the server device 30 may be realized by cloud computing. Although the diagram illustrates an example in which the server device 30 is a single device, the server device 30 may perform the above-described processing in a distributed manner across multiple devices. Furthermore, the diagram illustrates an example in which the game to be played is provided as a so-called online game, but this is not limiting. If the game to be played can be played offline, the information processing system 10 may not include the server device 30. In other words, in the present disclosure, the server device 30 is not an essential component.
[0026] The terminal device 40 is a device for a player to play a game that the player wishes to play. In this figure, a case where the terminal device 40 is a smartphone is shown as an example. However, the terminal device 40 may be any device capable of playing a game that the player wishes to play, such as a mobile phone, a tablet terminal, a laptop computer, an all-in-one PC, a tablet PC, or a portable game console.
[0027] The terminal device 40 can display scenes within the game. Such scenes may be, for example, event scenes within the game. An event scene is a scene other than a gameplay scene in which a player actually plays the game, and in which a story is explained or characters converse with each other. In this figure, as an example, an event scene is shown in which a character 50 moves from the back of the screen, gradually stops as it approaches a target position in the foreground of the screen, and then stops and waits near the target position.
[0028] Event scenes are important scenes for drawing the player into the worldview of the game. Such event scenes include various scenes in which the character 50 moves freely in the virtual space. Therefore, the technology of the present disclosure is particularly compatible with the movement of the character 50 in such event scenes within the game. However, the technology of the present disclosure is not limited to this. The technology of the present disclosure may be applied to the movement of the character 50 in a game play scene (e.g., a battle scene, etc.) or to the movement of the character 50 in content other than a game (e.g., an anime, etc.).
[0029] The technology of the present disclosure aims to eliminate the sense of incongruity that accompanies the transition of motion when, for example, moving the character 50 an arbitrary distance in a virtual space. This will be described in detail.
[0030] From here on, a case where the terminal device 40 is the information processing device 100 according to this embodiment will be described as an example. However, this is not limited to this, and the server device 30 may also be the information processing device 100 according to this embodiment. In other words, the information processing according to this embodiment may be processed on the terminal side or on the network side.
[0031] 2 is a diagram showing an example of the hardware configuration of an information processing device 100 according to this embodiment. The information processing device 100 includes a processor 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a storage 104, a communication interface 105, and a user interface 106. These components are connected via a bus 109 so as to be able to communicate with each other.
[0032] The processor 101 executes various programs and controls each component. The ROM 102 stores various programs and various data. The RAM 103 temporarily stores programs or data as a working area. The storage 104 is configured with an HDD (Hard Disk Drive) or SSD (Solid State Drive) and stores various programs including the operating system and various data.
[0033] In the information processing device 100 according to this embodiment, an information processing program is stored in the ROM 102 or the storage 104. The processor 101 reads the information processing program from the ROM 102 or the storage 104 and executes it using the RAM 103 as a working area, thereby controlling each component and executing various arithmetic processing in accordance with the information processing program.
[0034] The communication interface 105 is an interface that enables the information processing device 100 to communicate with other devices. The user interface 106 is an input / output interface that enables the information processing device 100 to exchange information with a user, i.e., a player. The user interface 106 may include a touch panel, a controller, a keyboard, a microphone, etc. as input devices, and may include a monitor, a speaker, etc. as output devices.
[0035] 3 is a diagram showing an example of the functional configuration of the information processing device 100 according to this embodiment. The information processing device 100 includes a storage unit 110, a correction unit 120, a determination unit 130, and a transition unit 140. These functional configurations are realized by the processor 101 reading an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.
[0036] The storage unit 110 stores a plurality of transition timings at which the character 50 can transition from a pre-transition motion to a post-transition motion.
[0037] The correction unit 120 corrects the start position at which the character 50 starts moving based on the amount of movement required for the stopping motion.
[0038] The determination unit 130 determines whether or not the distance between the position of the character 50 and the target position satisfies a predetermined condition.
