Game system, game device, and program

JP2026148645APending Publication Date: 2026-09-17BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2026132567
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-07-03
Publication Date
2026-09-17

AI Technical Summary

Benefits of technology

【0007】 本開示の一態様では、少なくとも1つのキャラクタが配置される仮想空間において、複数の仮想カメラの設定処理が行われ、プレーヤの操作入力に基づいて、少なくとも1つのキャラクタを構成するパーツの設定処理が行われる。そして複数の仮想カメラからキャラクタを見た複数のキャラクタ画像が配列されるキャラクタメイキング画像が表示され、プレーヤがパーツの設定処理の操作入力を行うと、当該設定処理が反映されたキャラクタメイキング画像が表示されるようになる。このようにすればプレーヤは、パーツの設定処理後のキャラクタ画像が、自身の好みや趣向に合うのかを、キャラクタメイキング画像の複数のキャラクタ画像を見ることで確認できるようになる。この結果、プレーヤの作業効率を向上でき、キャラクタメイキングにおけるプレーヤのインターフェース環境を向上できるようになる。

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Abstract

Providing a game system that can generate multiple suitable character images. [Solution] The game system includes a virtual space setting unit that sets up a virtual space, a character processing unit that performs setting processing for the parts that make up a character, and a display processing unit that generates a first character image of the first character viewed from a first virtual camera direction and a second character image of the same model as the first character viewed from a second virtual camera direction, and displays an array image of the multiple character images arranged on a display unit. The display processing unit generates a first character image by performing shading processing based on a light source on the first character, and generates a second character image by performing shading processing based on a light source on the second character whose character direction relative to the light source is different from that of the first character.
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Description

Technical Field

[0001] The present invention relates to a game system, a game device, a program, and the like.

Background Art

[0002] Conventionally, game systems that allow a player to create a character and cause the created character to appear in a game have been known. As a conventional technique for such a game system, there is, for example, the technique disclosed in Patent Document 1. Character creation is also called character making, and a player can attach parts such as body parts, costume parts, and equipment parts desired by the player to the character to create an original character.

Prior Art Literature

Patent Literature

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] In character making, players desire to create an original character that does not overlap with characters created by other players. For this reason, it is desirable that finer part settings can be made for the character. However, since fine work is required for setting parts for a character, there is a problem that the work efficiency of the player decreases.

[0005] According to some aspects of the present embodiment, it is possible to provide a game system, a program, and the like that can improve the player's interface environment in character making.

Means for Solving the Problem

[0006] One aspect of this disclosure relates to a game system that includes: a receiving unit for receiving player operation input; a virtual space setting unit for performing setting processing for a virtual space in which at least one character is placed; a virtual camera setting unit for performing setting processing for a plurality of virtual cameras; a character processing unit for performing setting processing for parts constituting at least one of the characters based on the player operation input; and a display processing unit for generating a plurality of character images which are images of at least one of the characters viewed from the plurality of virtual cameras in the virtual space, and for displaying a character making image in which the plurality of character images are arranged on a display unit, wherein the display processing unit performs processing to display the character making image in which the results of the setting processing are reflected on the display unit when the setting processing for the parts has been performed. Another aspect of this disclosure relates to a program that makes a computer function as each of the above units, or to a computer-readable information storage medium that stores the program.

[0007] In one aspect of this disclosure, in a virtual space where at least one character is placed, multiple virtual camera settings are performed, and based on the player's input, settings are performed for the parts that make up at least one character. A character creation image is then displayed, which is an arrangement of multiple character images viewed from the multiple virtual cameras. When the player performs an input for setting the parts, the character creation image reflecting that setting is displayed. In this way, the player can check whether the character image after the parts setting process suits their preferences and tastes by looking at multiple character images in the character creation image. As a result, the player's work efficiency can be improved, and the player's interface environment in character creation can be improved.

[0008] In one aspect of this disclosure, the virtual space setting unit may arrange a plurality of characters in the virtual space as at least one of the characters, the virtual camera setting unit may set each of the plurality of virtual cameras for each of the plurality of characters, and the display processing unit may generate images of each of the plurality of characters as images of the plurality of character images, each of the images of the plurality of character images as seen from each of the plurality of virtual cameras.

[0009] This method allows for the generation of multiple character images viewed from different virtual camera angles with simple processing, thereby improving the efficiency of character creation.

