Information processing program, information processing method and information processing device

The information processing program manages character neck rotations using predetermined speed, angle, and axis data to ensure smooth and comfortable movements, addressing the issue of user discomfort in existing methods.

JP2025187363APending Publication Date: 2025-12-25KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024096085
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-13
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Existing methods for executing neck movements of characters in games cause discomfort to users due to unnatural or rapid rotations.

Method used

An information processing program that controls the rotation of a character's neck based on predetermined rotation information, including speed, angle, and axis, ensuring smooth and comfortable movements by adjusting acceleration and bone rotation according to game situations and actions.

Benefits of technology

Enables natural and comfortable neck movements of characters without causing user discomfort, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing program, an information processing method and an information processing device that can move the neck of a character without making a user feel something wrong.SOLUTION: A computer is caused to execute: processing to rotate the neck of a character predetermined for each of a plurality of situations related to direction according to rotation information including information related to the rotating speed and rotational angle of the neck of the character; processing to calculate the angle to a faced object to which the neck of the character is directed; and processing to rotate the neck with acceleration corresponding to the angle to the faced object until the rotating speed reaches its maximum value.SELECTED DRAWING: Figure 1
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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] A technique has been disclosed in which a projection is used at a joint to perform coordinate transformation of spherical points onto a projection plane to set the range of motion of the joint, thereby setting the range of motion of the joint (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-170279 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, there is a demand for a way to execute the neck movement of a character without making the user feel uncomfortable.

[0005] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can execute the neck movement of a character without causing a user to feel uncomfortable. [Means for solving the problem]

[0006] An information processing program according to a first aspect of the present disclosure causes a computer to execute a process of rotating the character's neck according to rotation information including information regarding the rotation speed and rotation angle of the character's neck that is predetermined for each of a plurality of situations related to the performance, a process of calculating an angle to a target to which the character's head is to be turned, and a process of rotating the character's neck at an acceleration corresponding to the angle to the target to which the character is to be turned, up to a maximum value of the rotation speed.

[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 a process of rotating at the maximum rotation speed when the maximum rotation speed predetermined for each situation is reached after starting to rotate the neck at the acceleration.

[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, and causes the computer to execute a process of rotating the character's neck when the character is performing a predetermined specific action by changing the rotation information to a predetermined value in accordance with the specific action.

[0009] An information processing program according to a fourth aspect of the present disclosure is an information processing program according to any one of the first to third aspects, wherein the multiple situations include an event state, a combat state, and a non-combat state.

[0010] An information processing program according to a fifth aspect of the present disclosure is an information processing program according to any one of the first to fourth aspects, wherein the computer stores the rotation information for each type of character, and the rotation information includes a rotation axis that serves as a reference for rotating the character's neck.

[0011] An information processing program according to a sixth aspect of the present disclosure is an information processing program according to any one of the first to fifth aspects, and causes the computer to execute a process of rotating the character using a predetermined bone for each angle to the head turning target.

[0012] An information processing method according to a seventh aspect of the present disclosure includes a process in which a computer rotates the character's neck according to rotation information including information regarding the rotation speed and rotation angle of the character's neck that is predetermined for each of a plurality of situations related to the performance, calculates an angle to a target to which the character's neck is to be turned, and rotates the character's neck at an acceleration corresponding to the angle to the target to which the character is to be turned until the maximum rotation speed is reached.

[0013] An information processing device according to an eighth aspect of the present disclosure includes a processor, which rotates the character's neck according to rotation information including information regarding the rotation speed and rotation angle of the character's neck that is predetermined for each of a plurality of situations related to the performance, calculates an angle to a target to which the character's neck is to be turned, and rotates the character's neck at an acceleration corresponding to the angle to the target to which the character is to be turned until the maximum rotation speed is reached. [Effects of the Invention]

[0014] According to the present disclosure, it is possible to provide an information processing program, an information processing method, and an information processing device that can execute the neck movement of a character without causing the user to feel uncomfortable. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 2 is a block diagram showing a hardware configuration of an information processing device according to the present disclosure. [Figure 2] FIG. 10 is an explanatory diagram for explaining an example of rotation information of the present disclosure. [Figure 3] FIG. 10 is an explanatory diagram for explaining an example of rotation information of the present disclosure. [Figure 4] FIG. 10 is an explanatory diagram for explaining an example of calculating an angle according to the present disclosure. [Figure 5] 10 is an explanatory diagram for explaining the relationship between angle and elapsed time in the present disclosure. FIG. [Figure 6] FIG. 10 is an explanatory diagram for explaining an example of rotation information in the case of a specific operation of the present disclosure. [Figure 7] FIG. 10 is an explanatory diagram illustrating the rotating bones of a humanoid character according to the present disclosure. [Figure 8A] FIG. 10 is an explanatory diagram illustrating the rotating bones of a snake-type character according to the present disclosure. [Figure 8B] FIG. 10 is an explanatory diagram illustrating the rotating bones of a snake-type character according to the present disclosure. [Figure 9]10 is a flowchart showing a flow of information processing by an information processing device. DETAILED DESCRIPTION OF THE INVENTION