[0039] When the distance between the character's position and the target position satisfies a predetermined condition, the transition unit 140 transitions the character 50 from the pre-transition motion to the post-transition motion at any one of a plurality of transition timings. Next, the motion of the character 50 will be described.
[0040] 4 is a diagram showing an example of a moving motion. In this diagram, a moving motion consisting of 60 frames from frame 1 to frame 60 is shown as an example.
[0041] As an example, frame 1 may be a state in which both feet of the character 50 are on the ground. Then, as the frames progress from frame 1, the character 50 may gradually move forward while lifting its right foot.
[0042] Frame 15 may be a state in which the right foot of the character 50 is farthest from the ground. Then, as the frames progress from frame 15 onwards, the character 50 may gradually move forward while lowering his right foot.
[0043] Frame 30 may be a state in which both feet of the character 50 are on the ground. Then, as the frames progress from frame 30 onwards, the character 50 may gradually move forward while lifting its left foot.
[0044] Frame 45 may be a state in which the left foot of the character 50 is farthest from the ground. Then, as the frames progress from frame 45 onwards, the character 50 may gradually move forward while lowering his left foot.
[0045] Frame 60 may be a state in which both feet of the character 50 are on the ground. The movement motion may be a loop motion in which, for example, a series of frames configured in this way are repeatedly played to move the character 50 in the virtual space.
[0046] Fig. 5 is a diagram showing an example of a stopping motion. This diagram shows an example in which the stopping motion is made up of 40 frames from frame 1 to frame 40. The top of this diagram shows a stopping motion of pattern (A) in which the right foot takes a step followed by the left foot, and the bottom of this diagram shows a stopping motion of pattern (B) in which the left foot takes a step followed by the right foot.
[0047] As an example, in pattern (A), frame 1 may be a state in which both feet of the character 50 are on the ground. Then, as the frames progress from frame 1, the character 50 may gradually decelerate while lifting his right foot.
[0048] Frame 10 may be in a state where the right foot of the character 50 is moderately off the ground. Then, as the frames progress from frame 10, the character 50 may gradually decelerate while lowering his right foot.
[0049] Frame 20 may be a state in which both feet of the character 50 are on the ground. Then, as the frames progress from frame 20 onwards, the character 50 may gradually decelerate while lifting his left foot.
[0050] Frame 30 may be in a state where the left foot of the character 50 is slightly off the ground. Then, as the frames progress from frame 30 onwards, the character 50 may gradually slow down while lowering his left foot.
[0051] Frame 40 may be a state in which both feet of character 50 are on the ground. Character 50 may stop moving completely in frame 40. As for pattern (B), the relationship between the right foot and the left foot is simply reversed, and therefore a description thereof will be omitted here.
[0052] By transitioning the character 50 from a moving motion to a stopping motion of pattern (A) or pattern (B), the character 50 that was in a moving state can be gradually decelerated and transitioned to a stopping state.
[0053] If moving motion and stopping motion are defined in this way, for example, when a transition is made from frames 15 and 45 in a moving motion to a stopping motion, whether pattern (A) or pattern (B) is adopted, the state of character 50 will suddenly change from one foot far off the ground to both feet on the ground, resulting in an unnatural behavior.
[0054] Furthermore, although illustration of the standby motion is omitted, since the motion causes the character 50 to wait in the same position, both feet of the character 50 are on the ground in all frames. Therefore, the transition from a moving motion to a standby motion, and from a stopped motion to a standby motion, may also result in unnatural behavior.
[0055] That is, for example, when a transition is made from frames 15 and 45 in a moving motion to a waiting motion, the state of the character 50 suddenly changes from one foot being far off the ground to both feet on the ground. Similarly, when a transition is made from frames 10 and 30 in a stopped motion to a waiting motion, the state of the character 50 suddenly changes from one foot being medium or small off the ground to both feet on the ground. This also results in unnatural behavior.
[0056] In order to eliminate the sense of incongruity that accompanies such motion transitions, the information processing device 100 of this embodiment stores multiple transition timings at which the character 50 can transition from the pre-transition motion to the post-transition motion for each motion, and transitions the motion of the character 50 from the pre-transition motion to the post-transition motion at any one of the multiple transition timings.