[0010] In one aspect of this disclosure, the virtual space setting unit may set a light source for lighting the plurality of characters in the virtual space, and the display processing unit may perform shading processing on the plurality of characters based on the light source to generate the plurality of character images.

[0011] This method allows for the generation of character images with shading applied by the light source, resulting in more realistic character images. Furthermore, by using a single light source to light multiple characters, it becomes possible to suppress situations where character images become dark due to the directional relationship between the virtual camera's direction and the character's direction.

[0012] In one aspect of this disclosure, the character processing unit may set the orientation of the plurality of characters relative to the orientation of the plurality of virtual cameras based on the player's operation input.

[0013] By doing this, it becomes possible to change the direction the character is facing in the character image in response to the player's input, allowing the player to see a character image that is suitable for character creation.

[0014] In one aspect of this disclosure, the character processing unit may perform the setting process for the parts of the plurality of characters based on the player's operation input.

[0015] In this way, based on the player's input, the part setting process is performed for multiple characters, and the results of the part setting process are reflected in the multiple character images. This allows the player to perform character creation while checking the character images after the part setting process, resulting in a more efficient character creation process.

[0016] In one aspect of this disclosure, the display processing unit may generate a first character image as the plurality of character images, as viewed in a first virtual camera direction, and a second character image as viewed in a second virtual camera direction different from the first virtual camera direction.

[0017] In this way, multiple character images, including a first character image viewed from the direction of the first virtual camera and a second character image viewed from the direction of the second virtual camera, can be displayed to the player as character creation images.

[0018] In one aspect of this disclosure, the display processing unit may change the placement position of predetermined parts between the first character image and the second character image.

[0019] In this way, even in situations where the placement of predetermined parts in the first character image and the second character image would look unnatural if they were in the same position, changing the placement of the predetermined parts will allow for the generation of a more natural-looking character image.

[0020] In one aspect of this disclosure, the display processing unit may change the facial expression of at least one of the plurality of character images by changing the motion data of the parts that make up the face.

[0021] According to this configuration, various changes can be made to the character's facial expressions through the low-load processing of changing motion data, thereby reducing and simplifying character making processing.

[0022] In one aspect of the present disclosure, when said setting processing of said part is performed based on an operation input from said player, said display processing unit may perform processing to display, on said display unit, the character making image among said plurality of character images for which said setting processing of said part has been performed.

[0023] According to this configuration, when the part setting processing is performed based on the player's operation input, the result of the setting processing is reflected in the plurality of character images, so that a character making image suitable for character making can be displayed to the player.

[0024] In one aspect of the present disclosure, based on an operation input from said player, said display processing unit may collectively change said plurality of character images into character images viewed from different virtual camera directions.

[0025] According to this configuration, by performing a predetermined operation input, the player can collectively change the facing direction of the character in the character images, thereby improving the player's interface environment in character making.

[0026] In one aspect of the present disclosure, based on an operation input from said player, said display processing unit may individually change said plurality of character images into character images viewed from different virtual camera directions.

[0027] According to this configuration, the facing direction of the character can be individually changed only for the target character image, so that it is possible to meet various demands of the player in character making.

[0028] In one aspect of this disclosure, the display processing unit may generate the plurality of character images such that a predetermined part is displayed in all of the plurality of character images.

[0029] In this way, the designated parts will always be displayed in multiple character images, allowing the player to properly configure the part settings for those designated parts.

[0030] In one aspect of this disclosure, the display processing unit may generate a plurality of character images in which a first portion is displayed in the first character image and the first portion is hidden in the second character image.

[0031] In this way, even in situations where a first part displayed in the first character image would look unnatural if displayed in the second character image, that first part can be hidden in the second character image, allowing for the display of appropriate first and second character images.

[0032] In one aspect of this disclosure, the first character image is a character image viewed in a first virtual camera direction, and the second character image is a character image viewed in a second virtual camera direction. For each part constituting a character, a first part having the first portion and a second part not having the first portion are provided, and the display processing unit may generate the first character image using the first part and generate the second character image using the second part.