[0016] An example of an embodiment of the present disclosure will be described below with reference to the drawings. The same reference numerals are used throughout the drawings to designate identical or equivalent components and parts. The dimensional proportions of the drawings are exaggerated for illustrative purposes and may differ from the actual proportions.

[0017] 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, the information processing device 10 will be described using a home game console. The information processing device 10 is also an example of a computer.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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).

[0024] 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.

[0025] When executing the information processing program 30, the information processing device 10 uses the hardware resources described above to realize various functions.

[0026] 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 an enemy character different from the player character. The enemy character may be an NPC (Non-Player Character), a character operated by a player other than the player operating the player character, or a combination of the character and an NPC. Furthermore, an ally character that battles alongside the player character may appear in the virtual space within the game. The ally character may be an NPC, a character operated by a player other than 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. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, or a narrative objective such as completing the progression of a scenario. A game may be competitive or non-competitive.

[0027] In addition, in this embodiment, a plurality of situations related to the presentation of the game are provided. Examples of situations include a combat state, a non-combat state, and an event state. The combat state is a state in which a battle with an enemy character takes place, and is initiated, for example, when a predetermined enemy character enters a predetermined range. The non-combat state is a normal state in which a battle with an enemy character does not take place. The event state is a state in which various events, such as conversation with other characters, take place, and is initiated, for example, when the player character reaches a predetermined position in the virtual space. The CPU 11 is capable of recognizing which situation the current presentation is in.

[0028] The storage 13 stores rotation information including the rotation speed and rotation angle of the character's neck, which is predetermined for each situation.

[0029] An example of rotation information will be described with reference to FIGS. 2 and 3. In this embodiment, the rotation information of the character's neck includes information on the rotation speed, rotation angle, rotating bone, and rotation axis. The rotation speed information is information on the maximum speed at which the neck is rotated toward a target (hereinafter referred to as the "target") to which the character is to turn. The rotation angle information is information on the maximum angle at which the neck is rotated toward the target to which the character is to turn. The rotating bone information is information on the bone that the character rotates when rotating their neck. The rotation axis information is information on the rotation axis that serves as a reference for the rotation of the character's neck. Note that the rotation information is not limited to information on the rotation speed, rotation angle, rotating bone, and rotation axis, and may include other information. Here, in this embodiment, the target to which the character is to turn is a predetermined specific character among the characters in the virtual space, for example, a boss character among the enemy characters. Then, when the player character and the target enter a predetermined range, a process of turning the player character's head is performed. Turning the head toward the target includes turning the front of the player character's face toward the target. The rotation angle may include the angle of rotation of the head left and right when the humanoid character is looking straight ahead, as well as the angle of rotation up and down.

[0030] Furthermore, rotation information is determined in advance for each character model, for example, models with different skeletons such as a humanoid character, a quadrupedal character, a snake-like character, etc. Below, a humanoid character and a snake-like character will be described as examples.

[0031] FIG. 2 shows an example of rotation information for a humanoid character. As shown in Figure 2, when the situation is "combat state," the maximum rotation speed is set to "fast," which is the fastest level, the maximum rotation angle is set to "small," the rotating bone is set to "neck," and the rotation axis of the rotating bone "neck" is set to "Y-axis." Here, the rotating bone "neck" is set to represent the rotation of the character's neck by rotating only the neck bone. The rotation axis "Y-axis" is set to the direction of the top of the character's head when a humanoid character stands up from ground U (see Figure 7 described below), and the neck is set to rotate around this "Y-axis." In other words, the humanoid character is set to rotate their neck left and right. When the situation is "non-combat state," the maximum rotation speed is set to "medium," which is the medium level, the maximum rotation angle is set to "medium," the rotating bone is set to "neck / chest," and the rotation axis of the rotating bone "neck / chest" is set to "Y-axis." Here, the rotating bones "neck and chest" are set to rotate not only the neck bones but also the chest bones, thereby expressing the rotation of the character's neck. Furthermore, when the situation is "event state," "slow" is set as the slowest maximum rotation speed, "large" is set as the largest maximum rotation angle, "neck, chest, waist" are set as the rotating bones, and the "Y axis" is set as the rotation axis of the rotating bones "neck, chest, waist." Here, the rotation speeds "fast," "medium," and "slow" are each set to a predetermined angular velocity (ω). Furthermore, the rotation angles "small," "medium," and "large" are each set to a predetermined angle (degrees). Furthermore, the rotating bones "neck," "chest," and "waist" are set to rotate not only the neck bones but also the chest and waist bones, thereby expressing the rotation of the character's neck using the entire body.