[0057] 6 is a diagram showing an example of transition timing stored in the storage unit 110 of the information processing device 100 according to this embodiment. In this diagram, the vertical axis indicates motion before the transition, and the horizontal axis indicates motion after the transition.
[0058] That is, in this figure, a case is shown as an example in which the storage unit 110 stores multiple transition timings for three transitions: a transition from a moving motion to a stopping motion, a transition from a moving motion to a waiting motion, and a transition from a stopping motion to a waiting motion. However, this is not limited to this. The storage unit 110 only needs to store multiple transition timings for at least one of the above three transitions, and may also store multiple transition timings for transitions other than the above three transitions.
[0059] Here, the transition timing at which a transition from a moving motion to a stopped motion is possible is referred to as a first transition timing. In this figure, a case where the storage unit 110 stores frames 1, 30, and 60 as multiple first transition timings is shown as an example. This means that if a transition to a stopped motion is made at any of frames 1, 30, and 60 among frames 1 to 60 constituting the moving motion, the character 50 can transition without any sense of incongruity. In other words, if a transition to a stopped motion of pattern (A) is made at frames 1 and 60 in the moving motion, the behavior of the character 50 will not be unnatural. Similarly, if a transition to a stopped motion of pattern (B) is made at frame 30 in the moving motion, the behavior of the character 50 will not be unnatural. In this way, the storage unit 110 may store multiple first transition timings at which a transition from a moving motion to a stopped motion of the character 50 can be made.
[0060] Furthermore, the transition timing at which a transition from a moving motion to a standby motion can occur is referred to as a second transition timing. In this diagram, an example is shown in which the storage unit 110 stores frames 1, 30, and 60 as multiple second transition timings. This means that if the character 50 transitions to a standby motion at any of frames 1, 30, and 60 among frames 1 to 60 that constitute the moving motion, the character 50 can transition seamlessly. In this manner, the storage unit 110 may store multiple second transition timings at which the character 50 can transition from a moving motion to a standby motion. In this manner, the storage unit 110 can store multiple transition timings at which the character 50 can transition from a moving motion that moves the character 50 by repeatedly playing the moving motion to a stopping motion that transitions the character 50 to a stopped state, or a waiting motion that keeps the character 50 waiting in the same position, for example.
[0061] Furthermore, the transition timing at which a transition from a stopped motion to a standby motion is possible will be referred to as a third transition timing. In this figure, a case where frames 1, 20, and 40 are stored in the storage unit 110 as multiple third transition timings is shown as an example. This means that if a transition to a standby motion is made at any one of frames 1, 20, and 40 among frames 1 to 40 that make up the stopped motion, the character 50 can transition without feeling unnatural. In this way, the storage unit 110 may store multiple third transition timings at which the character 50 can transition from a stopped motion to a standby motion.
[0062] It should be noted that such transition timing may be manually defined in advance, or may be automatically defined in consideration of the frame configurations of the motion before the transition and the motion after the transition.
[0063] The information processing device 100 according to this embodiment stores such a plurality of transition timings, and when the distance between the position of the character 50 and the target position satisfies a predetermined condition, causes the character 50 to transition from the pre-transition motion to the post-transition motion at any one of the plurality of transition timings. Such information processing will be described in detail below.
[0064] 7 is a diagram visualizing definitions of terms used in information processing executed by information processing device 100 according to this embodiment. In this diagram, a state in which character 50 moves from start position S toward target position G is shown as an example.
[0065] In this figure, the symbol Mm indicates the amount of movement required for one playback of the movement motion. That is, when the movement motion is played from frame 1 to frame 60, the character 50 moves forward by the amount of movement Mm.
[0066] Furthermore, the symbol Ms indicates the amount of movement required for the stopping motion. That is, when the stopping motion is played back from frame 1 to frame 40, the character 50 moves forward by the amount of movement Ms. In other words, the amount of movement Ms can also be said to be the braking distance of the character 50.