[0033] In this way, when generating the first character image as viewed from the first virtual camera direction, the first part having the first portion is used, and when generating the second character image as viewed from the second virtual camera direction, the second part without the first portion is used. Therefore, when the first part having the first portion is used, the first portion is displayed in the first character image, and when the second part without the first portion is used, the first portion is not displayed in the second character image. [Brief explanation of the drawing]

[0034] [Figure 1] Figures 1(A) to 1(F) are explanatory diagrams of the hardware device that realizes the game system of this embodiment. [Figure 2] An example configuration of the game system of this embodiment. [Figure 3] A flowchart illustrating the overall process of this embodiment. [Figure 4] An example of a character creation image. [Figure 5] An example of a character creation image. [Figure 6] A diagram illustrating the placement method of characters and virtual cameras. [Figure 7] A diagram illustrating other methods for positioning characters and virtual cameras. [Figure 8] An explanatory diagram of the parts that make up the face. [Figure 9] A diagram illustrating bone data. [Figure 10] A diagram illustrating the parts information of a character. [Figure 11] Figures 11(A) and 11(B) illustrate a method for changing the placement position of predetermined parts. [Figure 12] A flowchart illustrating the detailed processing of this embodiment. [Figure 13] An example of a character creation image. [Figure 14] An example of a character creation image. [Figure 15] An example of a character creation image. [Figure 16] An example of a character creation image where a full-body image of the character is displayed. [Figure 17] An example of a character creation image where a full-body image of the character is displayed. [Figure 18] An explanatory diagram of a method for switching the display and hiding of specific parts of a character. [Modes for carrying out the invention]

[0035] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components.

[0036] 1. Game System First, Figures 1(A) to 1(E) will be used to describe the hardware device that realizes the game system of this embodiment.

[0037] In Figure 1(A), the server system 500 (information processing system) is connected to terminal devices TM1 to TMn via the network 510. For example, the server system 500 is the host, and the terminal devices TM1 to TMn are the clients. The game system and its processing in this embodiment may be implemented by the server system 500, or by the terminal devices TM1 to TMn. Alternatively, it may be implemented by distributed processing between the server system 500 and the terminal devices TM1 to TMn.

[0038] Furthermore, the game system and processing of this embodiment can also be implemented using blockchain technology. For example, each process of the game system of this embodiment may be executed using a program called a smart contract, which is executable on Ethereum. In this case, terminal devices TM1 to TMn will be connected peer-to-peer. Also, various types of information, such as game information, communicated between terminal devices TM1 to TMn will be transferred using blockchain. In the following, each terminal device from TM1 to TMn will be referred to as terminal device TM as appropriate.

[0039] The server system 500 can be implemented by, for example, one or more servers (such as a management server, game server, billing server, service provider server, content distribution server, authentication server, database server, or communication server). This server system 500 provides various services for operating community-type websites and online games, and can manage data necessary for game execution and distribute client programs and various data. As a result, for example, a user terminal device TM can access the server system 500 to use SNS (Social Networking Service), and play network games such as online games, social games, and console games provided by the server system 500.

[0040] Network 510 (distribution network, communication line) refers to a communication path that utilizes, for example, the Internet or wireless LAN, and can include dedicated lines (dedicated cables) for direct connection, LANs using Ethernet (registered trademark), as well as communication networks such as telephone networks, cable networks, and wireless LANs. Furthermore, the communication method can be either wired or wireless.

[0041] The terminal device™ (player terminal) is, for example, a terminal having network connectivity (internet connectivity). Various devices can be used as terminal devices™, such as information processing devices like personal computers and tablet computers shown in Figure 1(B), portable communication terminals like smartphones and mobile phones shown in Figure 1(C), portable game devices shown in Figure 1(D), home game devices (stationary type) shown in Figure 1(E), or commercial game devices shown in Figure 1(F). Alternatively, wearable devices (HMDs, watch-type devices, etc.) that are attached to parts of the player's body such as their head or arm may be used as terminal devices™.

[0042] Figure 2 shows an example of the configuration of the game system (character creation system) of this embodiment. Note that the configuration of the game system is not limited to Figure 2, and various modifications can be made, such as omitting some of its components (parts) or adding other components. Furthermore, the game realized by the game system of this embodiment may be a multiplayer game or a single-player game. There are also no particular limitations on the game genre, and it can be applied to various games such as RPGs (role-playing games), action games, fighting games, shooting games, competitive games, rhythm games (music games), or puzzle games. In the case of a competitive game, it may be a 1-on-1 battle or a multi-on-multi battle. Alternatively, it may be a 1-on-many (one player against multiple enemies) battle or a multi-on-1 (multiple allies against multiple enemies) battle. The opponent may be another player or an NPC (Non-Player Character). For example, it could be a game where multiple players form a party and cooperate to battle NPC enemies. Also, the AI ​​(Artificial Intelligence) may control the player's character instead of the player controlling it. The AI ​​can control all of the player's characters, or just some of them.