[0032] FIG. 3 shows an example of rotation information for a snake-shaped character. As shown in FIG. 3, when the situation is "battle state," "fast" is set as the fastest maximum rotation speed, "small" is set as the smallest maximum rotation angle, the "neck" is set as the rotating bone, and the "X-axis" is set as the rotation axis of the "neck" rotating bone. Here, the "neck" rotating bone is set to express the rotation of the character's neck by rotating only the neck bone. Also, the "X-axis" of the rotation axis is set so that the direction of the top of the head of a snake-shaped character standing up straight from the ground U is set as the "Y-axis" (see FIG. 8A described later), and the neck rotates around the "X-axis" that is perpendicular to the "Y-axis" and parallel to the ground. In other words, the snake-shaped character with its head raised is set to rotate its neck left and right. When the situation is "non-combat state," the maximum rotation speed is set to "medium," the maximum rotation angle is set to "medium," the rotating bones are set to "neck / chest," the rotation axis of the rotating "neck" bone is set to "X-axis," and the rotation axis of the rotating "chest" bone is set to "Y-axis." Here, the rotating bones "neck / chest" are set to rotate not only the neck bone but also the chest bone to represent the rotation of the character's neck. When the situation is "event state," the maximum rotation speed is set to "slow," the maximum rotation angle is set to "large," the rotating bones are set to "neck / chest / waist," the rotation axis of the rotating "neck" bone is set to "X-axis," the rotation axis of the rotating "chest" bone is set to "Y-axis," and the rotation axis of the rotating "waist" bone is set to "X-axis." Here, the rotation speeds of "fast," "medium," and "slow" are each set to a predetermined angular velocity (ω). Additionally, the rotation angles "small," "medium," and "large" are each set to a predetermined angle (degrees). Also, the rotating bones "neck," "chest," and "waist" are set to rotate not only the neck bones, but also the chest and waist bones, allowing the rotation of the character's neck to be expressed with the entire body.

[0033] As shown in the above-mentioned FIGS. 2 and 3, even when rotating the necks of characters with different shapes and bone structures, it is possible to manage the rotation information in the same data format.

[0034] Next, the rotation speed, which is one of the rotation information, will be explained using Figures 4 and 5. Here, the rotation speed is determined by an acceleration that corresponds to the angle to the target. That is, the angular acceleration obtained by multiplying the angle θ between the direction E in which the player character S's head is facing and the direction F of the target T by a coefficient is added to the current rotation speed. As a result, the larger the angle θ, the faster the neck rotation speed, and the smaller the angle θ, the slower the neck rotation speed.

[0035] For example, as shown in Fig. 4, first, the CPU 11 calculates the angle θ0 at the start of rotation between the direction E in which the head of the player character S is facing and the direction F of the target T. Fig. 4 is a plan view of the player character S and the target T viewed from above. After starting to rotate the head, the head rotates at an acceleration proportional to the angle for a certain period of time, and when the maximum rotation speed is reached, the head rotates at that maximum rotation speed.

[0036] An example of the relationship between the current angle θ between the direction E in which the player character S's head is facing and the direction F of the target T, and the elapsed time t counted from the start of rotation, will be explained using the following formulas (1) and (2) and Figure 5. The relationship between the current angle θ between the direction E in which the player character S's head is facing and the direction F of the target T, and the elapsed time t counted from the start of rotation, is expressed by the following formula (1). Furthermore, the relationship between the angle θ and the rotational speed is expressed by the following formula (2).

[0037]

number

number

[0038] Here, t is the elapsed time counted from the start of rotation, θ is the current angle between the direction E in which the player character S's head is facing and the direction F of the target T. Also, θ0 is the angle with the target at the start of rotation, and ω mis the maximum angular velocity, and a denotes the acceleration coefficient of rotation.

[0039] 5 is a diagram showing the relationship between angle θ and elapsed time t. Graph G3, which combines graph G1 of the values ​​calculated using the relationship in equation (1) and graph G2 of the values ​​calculated using the relationship in equation (2), shows the relationship between angle θ and elapsed time t. Note that the neck rotation speed in this disclosure does not exclude cases where the speed is the same from the start to the end of the neck rotation.