[0067] Furthermore, the symbol D indicates the distance between the position of the character 50 and the target position G. The symbol E indicates the allowable error. In other words, even if the position of the character 50 exceeds the target position G, if it is within the range of the allowable error E from the target position G, the character 50 is allowed to move. On the other hand, if the position of the character 50 is outside the range of the allowable error E from the target position G, the character 50 is not allowed to move and is forced to transition to a standby motion. With these definitions in mind, the information processing of the present disclosure will be described in detail using a flow chart.
[0068] 8 is a first diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow may be started by the processor 101 reading out the information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.
[0069] Prior to this flow, the information processing device 100 may store information such as that shown in FIG. 6 in advance. That is, the processor 101 may store, as the storage unit 110, a plurality of transition timings at which the character 50 in the virtual space can transition from a moving motion, which moves the character 50 by repeatedly playing the motion, to a stopping motion, which transitions the character 50 to a stopped state, or a waiting motion, which keeps the character 50 waiting in the same position. More specifically, the processor 101 may store a plurality of first transition timings at which the character 50 can transition from a moving motion to a stopping motion. The processor 101 may also store a plurality of second transition timings at which the character 50 can transition from a moving motion to a waiting motion. The processor 101 may further store a plurality of third transition timings at which the character 50 can transition from a stopping motion to a waiting motion.
[0070] In step S210, processor 101 determines whether there is a request to play the stop motion to the end. Here, playing the stop motion to the end means playing all frames that make up the stop motion. Therefore, if the stop motion is configured as shown in FIG. 5, for example, processor 101 may determine whether there is a request to play the stop motion from frame 1 to frame 40. Note that this determination may be made according to a predetermined setting.
[0071] As an example, if careful attention is required in the depiction of the movement of the character 50 in an important event scene, it may be predetermined that there is a requirement for the stop motion to flow completely through for that scene. On the other hand, if careful attention is not required in the depiction of the movement of the character 50 in an unimportant event scene, it may be predetermined that there is no requirement for the stop motion to flow completely through for that scene.
[0072] If it is determined that there is a request to complete the stopped motion, processor 101 proceeds to step S220. On the other hand, if it is determined that there is no request to complete the stopped motion, processor 101 proceeds to step S230.
[0073] In step S220, processor 101, functioning as correction unit 120, corrects start position S at which character 50 starts moving, based on the amount of movement Ms required for the stopping motion. At this time, processor 101 may correct start position S based on the amount of movement Mm required for one replay of the moving motion, the number of repetitions n (where n is a natural number) of replays of the moving motion, and the amount of movement Ms required for the stopping motion. More specifically, processor 101 may correct start position S so that D=Mm×n+Ms holds.
[0074] By correcting the start position S before the character 50 moves, no matter where the character 50 is located, it is possible to smoothly transition from a moving motion to a stopping motion and from a stopping motion to a waiting motion.
[0075] Note that correcting the start position S is essentially the same as warping the character 50 in the virtual space. If such a warp were displayed on the screen, this would also result in unnatural behavior. Therefore, the processor 101 may determine the number of repetitions n for reproducing the movement motion so that the position after the warp is outside the screen. In other words, when displaying a portion of the virtual space on the screen, the processor 101 may determine the number of repetitions n so that the corrected start position S is outside the screen.
[0076] In step S230, processor 101 reproduces the movement motion, thereby allowing processor 101 to move character 50 in the virtual space.
[0077] In step S240, processor 101, functioning as determination unit 130, determines whether or not the position of character 50 has passed target position G. If processor 101 determines that the position has not passed target position G, it proceeds to step S250. On the other hand, if processor 101 determines that the position has passed target position G, it proceeds to step S280.
[0078] In step S250, processor 101, functioning as determination unit 130, determines whether distance D is equal to or less than movement amount Ms required for the stopping motion. If processor 101 determines that distance D is not equal to or less than movement amount Ms, it returns the process to step S230. On the other hand, if processor 101 determines that distance D is equal to or less than movement amount Ms, it proceeds to step S260.