[0043] The game system includes a processing unit 100, an operation unit 160, a storage unit 170, a display unit 190, a sound output unit 192, an I / F unit 194, and a communication unit 196.

[0044] The processing unit 100 (processor) performs game processing, reception processing, virtual space setting processing, virtual camera setting processing, character processing, management processing, display processing, or sound processing based on various information, programs, or operation information stored in the memory unit 170 (database).

[0045] Each process (each function) performed by each part of the processing unit 100 in this embodiment can be realized by a processor (a processor including hardware). For example, each process in this embodiment can be realized by a processor that operates based on information such as a program, and a memory that stores information such as a program. The processor may, for example, have the functions of each part realized by individual hardware, or the functions of each part may be realized by integrated hardware. For example, the processor includes hardware, and that hardware may include at least one of a circuit that processes digital signals and a circuit that processes analog signals. For example, the processor may consist of one or more circuit devices (e.g., ICs, etc.) mounted on a circuit board, or one or more circuit elements (e.g., resistors, capacitors, etc.). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to a CPU, and various types of processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. The processor may also be a hardware circuit using an ASIC. The processor may also include amplifier circuits, filter circuits, etc., that process analog signals. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores instructions that can be read by the computer, and when these instructions are executed by the processor, the processing (functions) of each part of the processing unit 100 are realized. The instructions here may be an instruction set that constitutes a program, or they may be instructions that instruct the hardware circuit of the processor to operate.

[0046] The processing unit 100 includes a game processing unit 102, a reception unit 104, a virtual space setting unit 106, a virtual camera setting unit 108, a character processing unit 110, a management unit 112, a display processing unit 120, and a sound processing unit 130.

[0047] The game processing unit 102 performs various game processing tasks for the player to play the game. These game processing tasks include, for example, starting the game when the game start conditions are met, progressing the game once it has started, ending the game when the game end conditions are met, and calculating game scores. Taking a network game as an example, the game processing unit 102 controls the game progress for each player by managing user information for each player. The player's user information is stored in the user information storage unit 178.

[0048] The reception unit 104 processes the input of operation information using the operation unit 160. In other words, it performs interface processing to accept operation input.

[0049] The virtual space setting unit 106 performs the setting process for the virtual space (object space) where objects are placed. For example, it performs the process of setting up various objects (objects composed of primitive surfaces such as polygons, freeform surfaces, or subdivision surfaces) that represent moving objects (cars, people, robots, trains, airplanes, ships, monsters, or animals, etc.), maps (terrain), buildings, spectator stands, courses (roads), items, trees, walls, water surfaces, etc., in the virtual space. That is, it determines the position and rotation angle (synonymous with orientation, direction) of the object in the world coordinate system and places the object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, Z axes). Specifically, the virtual space information storage unit 172 of the memory unit 170 stores object information, which is information such as the position, rotation angle, movement speed, or movement direction of the object (part object) in the virtual space, associated with the object number. That is, the object information is stored in the virtual space information storage unit 172 as virtual space information. The virtual space setting unit 106 performs update processing of object information, which is virtual space information, for example, for each frame.

[0050] The virtual camera setting unit 108 performs virtual camera setting processing. For example, it performs processing to set the position and direction of the virtual camera in the virtual space. For example, during a game, the virtual camera setting unit 108 performs control processing for the virtual camera that is set as the player's first-person or third-person viewpoint. For example, it sets the virtual camera as the viewpoint of a virtual space character (player character) corresponding to the player in the real space, or a viewpoint that follows the character, and controls the position (position coordinates) and orientation (rotation angle around the rotation axis) of the virtual camera by setting the viewpoint position and gaze direction of the virtual camera.

[0051] The character processing unit 110 performs various operations on the character. For example, it performs operations such as setting parts for the character.

[0052] The management unit 112 performs authentication processing for players, for example. For example, it performs authentication processing for players who have logged in using a terminal device. This authentication processing is based on, for example, the password and account information entered by the player. The management unit 112 also performs various billing processes, for example, billing determination processing, billing data creation processing, and storage processing. The management unit 112 also performs various management processes, for example, management processing for various services and management processing for various information.

