Information processing program, information processing method, and information processing device
By dividing character actions into multiple elements and controlling them individually, the program achieves natural movements in games without creating new motion resources, addressing inefficiencies and unnaturalness in existing systems.
Patent Information
- Application Number
- JP2024096874
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-14
- Publication Date
- 2025-12-25
AI Technical Summary
Existing motion resources in competitive games like battle royale games often result in unnatural character movements when changing directions, requiring multiple resources to be created for each movement type, which strains memory and is inefficient.
The information processing program divides character actions into multiple elements, including rotation of the center of gravity, movement of a first part, and movement of a second part in contact with the ground, and controls these elements individually to simulate natural movements without creating new motion resources.
This approach allows for natural character movements without the need for additional motion resources, reducing memory strain and improving visual realism.
Smart Images

Figure 2025187814000001_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 a battle royale game for multiple players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-113587 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in competitive games such as battle royale games, motion resources are sometimes created in advance for each type of movement of the characters that appear, and the movements of each character are controlled using these motion resources. Note that the term "motion resource" here refers to information that pre-sets the arrangement (including position and orientation) of multiple bones that are related to each other in a series of frames, as will be described in detail later.
[0005] There are two main methods for creating motion resources: manually creating them using 3D models, or creating them using motion capture. Motion resources are a type of data used in games, similar to background music (BGM), sound effects (SE), and movies played in event scenes. By including these data in the game, each piece of data can be used as appropriate while the game is running, and motion resources allow characters to perform motions (movements) in the game.
[0006] Conventionally, when controlling the movement of a character using such motion resources, for example, when the character's direction is changed as the movement, the character's direction is changed while the angle of the feet, etc. remains fixed. Therefore, in this case, the character looks as if it is being rotated on a turntable, which is unnatural.
[0007] Since motion resources can only perform the motions they were created for, there was a problem in using motion resources to eliminate the visual discomfort described above: it was necessary to create a new motion resource for each type of movement. Creating a large number of motion resources can also put a strain on memory, so it is something that should be avoided as much as possible.
[0008] Therefore, an object of the present disclosure is to provide an information processing program, an information processing method, and an information processing device that are capable of controlling the movements of a character without creating a new motion resource. [Means for solving the problem]
[0009] The information processing program of the first aspect causes a computer to execute a process in a game in which a character performs a predetermined action, in which the predetermined action is divided into a plurality of action elements including three types of action elements: rotation of a first part considered to be the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground, and the action of the character is controlled for each of the plurality of action elements.
[0010] The information processing program of a second aspect is the information processing program of the first aspect, in which the predetermined action is an action of the character turning around.
[0011] The information processing program of the third aspect is the information processing program of the first or second aspect, and causes a computer to execute processing to individually control at least one of the amount of movement, the timing of the start of the movement, and the timing of the end of the movement for each of the plurality of movement elements.
[0012] The information processing program of the fourth aspect is the information processing program of the third aspect, and causes a computer to execute a process of individually controlling at least one of the amount of movement, the timing of the start of the movement, and the timing of the end of the movement for each of the plurality of movement elements, while allowing at least one of overlapping periods and separation periods between different movement elements.
[0013] An information processing program of a fifth aspect is an information processing program of any one of the first to fourth aspects, and causes a computer to execute processing to delay the timing at which the feet start moving from the timing at which the body starts rotating when the character has a body and legs and the action involves rotating the character.
[0014] The information processing program of a sixth aspect is the information processing program of the fifth aspect, wherein the timing at which the foot starts moving is the timing at which the rotation angle of the body becomes equal to or greater than a predetermined threshold.
[0015] The information processing program of the seventh aspect is an information processing program of any one of the first to sixth aspects, and causes a computer to execute processing to control the predetermined movements of a plurality of bones that respectively correspond to the plurality of movement elements and that mimic bones in the character that move to perform the movements of the corresponding movement elements.
[0016] An information processing program of an eighth aspect is the information processing program of any one of the first to seventh aspects, in which the character is a person.
[0017] The information processing program of the ninth aspect is an information processing program of any one of the first to eighth aspects, and causes a computer to execute processing to accept operations by a player of the game and control the movement of the character for each of the plurality of movement elements in accordance with the accepted operations.