[0079] In step S260, the processor 101 determines whether it is the first transition timing. That is, the processor 101 determines whether it is the timing at which the character 50 can transition from a moving motion to a stopped motion. For example, it is assumed that the storage unit 110 stores frames 1, 30, and 60 as a plurality of first transition timings. In this case, the processor 101 may determine whether the frame of the moving motion being played is any of frames 1, 30, and 60. If the frame of the moving motion being played is not any of frames 1, 30, and 60, the processor 101 may determine that it is not the first transition timing. On the other hand, if the frame of the moving motion being played is any of frames 1, 30, and 60, the processor 101 may determine that it is the first transition timing. If it is determined that it is not the first transition timing, the processor 101 returns the process to step S230. On the other hand, if it is determined that it is the first transition timing, the processor 101 proceeds to step S270.
[0080] In step S270, processor 101, as transition unit 140, transitions character 50 from a moving motion to a stopped motion at the timing determined to be the first transition timing in step S260. At this time, if the timing determined to be the first transition timing in step S260 is frame 0 or 60, processor 101 may transition character 50 from a moving motion to a stopped motion of pattern (A). On the other hand, if the timing determined to be the first transition timing in step S260 is frame 30, processor 101 may transition character 50 from a moving motion to a stopped motion of pattern (B).
[0081] In this way, for example, when the distance D becomes equal to or less than the amount of movement Ms required for the stopped motion, the processor 101 can transition the character 50 from the moving motion to the stopped motion at any one of a plurality of first transition timings. The flow after the transition to the stopped motion will be described later.
[0082] In step S280, processor 101, functioning as determination unit 130, determines whether distance D is within the range of allowable error E. If it is determined that distance D is within the range of allowable error E, processor 101 proceeds to step S290. On the other hand, if it is determined that distance D is not within the range of allowable error E, processor 101 proceeds to step S310.
[0083] In step S290, the processor 101 determines whether it is the second transition timing. That is, the processor 101 determines whether it is the timing at which the character 50 can transition from a moving motion to a waiting motion. For example, it is assumed that the storage unit 110 stores frames 1, 30, and 60 as multiple second transition timings. In this case, the processor 101 may determine whether the frame of the moving motion being played is any of frames 1, 30, and 60. If the frame of the moving motion being played is not any of frames 1, 30, and 60, the processor 101 may determine that it is not the second transition timing. On the other hand, if the frame of the moving motion being played is any of frames 1, 30, and 60, the processor 101 may determine that it is the second transition timing. If it is determined that it is not the second transition timing, the processor 101 returns the process to step S230. On the other hand, if it is determined that it is the second transition timing, the processor 101 proceeds to step S300.
[0084] In step S300, processor 101, functioning as transition unit 140, transitions character 50 from a moving motion to a waiting motion at the timing determined to be the second transition timing in step S290. In this way, for example, when the position of character 50 has exceeded target position G and distance D is within the range of allowable error E, processor 101 can transition character 50 from a moving motion to a waiting motion at any of the plurality of second transition timings.
[0085] In step S310, processor 101, functioning as transition unit 140, immediately forcibly transitions character 50 from the moving motion to the waiting motion. In this way, for example, when the position of character 50 exceeds target position G and distance D is outside the range of allowable error E, processor 101 can forcibly transition character 50 from the moving motion to the waiting motion regardless of the multiple second transition timings.
[0086] By using such a flow, for example, processor 101 can transition character 50 from a moving motion to a stopping motion or a waiting motion at any one of a plurality of transition timings when distance D between the position of character 50 and target position G satisfies a predetermined condition. Next, a description will be given of processing after transition to a stopping motion.
[0087] 9 is a second diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow may start as a flow following step S270 in FIG.
[0088] In step S320, processor 101 plays a stop motion, whereby processor 101 gradually decelerates character 50 in the virtual space and transitions to a stopped state.