[0053] For example, a player obtains an account by following a prescribed procedure in order to use the services provided by the server system 500, etc., shown in Figure 1(A). By logging in with the password associated with the obtained account, the player can use various services such as playing network games, using services on game sites, online shopping for items, exchanging messages with other players, and registering friend players. The management unit 112 also handles the management processing of such player account information.

[0054] The display processing unit 120 performs processing to display an image on the display unit 190. For example, it performs drawing processing based on the results of various processes performed by the processing unit 100 (game processing, virtual space setting processing, virtual camera setting processing), thereby generating an image and displaying it on the display unit 190. Specifically, geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, or light source processing is performed, and drawing data (position coordinates of primitive face vertices, texture coordinates, color data, normal vectors, or alpha values, etc.) is created based on the results of this processing. Then, based on this drawing data (primitive face data), the object (one or more primitive faces) after perspective transformation (after geometry processing) is drawn to the drawing buffer 176 (a buffer that can store image information on a pixel-by-pixel basis, such as a frame buffer or work buffer). This generates an image that can be seen from the virtual camera in the virtual space. The drawing processing performed by the display processing unit 120 can be realized by vertex shader processing, pixel shader processing, etc.

[0055] The sound processing unit 130 performs processing to output sound from the sound output unit 192. For example, it generates sound generation data to produce the sound (voice, game sound, sound effect).

[0056] The control unit 160 is for the player (user) to input various information such as operation information, and its functions can be realized by operation buttons, directional keys, analog sticks, levers, various sensors (angular velocity sensors, acceleration sensors, etc.), microphones, or touch panel displays. When a touch panel display is used, the touch panel which serves as the control unit 160 and the display unit 190 which serves as the display are provided as a single unit.

[0057] The memory unit 170 serves as the work area for the processing unit 100 and the communication unit 196, and its functions can be realized by semiconductor memory, HDD, SSD, optical disc drive, etc. The memory unit 170 includes a virtual space information memory unit 172, a character information memory unit 174, a drawing buffer 176, and a user information memory unit 178. The virtual space information memory unit 172 stores information about the virtual space, which is a three-dimensional object space. For example, it stores information about objects placed in the virtual space. The character information memory unit 174 stores information about characters. For example, it stores character shape data (model information) and motion data. The drawing buffer 176 is a buffer that can store image information on a pixel-by-pixel basis, such as a frame buffer or work buffer. The user information memory unit 178 stores the personal information of the player (name, gender, date of birth, email address, etc.) as user information. For example, the player's account information (user ID) is also stored as user information. For example, billing information subject to billing processing is associated with each player's account information (user ID).

[0058] The information storage medium 180 (a medium readable by a computer) stores programs and data, and its function can be realized by optical discs, HDDs, semiconductor memory, etc. The processing unit 100 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 180. The information storage medium 180 can store programs (programs that cause the computer to execute the processing of each part) that enable the computer (a device comprising an operation unit, a processing unit, a storage unit, and an output unit) to function as each part of this embodiment.

[0059] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by an LCD, organic EL display, CRT, or HMD. The sound output unit 192 outputs the sound generated by this embodiment, and its function can be realized by a speaker or headphones.

[0060] The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195, and this function can be realized by an ASIC for I / F processing. The portable information storage medium 195 is used by the player to store various types of information and is a memory device that retains this information even when the power supply is interrupted. The portable information storage medium 195 can be implemented as an IC card (memory card), USB memory, or magnetic card.

[0061] The communication unit 196 (communication interface) communicates with external devices, and its function can be realized by hardware such as a communication ASIC or communication processor, or by communication firmware.

[0062] Furthermore, the programs (data) for making the computer function as each part of this embodiment may be distributed from the information storage medium of the server system (host device) to the information storage medium 180 (or storage unit 170) via the network and the communication unit 196. The use of the information storage medium by such a server system can also be included within the scope of this embodiment.

[0063] As shown in Figure 2, the game system of this embodiment includes a reception unit 104, a virtual space setting unit 106, a virtual camera setting unit 108, a character processing unit 110, and a display processing unit 120.

[0064] The reception unit 104 receives operation input from the player. For example, when the player performs various operation inputs using the operation unit 160, it processes the reception of those operation inputs. That is, it processes the reception of operation information entered using the operation unit 160.

[0065] The virtual space setting unit 106 performs setting processing for the virtual space, which is an object space. For example, it performs setting processing for the virtual space in which at least one character is placed. A character is, for example, a three-dimensional object composed of multiple primitives (polygons), and is, for example, a player character corresponding to a player.