[0018] In a tenth aspect of the information processing method, in a game in which a character performs a predetermined action, a computer executes a process in which the predetermined action is divided into a plurality of action elements including three types of action elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground, and the action of the character is controlled for each of the plurality of action elements.
[0019] An information processing device of an eleventh aspect, in a game in which a character performs a predetermined action, is provided with an action control processing unit that divides the predetermined action into a plurality of action elements including three types of action elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground, and controls the action of the character for each of the plurality of action elements. [Effects of the Invention]
[0020] The information processing program, information processing method, and information processing device according to the present disclosure can control the movement of a character without creating a new motion resource. [Brief explanation of the drawings]
[0021] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing apparatus according to an embodiment; [Figure 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of the information processing apparatus according to the embodiment. [Figure 3] FIG. 10 is an explanatory diagram illustrating an example of an operation control process according to the embodiment. [Figure 4] FIG. 10 is an explanatory diagram illustrating another example of the operation control process according to the embodiment. [Figure 5] FIG. 2 is a schematic diagram illustrating an example of a configuration of a timing information database according to the embodiment. [Figure 6] 10 is a flowchart showing the flow of an operation control process according to the embodiment. [Figure 7] FIG. 10 is an explanatory diagram illustrating an operation control process according to another embodiment. [Figure 8] 10 is a flowchart showing the flow of an operation control process according to another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0022] The information processing device 10 according to this embodiment will be described below.
[0023] [First embodiment] 1 is a block diagram showing the hardware configuration of an information processing device 10 according to this embodiment. 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 is a "smartphone." The information processing device 10 is an example of a "computer" and an "information processing device" in the present disclosure.
[0024] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, and a communication I / F 18. Each component is connected to each other via a bus B so as to be able to communicate with each other.
[0025] The CPU 11 is a central processing unit that executes various programs and controls each part.
[0026] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.
[0027] The storage 14 is configured by a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.
[0028] A "game" as used herein refers to a set of activities and rules for playing or competing. Games are played, for example, by players using strategy and skill to achieve a specific goal. Games are played to achieve various goals, for example, 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.
[0029] Furthermore, a game processing program 14A and an action control processing program 14B are stored in the storage 14. The CPU 11 reads out the game processing program 14A and the action control processing program 14B from the storage 14, and executes the game processing program 14A and the action control processing program 14B using the RAM 13 as a working area.
[0030] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 has an integrated touch panel, and a player can perform various operations via the touch panel. The speaker 16 plays sounds represented by sound data stored in the storage 14 while the game is being played. The communication I / F 18 is an interface for connecting the information processing device 10 to a network. The communication I / F 18 uses a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark), for example.
[0031] In the present embodiment, the game processing program 14A and the action control processing program 14B are downloaded from the external server 30 via the communication I / F 18 and installed, but this is not the only possible form. For example, these programs may be stored in advance in the storage 14 of the information processing device 10, or may be executed by accessing the server 30 each time a game is executed. The action control processing program 14B is an example of an "information processing program" in the present disclosure, and the action control processing method executed by the action control processing program 14B is an example of an "information processing method" in the present disclosure.
[0032] As described above, the information processing device 10 according to this embodiment is a smartphone, and therefore various information is displayed on the display 15, and various game-related operations are performed using a touch panel provided on the display 15. However, this is not a limitation. For example, when a device that does not have a display unit and an input unit built into the main body, such as a home game console, is used as the information processing device 10, the display unit and input unit may be connected to external devices. In this case, the display unit and input unit may be detachable from the main body of the device.
[0033] Next, a description will be given of the functional configuration of the information processing device 10. Fig. 2 is a block diagram showing an example of the functional configuration of the information processing device 10.
[0034] 2, the CPU 11 of the information processing device 10 has, as functional components, a reception unit 11A, a game execution unit 11B, and an action control processing unit 11C. Each functional component is realized by the CPU 11 reading and executing at least one of a game processing program 14A and an action control processing program 14B stored in the storage 14.
[0035] The reception unit 11A receives input operations for the game from the player using the touch panel.
[0036] The game execution unit 11B executes a predetermined game by executing a game processing program 14A stored in the storage 14. In the game, the volume of the sound reproduced from the speaker 16 during the game can be set in multiple stages. The player can arbitrarily set the volume by performing a predetermined input operation for the game using the touch panel.