[0089] In step S330, the processor 101 determines whether or not the stopping motion has been completely played. When the stopping motion is configured as shown in FIG. 5, for example, the processor 101 may determine whether or not the frame of the stopping motion is frame 40, which is the final frame. When the frame of the stopping motion is the final frame, the processor 101 may determine that the stopping motion has been completely played. On the other hand, when the frame of the stopping motion is not the final frame, the processor 101 may determine that the stopping motion has not been completely played. When it is determined that the stopping motion has been completely played, the processor 101 proceeds to step S340. On the other hand, when it is determined that the stopping motion has not been completely played, the processor 101 proceeds to step S350.
[0090] In step S340, processor 101, functioning as transition unit 140, transitions character 50 from a stop motion to a standby motion. Since the stop motion has been played up to the final frame, transitioning character 50 from a stop motion to a standby motion at this timing does not result in unnatural behavior.
[0091] In step S350, processor 101, functioning as determination unit 130, determines whether or not the position of character 50 has passed target position G. If it is determined that target position G has not been passed, processor 101 returns the process to step S320. On the other hand, if it is determined that target position G has been passed, processor 101 proceeds with the process to step S360.
[0092] In step S360, processor 101, functioning as determination unit 130, determines whether distance D is within the range of allowable error E. If it is determined that distance D is within the range of allowable error E, processor 101 proceeds to the process at step S370. On the other hand, if it is determined that distance D is not within the range of allowable error E, processor 101 proceeds to the process at step S390.
[0093] In step S370, the processor 101 determines whether it is the third transition timing. That is, the processor 101 determines whether it is the timing at which the character 50 can transition from a stop motion to a standby motion. For example, it is assumed that the storage unit 110 stores frames 1, 20, and 40 as multiple third transition timings. In this case, the processor 101 may determine whether the frame of the stop motion being played is any of frames 1, 20, and 40. If the frame of the stop motion being played is not any of frames 1, 20, and 40, the processor 101 may determine that it is not the third transition timing. On the other hand, if the frame of the stop motion being played is any of frames 1, 20, and 40, the processor 101 may determine that it is the third transition timing. If it is determined that it is not the third transition timing, the processor 101 returns the process to step S320. On the other hand, if it is determined that it is the third transition timing, the processor 101 proceeds to step S380.
[0094] In step S380, processor 101, functioning as transition unit 140, transitions character 50 from a stopped motion to a waiting motion at the timing determined to be the third transition timing in step S370. In this way, for example, when the position of character 50 has exceeded target position G and distance D is within the range of allowable error E, processor 101 can transition character 50 from a stopped motion to a waiting motion at any timing among the plurality of third transition timings.
[0095] In step S390, processor 101, functioning as transition unit 140, immediately forcibly transitions character 50 from the stopped motion to the waiting motion. In this way, for example, when the position of character 50 exceeds target position G and distance D is outside the range of allowable error E, processor 101 can forcibly transition character 50 from the stopped motion to the waiting motion regardless of the plurality of third transition timings.
[0096] As described above, the information processing device 100 according to this embodiment stores a plurality of transition timings at which the character 50 in the virtual space can transition from a moving motion to a stopping motion or a waiting motion, and when the distance D between the position of the character 50 and the target position G satisfies a predetermined condition, transitions the character 50 from the moving motion to a stopping motion or a waiting motion at any of the plurality of transition timings. As a result, the information processing device 100 according to this embodiment can eliminate the sense of incongruity that accompanies the transition of motion when moving the character 50 an arbitrary distance in the virtual space.
[0097] So far, one possible embodiment has been shown as an example, but the present disclosure is not limited to the above, and it goes without saying that it can be implemented in various modifications within the scope of its gist.
[0098] In addition, in the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPU: Central Processing Unit, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).
[0099] Furthermore, the operations of the processors in the above embodiments may not only be performed by a single processor, but may also be performed by multiple processors located at physically separate locations working together. Furthermore, the order of the operations of the processors is not limited to the order described in the above embodiments, and may be changed as appropriate.
[0100] Furthermore, although the information processing device 100 in this embodiment has been described as being configured by a single device as an example, it may be configured by a plurality of devices.