[0066] The virtual camera setting unit 108 performs setting processing for multiple virtual cameras. For example, it sets up multiple virtual cameras in the virtual space. For example, it positions multiple virtual cameras so that their directions face at least one character placed in the virtual space. For example, if multiple characters are placed in the virtual space as at least one character, the virtual camera setting unit 108 sets each of the multiple virtual cameras corresponding to each of the multiple characters. For example, it positions each virtual camera so that its direction faces each character. Alternatively, if only one character is placed in the virtual space, it positions multiple virtual cameras placed at different locations so that each virtual camera's direction faces the character.

[0067] The character processing unit 110 performs the character part setting process. For example, based on the player's input, it performs the setting process for at least one part that makes up the character. For example, based on the player's input, the character processing unit 110 selects and decides which part to attach to the character and sets it as a part that makes up the character. Parts include, for example, the character's body parts (face, chest, waist, arms, legs, etc.), clothing parts, and equipment parts such as weapons and armor. The part setting process includes replacing parts with other parts, changing the setting content (type, shape) of parts, or changing the motion data of parts (setting process). It is also possible to perform transformations where the input is an automated input by a computer.

[0068] The display processing unit 120 performs the process of displaying a character-making image, which is an arrangement of multiple character images, on the display unit 190. For example, the display processing unit 120 generates multiple character images, which are images of at least one character as seen from multiple virtual cameras in a virtual space. For example, if multiple characters are placed in a virtual space, each character image in the multiple character images will be an image of each character as seen from each of the multiple virtual cameras. In this case, for example, the directions of the multiple characters are set so that the direction of each character with respect to the direction of each virtual camera (relative direction) is different from each other. The direction of the virtual camera is the line of sight of the virtual camera, and the direction of the character is the direction the character is facing. Also, if only one character is placed in the virtual space, each character image in the multiple character images will be an image of that one character as seen from each of the multiple virtual cameras. In this case, for example, the multiple virtual cameras are set so that the position (relative position) and direction (relative direction) of each virtual camera with respect to one character are different from each other. The display processing unit 120 then generates a character-making image, which is an arrangement of the multiple character images generated in this way, and performs the process of displaying it on the display unit 190. The character creation image is the image that the player sees for character creation, and it is displayed to the player as the character creation screen.

[0069] The display processing unit 120 then performs the process of displaying a character creation image that reflects the results of the part setting process on the display unit 190 when the part setting process has been performed. For example, when the part setting process for a character is performed based on the player's input, a character creation image that reflects the results of the part setting process is displayed for at least one character image. More specifically, a character creation image that reflects the results of the part setting process is displayed for all of the multiple character images. A character image that reflects the results of the part setting process is a character image in which the character's parts have been replaced, the settings of the parts have been changed, or the motion data set for the parts has been changed.

[0070] The virtual space setting unit 106 also places multiple characters in the virtual space as at least one character. For example, when generating character images for the 1st to Nth characters (where N is an integer greater than or equal to 2), the 1st to Nth characters are placed at different positions in the virtual space. The virtual camera setting unit 108 then sets each virtual camera of the multiple virtual cameras for each of the multiple characters. For example, for the ith character (where i is an integer such that 1 ≤ i ≤ N) of the 1st to Nth characters, the ith virtual camera of the 1st to Nth virtual cameras is set. For example, each virtual camera of the multiple virtual cameras is positioned so that the direction of each virtual camera (the ith virtual camera) faces each character (the ith character). In this case, the ith and jth characters and the ith and jth virtual cameras are positioned such that the angle between the direction of the ith virtual camera and the direction of the ith character is different from the angle between the direction of the jth virtual camera (where j is an integer different from i such that 1 ≤ j ≤ N) and the direction of the jth character. The display processing unit 120 then generates images of each of the multiple characters as individual character images from each of the multiple virtual cameras. For example, it generates the image of the i-th character as seen from the i-th virtual camera as the i-th character image of the multiple character images, and generates the image of the j-th character as seen from the j-th virtual camera as the j-th character image of the multiple character images. The character making image, which includes these i-th and j-th character images, is then displayed on the display unit 190.