[0037] In addition, the game according to this embodiment is a competitive game, and includes a first mode in which the player competes alone against the CPU 11, and a second mode in which the player competes online against multiple unspecified players via the server 30.
[0038] In a battle game or the like, a motion resource may be created in advance for each type of motion of the characters that appear, and the motion of each character may be controlled using the motion resource.
[0039] Conventionally, when controlling a character's movements using motion resources, for example, when changing the character's orientation as an action, it would look as if the character was being rotated on a turntable, which was unnatural.
[0040] For example, consider a situation where characters a, b, and c are present in a human conversation event, and character a is talking while facing character b, but when it is time to speak to character c, it turns to face character c.
[0041] When trying to express this situation using conventional motion resources, we gave up on expressing natural leg movements and rotated character A with its legs fixed. However, in this case, it looked as if character A was being rotated while placed on a turntable, which was unnatural.
[0042] One way to eliminate this visual incongruity is to create a new motion resource for the character to turn around. However, in this case, natural movement changes depending on the position of the feet, so in order to make the movement natural in all poses, it is necessary to create a motion resource for each of the poses. Furthermore, in this case, if the position of the feet is asymmetrical, it is necessary to create a motion resource for turning right and a motion resource for turning left.
[0043] Therefore, the movement control processing unit 11C according to this embodiment divides the predetermined movement of the character into a plurality of movement elements including three types of movement elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground. Then, the movement control processing unit 11C according to this embodiment controls the movement of the character for each of the plurality of movement elements.
[0044] By the control by this movement control processing unit 11C, it is possible to control the movement of the character without creating a new motion resource.
[0045] In this embodiment, the predetermined action is a character turning around. Note that the "turning around" action here includes not only a backward movement but also a movement of turning sideways or diagonally.
[0046] Furthermore, the motion control processing unit 11C according to this embodiment individually controls at least one of (in this embodiment, all of) the motion amount, the motion start timing, and the motion end timing for each of the plurality of motion elements.
[0047] In particular, the motion control processing unit 11C according to this embodiment individually controls at least one (in this embodiment, all) of the motion amount, the timing of the start of the motion, and the timing of the end of the motion for each of the plurality of motion elements, while allowing at least one (in this embodiment, both) of overlapping periods and separation periods between different motion elements.
[0048] Furthermore, the motion control processor 11C according to this embodiment controls the predetermined motions by controlling the motions of a plurality of bones that respectively correspond to the plurality of motion elements and mimic bones in a character that move to perform the motions of the corresponding motion elements. Note that the "bone" referred to here is also called a "bones," and is one of the elements that make up a character model, and is a rod-like object that is positioned in approximately the same position as the bones of a human or other character. By moving the bone, the corresponding part of the character model (for example, if it is an arm bone, the arm model) moves accordingly.
[0049] In this embodiment, the characters are humans, but the present invention is not limited to this. For example, the characters may be monsters, animals other than humans, or the like.
[0050] An example of the processing executed by the operation control processing unit 11C according to this embodiment (hereinafter referred to as "operation control processing") will be specifically described below.
[0051] In this embodiment, the character's "waist" is applied as the first part, and the character's "legs" are applied as the second part.
[0052] That is, the motion control processing unit 11C according to this embodiment divides the motion of a character turning around into three types of motion elements: rotation and movement of the character's waist bone (hereinafter referred to as "waist bone"), and movement of the character's leg bone (hereinafter referred to as "leg bone").The motion control processing unit 11C according to this embodiment then controls the character's motion for each of these three types of motion elements.
[0053] The basic idea behind the motion control process according to this embodiment is to consider the motion of a person turning around in the real world as a combination of several bone movements, and to reproduce this in a program.
[0054] For example, if we consider a person turning 90 degrees to the right in the real world, the movements of each action element are performed in the following order, overlapping with the rotation of the body.
[0055] 1. The center of gravity shifts to the left foot 2. The right foot moves to the target point 3. The center of gravity shifts to the right foot 4. The left foot moves to the target point 5. The center of gravity moves back to its original position
[0056] These movements can be broadly divided into three types: 1. Rotation of the center of gravity, 2. Movement of the center of gravity, and 3. Movement of the feet.