[0101] Furthermore, the processing performed by the information processing device 100 according to the above embodiment may be processing performed by software, processing performed by hardware, or a combination of both. Furthermore, the processing performed by each unit of the information processing device 100 may be stored as a program on a storage medium and distributed.
[0102] The program of the present disclosure can be provided as a program product. The program product includes any product for providing the program. For example, the program product includes a program provided over a network such as the Internet, and a non-transitory computer-readable recording medium such as a CD-ROM or DVD on which the program is stored. [Explanation of symbols]
[0103] 10 Information Processing Systems 20. Means of communication 30 Server device 40 Terminal Equipment 50 characters 100 Information processing device 101 processors 102 ROM 103 RAM 104 Storage 105 Communication Interface 106 User Interface 109 Bus 110 Storage section 120 Correction unit 130 Judgment section 140 Transition section
Claims
1. On the computer, A process for storing a plurality of transition timings that can transition from a moving motion that moves a character in a virtual space by repeatedly playing it to a stopping motion that transitions the character to a stopping state or a waiting motion that keeps the character waiting in the same position; and executing a process of transitioning the character from the moving motion to the stopping motion or the waiting motion at any one of the plurality of transition timings when a distance between the position of the character and a target position satisfies a predetermined condition. Information processing program.
2. The computer, a process of storing a plurality of first transition timings at which the character can transition from the moving motion to the stopping motion; When the distance becomes equal to or less than the amount of movement required for the stopping motion, a process of transitioning the character from the moving motion to the stopping motion at any one of the plurality of first transition timings is executed. The information processing program according to claim 1 .
3. The computer, a process of storing a plurality of second transition timings at which the character can transition from the moving motion to the waiting motion; and if the position of the character exceeds the target position and the distance is within an allowable error range, executing a process of transitioning the character from the moving motion to the waiting motion at any one of the plurality of second transition timings. The information processing program according to claim 1 .
4. The computer, When the position of the character exceeds the target position and the distance is outside the range of the allowable error, a process of forcibly transitioning the character from the moving motion to the waiting motion is executed regardless of the plurality of second transition timings. The information processing program according to claim 3 .
5. The computer, a process of storing a plurality of third transition timings at which the character can transition from the stop motion to the standby motion; and if the position of the character exceeds the target position and the distance is within an allowable error range, executing a process of transitioning the character from the stop motion to the standby motion at any one of the plurality of third transition timings. The information processing program according to claim 2 .
6. The computer, When the position of the character exceeds the target position and the distance is outside the range of the allowable error, a process of forcibly transitioning the character from the stop motion to the standby motion is executed regardless of the plurality of third transition timings. The information processing program according to claim 5 .
7. The computer, execute a process of correcting a start position at which the movement of the character is to be started based on the amount of movement required for the stopping motion; The information processing program according to any one of claims 1 to 6.
8. The computer, executes a process of correcting the start position based on the amount of movement required for one playback of the moving motion, the number of times the moving motion is repeatedly played, and the amount of movement required for the stopping motion; The information processing program according to claim 7.
9. The computer, a process of displaying a part of the virtual space on a screen; and determining the number of repetitions so that the corrected start position is outside the screen. The information processing program according to claim 8.
10. The computer Storing a plurality of transition timings that can transition from a moving motion that moves a character in a virtual space by repeatedly playing it to a stopping motion that transitions the character to a stopping state or a waiting motion that makes the character wait in the same position; transitioning the character from the moving motion to the stopping motion or the waiting motion at any one of the plurality of transition timings when a distance between the position of the character and a target position satisfies a predetermined condition, Information processing methods.
11. a processor, the processor comprising: storing a plurality of transition timings for transitioning a character in a virtual space from a moving motion that moves the character by repeatedly playing the motion to a stopping motion that transitions the character to a stopping state or a waiting motion that keeps the character waiting at the same position; transitioning the character from the moving motion to the stopping motion or the waiting motion at any one of the plurality of transition timings when a distance between the position of the character and a target position satisfies a predetermined condition; Information processing device.
Citation Information
Patent Citations
Program, information storage medium and game machine
JP2009028188A