[0040] Furthermore, when the character is performing a predetermined specific action, the CPU 11 executes a process of changing the character's neck rotation information, which is predetermined for each situation, to rotation information predetermined in accordance with the specific action, and rotating the character's neck. Here, the specific action is an action that would look unnatural if the character were to rotate their neck using rotation information for a normal action other than the specific action, and includes, for example, an action in which the character dashes while leaning forward.

[0041] Specifically, as shown in Figure 6, when the situation is "non-combat state" and a specific action is initiated, the rotation speed is changed from "medium" (normal non-combat state) to "fast" (non-combat state during specific action), and the rotation angle is changed from "medium" (normal non-combat state) to "small" (non-combat state during specific action). This prevents actions from appearing unnatural.

[0042] The rotating bones of the rotation information will be explained using Figures 7, 8A, and 8B. Figure 7 is a diagram of a humanoid character viewed from the front, and is an explanatory diagram explaining the rotating bones of the humanoid character, while Figures 8A and 8B are diagrams of a snake-type character viewed from the side, and are explanatory diagrams explaining the rotating bones of the snake-type character.

[0043] In the case of a humanoid character shown in FIG. 7, the neck is rotated around the Y-axis direction, which is the direction of the top of the head of a standing humanoid character. If the bone to be rotated is the "neck," bone 100a of bones 100 is rotated around the Y-axis direction as the rotation axis; if the bone to be rotated is the "chest," bone 100b is rotated around the Y-axis direction as the rotation axis; and if the bone to be rotated is the "waist," bone 100c is rotated around the Y-axis direction as the rotation axis (see FIG. 2). Here, the straight lines between black dots 110 in FIG. 7 indicate the bones 100 that make up the character. The black dots 110 indicate the connection points between the bones 100.

[0044] In the case of a non-human snake-like character shown in Figures 8A and 8B, the Y-axis direction is the direction of the top of the snake-like character's head if the character were standing up straight, as shown in Figure 8A, and the X-axis direction is perpendicular to the Y-axis direction and parallel to the ground. Then, as shown in Figure 8B, if the rotating bone is the "neck," bone 100a of bone 100 rotates around the X-axis direction as the rotation axis, if the rotating bone is the "chest," bone 100b rotates around the Y-axis direction as the rotation axis, and if the rotating bone is the "waist," bone 100c rotates around the X-axis direction as the rotation axis (see Figure 3).

[0045] Note that the "neck," "chest," and "waist" start rotating at the same time, but the rotation priority of the rotating bones "neck," "chest," and "waist" may be set. For example, if "neck, chest, and waist" are set as the bones to rotate, "neck," "chest," and "waist" may be set in descending order of priority, and the "neck" may be rotated first, followed by the "chest," and then the "waist." Here, it is desirable that bones with lower priority start rotating before the rotation of bones with higher priority finishes. Furthermore, the rotation angle of the rotating bones may be set separately for the "neck," "chest," and "waist."

[0046] Next, an example of the relationship between the rotation angle and the rotating bone, which is part of the rotation information, will be described. The rotation angle in the rotation information shown in Figures 2 and 3 is information about the maximum angle at which the head can be rotated toward the target for each situation. Therefore, it is necessary to calculate the actual angle at which the head will be rotated.

[0047] Specifically, as shown in FIG. 4, the CPU 11 first calculates the angle θ0 between the direction E in which the player character S's neck is facing and the direction F of the target T at the start of rotation. Then, depending on the angle θ0, the bones to rotate for each situation are determined. For example, when the situation is an "event state," the "neck, chest, and waist" are set as the bones to rotate. If the angle θ0 is 15 degrees, which does not exceed the "large" rotation angle, the "neck" is rotated 15 degrees; if the angle θ0 is 30 degrees, which does not exceed the "large" rotation angle, the "neck" is rotated 15 degrees and the "chest" is rotated 15 degrees; and if the angle θ0 is 45 degrees or more, which exceeds the "large" rotation angle, the "neck" is rotated 15 degrees, the "chest" is rotated 15 degrees, and the "waist" is rotated 15 degrees. In other words, when the angle θ0 is large, the rotation of the neck is expressed by rotating many bones. Also, when the situation is "combat state," the "neck" is set as the bone that rotates, but even if the angle θ0 is 45 degrees or more, only the "neck" rotates within the range of the "small" rotation angle.

[0048] The setting of rotation information for each situation is not limited to the examples shown in FIGS. 2 and 3, and for example, the rotation speed may be "slow" when the situation is "battle state."