[0057] If we translate these actions into the movements of a character model, we get the following:
[0058] 1. Rotation of the center of gravity → Rotation of the hip bone 2. Move the center of gravity → Move the hip bone 3. Moving the foot → Moving the toe bone
[0059] By controlling the movement of these bones programmatically, the appearance of leg movement when turning around is reproduced.
[0060] Furthermore, by generalizing the bone manipulations described above and thinking about them as follows, it becomes possible to apply them to models other than humanoid models, such as deformed monster models.
[0061] 1. Rotation of the bone of the part considered to be the center of gravity 2. Moving the bones of the part that is considered the center of gravity 3. Moving the bones of the parts that are in contact with the ground
[0062] Next, a specific example of the motion control process for expressing the above-described motion of a person turning around will be described with reference to Fig. 3. Fig. 3 is an explanatory diagram for explaining an example of the motion control process according to this embodiment.
[0063] Considering the movement of turning 90 degrees to the right individually, each of the rotation of the hip bone, the movement of the hip bone, and the movement of the foot bone (toe bone) in the movement element 60 can be considered to perform the following movement 62.
[0064] - Waist bone rotation (body rotation): Rotate 90 degrees right from the front Move the hip bone (move the center of gravity): Move it directly above the left foot bone → Move it directly above the right foot bone → Move it to the original position Foot bone movement (foot movement): Move right foot bone → Move left foot bone
[0065] By combining these movements and executing a motion control process (more specifically, an individual control process in the motion control process, which will be described later) as shown in the time chart 70 in Fig. 3, for example, the leg movements when turning around are reproduced on the program. It goes without saying that the horizontal axis in the time chart 70 is the time axis.
[0066] As shown in FIG. 3, in this time chart 70, first the hip bone starts to move onto the left leg bone, and before it has completely moved to the target point, the right leg bone starts to move, and then the hip bone also starts to rotate.
[0067] Then, when the hip bone has finished moving onto the left leg bone, the hip bone starts moving onto the right leg bone, and so on. This allows the movements of each action element to be superimposed and executed, recreating a natural appearance.
[0068] The start and end timing of each movement, as well as the amount of movement (amount of movement), are determined programmatically based on the pose of the model being rotated, making it possible to reproduce a roughly natural appearance regardless of the pose.
[0069] According to the inventors' research, when turning to the right, moving the foot bones in the order of right foot bone → left foot bone will give a more natural appearance. This is because when turning to the right, a natural human movement is to step out with the right foot first, so the foot bones are moved starting with the right foot bone. When turning to the left, it is better to move in the reverse order, left foot bone → right foot bone. The destination of the foot bones is calculated backwards from the position of the foot bones after the character is rotated, and moved to that position.
[0070] Furthermore, when turning to the right, it will look natural if the hip bones are moved in the following order: original position → left foot bone up → right foot bone up → original position. When turning to the right, the feet move in the order right foot → left foot, so if you consider the movement of the center of gravity in this order, it will look like this. When turning to the left, the order can be reversed. In the example shown in Figure 3, the hip bones are moved continuously, but this is not limited to this form and there may be times when they stop along the way.
[0071] Furthermore, with regard to the rotation of the hip bone, it is not important whether the rotation is symmetrical around the center of the hip bone's rotation on the timeline or not; it will look more natural if you finish moving the right leg bone and start moving the left leg bone early in the rotation (at about one-third of the target rotation angle).
[0072] Fig. 4 is an explanatory diagram for explaining another example of the motion control process according to this embodiment. Note that the example shown in Fig. 4 is an example in which the timing of the motion control process for turning to the right shown in Fig. 3 is adjusted so that the normal standing pose of the main character model looks most natural.
[0073] As shown in Figure 4, in this movement control process, the rotation of the waist bone, which in the movement control process shown in Figure 3 was started immediately after the start of movement of the right foot bone, is started at the start of movement, and the rotation of the waist bone is continued until the character's rotation is completed.
[0074] In this case, the timing of the start and end of each motion element is, for example, as shown in Figure 5. In the example shown in Figure 5, for example, with regard to the rotation of the waist bone, the start timing is the timing at which the corresponding turning motion starts, and the end timing is the timing after the lapse of a predetermined period of time as the period during which the turning motion ends.