[0071] In this case, the virtual space setting unit 106 sets up light sources in the virtual space to light up multiple characters. That is, it sets up light sources that will serve as lighting models for multiple characters. Various lighting models such as Lambert, Phong, or Blinn can be used as lighting models. The light sources are also set to a position corresponding to one representative virtual camera among multiple virtual cameras. The display processing unit 120 then performs shading processing on multiple characters based on the light sources to generate multiple character images. For example, it performs processing to render objects of multiple characters using shading processing such as Gouraud shading or Phong shading to generate multiple character images. These shading processes can be implemented using, for example, a pixel shader.

[0072] The character processing unit 110 also sets the orientation of multiple characters relative to the orientations of multiple virtual cameras based on the player's input. For example, when the player performs a switching input, the character processing unit 110 performs a process to change the relative orientation relationship, which is the relationship between the orientations of multiple characters relative to the orientations of multiple virtual cameras, all at once. In this way, multiple character images change all at once to character images viewed from different virtual camera orientations. Alternatively, the orientation relationship between the virtual cameras and characters may be switched individually. In this way, multiple character images change individually to character images viewed from different virtual camera orientations.

[0073] The character processing unit 110 also executes part setting processes for multiple characters based on the player's input. For example, it executes part setting processes for multiple characters so that the part setting processes are reflected in multiple character images. For example, it executes part switching processes, part content setting processes, or motion data setting processes for multiple characters all at once. This ensures that the part setting processes are reflected in all of the multiple character images. Alternatively, part setting processes can be performed individually for each character. In this case, the part setting processes will be reflected individually for each character image.

[0074] The display processing unit 120 also generates multiple character images: a first character image (the i-th character image) viewed from a first virtual camera direction (the i-th virtual camera direction), and a second character image (the j-th virtual character image) viewed from a second virtual camera direction (the j-th virtual camera direction) that is different from the first virtual camera direction. In this way, the first character image and the second character image are character images viewed from different virtual camera directions.

[0075] In this case, the display processing unit 120 may change the placement position of predetermined parts between the first character image and the second character image. That is, the placement position of predetermined parts may be different between the first character image as viewed from the first virtual camera direction and the second character image as viewed from the second virtual camera direction. For example, a predetermined part that was placed in the first position in the first character image may be placed in the second position, shifted from the first position, in the second character image. For example, in the case of an anime character, the position of predetermined parts may be changed to match the expression of the anime. The predetermined parts are, for example, parts that make up the character's face. For example, predetermined parts may be eye parts, nose parts, mouth parts, or chin parts.

[0076] The display processing unit 120 also changes the facial expression of at least one of the multiple character images by changing the motion data of the parts that make up the face. For example, by changing the motion data set as the bone data of the parts, the shape of parts such as the eyes, nose, mouth, or chin is changed, thereby changing the facial expression of the character in the character image. For example, the facial expression can be changed from a normal face to a smiling face, an angry face, a surprised face, a cheerful face, a happy face, or a troubled face.

[0077] Furthermore, the display processing unit 120 performs the process of displaying a character making image on the display unit 190 when part setting processing is performed based on the player's operation input. For example, when the player makes an operation input to instruct part setting processing, it displays a character making image in which the part setting processing is reflected in multiple character images. For example, it generates multiple character images in which part replacement processing, setting content change processing, or motion data change processing are reflected all at once, and displays them as a character making image.

[0078] The display processing unit 120 also changes multiple character images collectively to character images viewed from different virtual camera directions based on the player's input. For example, if the player inputs an operation to switch the display of character images, multiple character images are changed collectively. For example, when multiple characters are placed in a virtual space and multiple character images are generated, the multiple character images are changed by collectively changing the direction of multiple characters relative to the direction of multiple virtual cameras. When one character is placed in a virtual space and multiple character images are generated, the multiple character images are changed by collectively changing the direction of multiple virtual cameras relative to the direction of the character.

[0079] The display processing unit 120 also changes multiple character images individually to represent character images viewed from different virtual camera directions, based on the player's input. For example, if the player inputs an instruction to switch the display of a character image, it changes one of the multiple character images to represent a character image viewed from a different virtual camera direction. For example, when multiple characters are placed in a virtual space to generate multiple character images, changing the direction of one of the multiple characters changes the character image corresponding to that character among the multiple character images. When one character is placed in a virtual space to generate multiple character images, changing the direction of one of the multiple virtual cameras changes the character image visible from that virtual camera among the multiple character images.