[0049] Also, if the maximum value has already been exceeded when the situation changes, for example, if the rotation angle when the situation changes from "event state" to "battle state" exceeds the maximum value of the changed rotation angle, the neck rotation angle is not returned all at once to the maximum value of the changed small rotation angle, but is returned in multiple steps, for example, if it is returned 10 degrees, it is returned two degrees at a time.

[0050] Next, the operation of the information processing device 10 will be described.

[0051] 9 is a flowchart showing the flow of processing for rotating the neck of a character by the information processing device 10. The CPU 11 reads the information processing program 30 from the storage 13, expands it in the memory 12, and executes it, thereby performing information processing. The flowchart shown in FIG. 9 is carried out while the CPU 11 is executing the information processing program 30.

[0052] In step S100, the CPU 11 determines whether a target has been detected. That is, it determines whether the player character and the target are within a predetermined range. If it is determined that a target has been detected, the process proceeds to the next step S101. On the other hand, if it is not determined that a target has been detected, the process returns to step S100.

[0053] In step S101, the CPU 11 determines the current situation, that is, whether the current situation is a combat state, a non-combat state, or an event state, and then proceeds to the next step, S102.

[0054] In step S102, the CPU 11 calculates the angle with the target, and then proceeds to the next step S103.

[0055] In step S103, the CPU 11 determines the rotation speed, angle, bone to be rotated, and rotation axis as rotation information from the situation determined in step S101 and the angle calculated in step S102, and then proceeds to the next step, S104.

[0056] In step S104, the CPU 11 executes a process of rotating the character's neck based on the rotation information determined in step S103, and then ends the process.

[0057] Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person skilled in the art of the present disclosure can conceive of various modifications or alterations within the scope of the technical idea described in the claims, and it is understood that these modifications or alterations also naturally fall within the technical scope of the present disclosure.

[0058] Furthermore, the effects described in the above embodiments are explanatory or exemplary and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person skilled in the art of the present disclosure from the description in the above embodiments, in addition to or instead of the effects described in the above embodiments.

[0059] In the above embodiment, the program is pre-stored (installed) in the storage 13, but the present invention is not limited to this. The program may be provided in a form recorded on a recording medium such as a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), or a USB (Universal Serial Bus) memory. The program may also be downloaded from an external device via a network.

[0060] Furthermore, in the above-described 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.).

[0061] Furthermore, the operations of the processors in the above-described 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-described embodiments, and may be changed as appropriate. [Explanation of symbols]

[0062] 10. Information processing equipment 11 CPU 30 Information Processing Program 100 bones

Claims

1. On the computer, a process of rotating the character's neck in accordance with rotation information including information regarding a rotation speed and a rotation angle of the character's neck, the rotation information being predetermined for each of a plurality of situations related to the performance; A process of calculating an angle to a head turning target to which the character's head is turned; An information processing program for executing a process of rotating the head-turning target at an acceleration according to the angle to the head-turning target up to the maximum rotation speed.

2. The computer, 2. The information processing program of claim 1, for executing a process of rotating the neck at the maximum rotation speed when the maximum rotation speed predetermined for each situation is reached after starting to rotate the neck at the acceleration.

3. The computer, 2. The information processing program according to claim 1, for executing a process of rotating the character's neck by changing the rotation information to a predetermined rotation information in accordance with the predetermined rotation information when the character is performing a predetermined specific action.

4. The information processing program according to claim 1 , wherein the plurality of situations include an event state, a combat state, and a non-combat state.

5. The computer, storing the rotation information for each type of character; 2. The information processing program according to claim 1, wherein the rotation information includes a rotation axis that is a reference for rotation of the character's neck.

6. The computer, The information processing program according to claim 1 , for executing a process of rotating the character using a bone that is predetermined for each angle to the head turning target.

7. Rotating the character's neck in accordance with rotation information including information regarding a rotation speed and a rotation angle of the character's neck, which information is predetermined for each of a plurality of situations related to the performance; Calculating an angle to a head turning target for rotating the character's head; An information processing method in which a computer executes a process of rotating the head-turning target at an acceleration according to the angle to the head-turning target up to the maximum rotation speed.

8. a processor; The processor: Rotating the character's neck in accordance with rotation information including information regarding a rotation speed and a rotation angle of the character's neck, which information is predetermined for each of a plurality of situations related to the performance; Calculating an angle to a head turning target for rotating the character's head; An information processing device that rotates at an acceleration according to the angle to the head-turning target up to the maximum rotation speed.

Citation Information

Patent Citations

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