[0075] The following describes a case where the operation shown in FIG. 4 is performed as the operation control process according to this embodiment. The following also describes a case where the information shown in FIG. 5 is used as information indicating the timing of each operation start and end of each operation element in the operation control process according to this embodiment. In this embodiment, information indicating the timing of each operation start and end of each operation element shown in FIG. 5 is registered in advance in the storage 14 as a database (hereinafter referred to as a "timing information database") together with information indicating the type of the corresponding operation, but this is not a limitation. For example, a timing information database may be registered in an external device such as the server 30, and the database may be referenced as needed.
[0076] On the other hand, in the movement control process according to this embodiment, the timing of the movements of each movement element is adjusted according to the degree to which the character's legs are spread apart and the angle at which the character turns around.
[0077] In the motion control process according to this embodiment, if the foot width is wider than a predetermined threshold, the start of movement of the right foot bone is advanced and the end of the movement of the right foot bone is delayed. Also, in the motion control process according to this embodiment, if the turning angle is greater than a predetermined threshold, the start of movement of the foot bones and hip bone is delayed and the end of movement of the foot bones and hip bone is advanced. Furthermore, in the motion control process according to this embodiment, the greater the turning angle, the greater the movement amount of the hip bone is.
[0078] By making this adjustment, a more natural turning motion can be performed compared to when this adjustment is not made. Because this adjustment can be realized on a program, this adjustment can be performed more easily compared to when motion resources are used. Note that the threshold value applied in this adjustment may be a fixed value set in advance, or may be switched appropriately depending on the game situation, the type of character, etc.
[0079] Next, the flow of the action control process will be described with reference to Figure 6. Figure 6 is a flowchart showing the flow of the action control process according to this embodiment. The action control process is performed by the CPU 11 reading out the action control process program 14B from the storage 14, expanding it in the RAM 13, and executing it. As an example, the action control process is executed when the game execution unit 11B is executing the game processing program 14A and when any character (hereinafter referred to as the "target character") performs some action (hereinafter referred to as the "executed action"). Note that, to avoid confusion, a case will be described here where the type of the executed action and the rotation angle of the target character are set in advance.
[0080] In step 100 shown in FIG. 6, the CPU 11 reads out information on the start timing and end timing of all action elements corresponding to the execution action (hereinafter referred to as "timing information") from the timing information database.
[0081] In step 102, the CPU 11 acquires information indicating the width of the target character's legs and the angle at which the character turns around, and uses the acquired information to adjust the start timing and end timing indicated by the timing information as described above.
[0082] In step 104, the CPU 11 waits until the timing to start the execution action arrives. In step 106, the CPU 11 executes an individual control process, which is a process of individually controlling each action element of the target character so as to perform the action indicated by the timing information obtained through the above processes, and then ends this action control process. By the individual control process of step 106, an action is executed that is, for example, the action of the time chart 70 shown in FIG. 4, and whose timing has been adjusted by the process of step 102. It goes without saying that, instead of this action, the individual control process may be applied to execute the action directly from the time chart 70 of FIG. 4, the action directly from the time chart 70 of FIG. 3, or an action obtained by adjusting the action by the process of step 102, or the like.
[0083] As described above, in the information processing device 10, in a game in which a character performs a predetermined action, the CPU 11 classifies the predetermined action into a plurality of action elements including three types of action elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground, and controls the character's action for each of the plurality of action elements. This makes it possible to control the character's action without creating a new motion resource.
[0084] Furthermore, the information processing device 10 applies a motion of the character turning around as the predetermined motion, thereby making it possible to control the motion of the character turning around without creating a new motion resource.
[0085] Furthermore, in the information processing device 10, the CPU 11 individually controls at least one of the amount of movement, the timing of starting the movement, and the timing of ending the movement for each of the plurality of movement elements. As a result, it is possible to express movements that are closer to the actual movements than when the applied control targets are not individually controlled, and as a result, it is possible to express more natural movements.
[0086] Furthermore, in the information processing device 10, the CPU 11 individually controls at least one of the amount of movement, the timing of the start of movement, and the timing of the end of movement for each of the plurality of movement elements, while allowing at least one of overlapping periods and separation periods between different movement elements. This allows for more natural movement representation compared to when control is performed without allowing either overlapping periods or separation periods between movement elements.
[0087] Furthermore, in the information processing device 10, the CPU 11 controls the predetermined movements by controlling the movements of a plurality of bones that respectively correspond to the plurality of movement elements and mimic bones of a character that move to perform the movements of the corresponding movement elements, thereby making it possible to obtain the effects of the technology of the present disclosure using bones that have been conventionally used.
[0088] Furthermore, the information processing device 10 uses people as characters, which makes it possible to express natural human movements.
[0089] [Second embodiment] Incidentally, some game machines have a stick and buttons that can be moved back and forth and left and right to specify a position or direction. In this type of game machine, one of the character's attacks is to fire a beam forward while the button is pressed, and the character can rotate by inputting with the stick, allowing the direction of the beam to be adjusted.
[0090] In this case, if the character is rotated by player input during the motion of firing the beam (hereinafter referred to as "loop motion"), the feet will not move from the loop motion pose, and the character will appear to be rotating on a turntable.
[0091] That is, in the motion control process according to the first embodiment, by setting the rotation angle of the character, the appearance of unnaturalness in the movement of the feet, in particular, is reduced during the rotational movement according to that rotation angle.
[0092] However, this method requires that the rotation angle be specified in advance, so it cannot handle situations where the player is tilting the stick to the right and the robot is gradually rotating to the right. Note that "gradually" here means that something is progressing slowly, in small increments, but surely.
[0093] Therefore, in the motion control process according to this embodiment, when a character in the middle of a loop motion is caused to rotate gradually in response to input from the player, processing is performed to make the character's leg movements natural.
[0094] For this reason, when a character has a body and legs and the character performs a motion that rotates the character as the motion, the motion control processor 11C according to this embodiment delays the timing at which the legs start moving from the timing at which the body starts rotating. In particular, in this embodiment, the timing at which the body rotation angle reaches or exceeds a predetermined threshold is used as the timing at which the legs start moving. In this embodiment, the threshold is an angle at which the character rotates for a predetermined percentage (one-tenth in this embodiment) of the period from when the character starts to rotate its body to when it finishes the rotation, but this is not limiting. For example, the threshold may be set to a fixed value (e.g., 30 degrees).
[0095] FIG. 7 shows an explanatory diagram for explaining the operation control process according to this embodiment.
[0096] As shown in FIG. 7, in the motion control process according to this embodiment, the rotation of the waist bone (i.e., the rotation of the body) is linked to the operation of the stick, as compared to the motion control process according to the first embodiment shown in FIG. 4. For example, when the CPU 11 receives an operation of tilting the stick to the right by the player, the CPU 11 rotates the waist bone to the right, and when the CPU 11 receives an operation of tilting the stick to the left by the player, the CPU 11 rotates the waist bone to the left. Note that various buttons on the controller may be used instead of the stick of the controller. Furthermore, in the motion control process according to the first embodiment, the start of the rotation motion is the reception of the rotation angle, but in the motion control process according to this embodiment, the start of the rotation motion is the start of the operation of the stick by the player.
[0097] In the motion control process according to this embodiment, the hip bone and the leg bones do not start moving until the player starts to operate the stick and the rotation angle of the hip bone exceeds the threshold value. Note that in the motion control process according to this embodiment, even after the player stops operating the stick, the hip bone continues to move until it returns to its original position. Also, as shown in FIG. 7, in this embodiment, the right leg bone and the left leg bone may not move simultaneously, or there may be a timing when neither leg bone moves.
[0098] Next, the flow of the motion control process according to this embodiment will be described with reference to Fig. 8. Fig. 8 is a flowchart showing the flow of the motion control process according to this embodiment, and steps that perform the same processing as in the flowchart according to the first embodiment shown in Fig. 6 are assigned the same step numbers as in Fig. 6, and their description will be omitted. As shown in Fig. 8, the motion control process according to this embodiment differs from the motion control process according to the first embodiment in the processing from step 105 onwards.
[0099] That is, in step 105 shown in FIG. 8, the CPU 11 waits until the player starts to operate the stick.
[0100] In step 107, CPU 11 executes an individual control process, which is a process of individually controlling each action element of the target character so that the action indicated by the timing information adjusted in the process of step 102 is performed.
[0101] In step 108, the CPU 11 determines whether the stick operation detected by the processing of step 105 has ended, and if the determination is negative, the process returns to step 107, whereas if the determination is positive, the CPU 11 ends this operation control processing.
[0102] The individual control processing of step 107 executes an operation that is, for example, the operation of the time chart 70 shown in Fig. 7, and whose timing has been adjusted by the processing of step 102. The individual control processing executed here differs from the individual control processing of step 106 in Fig. 6 according to the first embodiment in that the rotation of the hip bone is linked to the operation of the stick by the player.
[0103] As described above, in the information processing device 10 according to the present embodiment, when a character has a body and legs and the above-mentioned action involves rotating the character, the CPU 11 delays the timing at which the legs start moving from the timing at which the body starts rotating. As a result, when a character has a body and legs and the action involves rotating the character, a movement that is closer to the actual movement can be expressed, and a more natural movement can be expressed, compared to when the timing at which the legs start moving is not delayed from the timing at which the body starts rotating.
[0104] In particular, the information processing device 10 according to this embodiment determines the timing for starting foot movement when the body rotation angle reaches or exceeds a predetermined threshold value. This allows the character to express rotational movements according to the situation in which it is placed by changing the threshold value.
[0105] Although the above embodiments do not mention the speed of the character's movements, the start and end timings of the movements may be determined taking into account the speed of the movements, for example.
[0106] Furthermore, the operation control process executed by the CPU 11 after reading software (programs) in each of the above embodiments 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. The operation control process 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). The hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]
[0107] 10 Information processing device (an example of a computer and information processing device) 11 CPU 11A Reception 11B Game Execution Unit 11C Operation control processing unit 12 ROM 13 RAM 14. Storage 14A Game Processing Program 14B Operation control processing program (an example of an information processing program) 15 Display 16 speakers 18 Communication I / F 30 servers 60 Operational Elements 62 Operation of the movement element 70 Time Chart a, b, c characters
Claims
1. In a game in which a character performs a predetermined action, The predetermined motion is divided into a plurality of motion elements including three types of motion elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground; and the motion of the character is controlled for each of the plurality of motion elements. An information processing program that causes a computer to execute a process.
2. the predetermined action is an action of the character turning around; The information processing program according to claim 1 .
3. At least one of an amount of motion, a timing of starting motion, and a timing of ending motion is individually controlled for each of the plurality of motion elements.
3. The information processing program according to claim 1, which causes a computer to execute processing.
4. At least one of an amount of movement, a timing of starting the movement, and a timing of ending the movement is individually controlled for each of the plurality of movement elements while allowing at least one of an overlapping period and a separation period between different movement elements.
4. The information processing program according to claim 3, which causes a computer to execute the process.
5. When the character has a body and legs and the action involves rotating the character, the timing at which the legs start moving is delayed from the timing at which the body starts rotating.
3. The information processing program according to claim 1, which causes a computer to execute processing.
6. The timing at which the foot starts moving is the timing at which the rotation angle of the body becomes equal to or greater than a predetermined threshold. The information processing program according to claim 5 .
7. As the control of the predetermined movement, movements of a plurality of bones which respectively correspond to the plurality of movement elements and which imitate bones of the character that move to perform the movement of the corresponding movement elements are controlled.
3. The information processing program according to claim 1, which causes a computer to execute processing.
8. The character is a person.
3. The information processing program according to claim 1.
9. Accepting an operation by a player of the game; controlling the character's movement for each of the plurality of movement elements in accordance with the received operation; 3. The information processing program according to claim 1, which causes a computer to execute processing.
10. In a game in which a character performs a predetermined action, The predetermined motion is divided into a plurality of motion elements including three types of motion elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground; and the motion of the character is controlled for each of the plurality of motion elements. An information processing method in which processing is performed by a computer.
11. In a game in which a character performs a predetermined action, a motion control processing unit that divides the predetermined motion into a plurality of motion elements including three types of motion elements: rotation of a first part regarded as the center of gravity of the character, movement of the first part, and movement of a second part of the character that is in contact with the ground, and controls the motion of the character for each of the plurality of motion elements; An information processing device comprising:
Citation Information
Patent Citations
Method and system for smart voice chat in multi-player gaming
JP2023113587A