[0080] The display processing unit 120 also generates multiple character images so that predetermined parts are displayed in all of the multiple character images. For example, when displaying a character's face as a character image, the main parts of the face (predetermined parts) are displayed in all of the multiple character images. For example, main parts such as the eyes, nose, mouth, and chin are always displayed. For example, even when the player switches between multiple character images by inputting an operation to switch the display of character images, the predetermined main parts are displayed in all of the multiple character images.

[0081] The display processing unit 120 also generates multiple character images in which a first part is displayed in the first character image and a first part is hidden in the second character image. For example, a first part of a character that is displayed in the first character image as seen from the first virtual camera is not displayed in the second character image as seen from the second virtual camera. For example, depending on the viewpoint of the virtual camera, parts of the character that make up the character are provided to be drawn and parts that are not drawn. That is, if a first part that is desirable to draw from the viewpoint of the first virtual camera would look unnatural if drawn from the viewpoint of the second virtual camera, then that first part is not displayed in the second character image as seen from the second virtual camera.

[0082] In this case, for example, the first character image is a character image viewed from the first virtual camera direction, and the second character image is a character image viewed from the second virtual camera direction. That is, the first and second character images are character images viewed from different virtual camera directions. For each part that makes up a character, a first part having the first part and a second part not having the first part are prepared. That is, for each part, multiple types of parts with different shapes, etc., are prepared as the first and second parts. The information of the first part and the information of the second part are stored as character information in the character information storage unit 174. The display processing unit 120 generates the first character image using the first part and generates the second character image using the second part. That is, when generating the first character image viewed from the first virtual camera direction, the first part having the first part is used, and when generating the second character image viewed from the second virtual camera direction, the second part not having the first part is used. As a result, the first portion of the first character image is displayed, while the same first portion is hidden in the second character image.

[0083] Furthermore, the game system and processing of this embodiment shown in Figure 2, as described above, can be implemented in various modified forms, such as by the server system 500 in Figure 1(A), by the terminal device TM, or by distributed processing between the server system 500 and the terminal device TM. The program of this embodiment can also be applied to various programs, such as game programs for personal computers, smartphone application programs, game programs for home game consoles, browser game programs for smartphones and personal computers, or programs for arcade game consoles.

[0084] 2. The method of this embodiment Next, the method of this embodiment will be described in detail.

[0085] 2.1 Character creation image with multiple character images arranged in a sequence In this embodiment, a character creation image is displayed to the player, allowing them to create an original character to appear in the game. For example, Figure 3 is a flowchart showing an overall processing example of this embodiment.

[0086] First, the title screen is displayed (step S1), followed by user selection and character selection (steps S2, S3). During character selection, if the user (player) creates a new character, the character creation screen is displayed (steps S4, S5). On the other hand, if the player does not create a new character, an existing character is selected. After character selection, the game starts (step S6), and the game progresses (step S7). Finally, it is determined whether the game has ended (step S8), and if it is determined that the game has ended, the process terminates. In this embodiment, the player can use a newly created character in the game, and the player can enjoy playing the game with that newly created character as, for example, their player character.

[0087] Figure 4 shows an example of a character creation image (character creation screen) in this embodiment. As shown in Figure 4, in this embodiment, a character creation image consisting of multiple character images IM1, IM2, and IM3 is displayed to the player. These character images IM1, IM2, and IM3 are character images of the same character viewed from different virtual camera directions. That is, in this embodiment, a character is placed in a virtual space which is an object space, and multiple character images IM1, IM2, and IM3 are generated in the virtual space, which are images of the character viewed from multiple virtual cameras. Then, an image consisting of these character images IM1, IM2, and IM3 is displayed as the image for character creation. In this embodiment, the case where there are three character images is mainly used as an example, but the number of character images may be two or four or more, as shown in Figures 16 and 17 described later.

[0088] In the input area shown in A1 of Figure 4, the player can select the character's class, body type and gender, face and hairstyle, clothing, and voice. In the class section, the player can set a class that represents the character's abilities and roles within a role-playing game (RPG), for example. A class is also called a character's occupation. In the body type and gender section, the player can set the character's body type and gender, as explained in Figures 16 and 17 below. In the clothing section, the player can set the clothing parts to be worn by the character. In the voice section, the player can set the voice that the character speaks. In A1 of Figure 4, the player has selected the face and hairstyle section, which allows the player to set the character's face type, skin color, hairstyle, contours, eyebrows, eyes, nose, mouth, etc., as shown in A2. The player can make these settings in the input area shown in A3. The player can also switch between various displays using the toggle icon in A4.

[0089] For example, in Figure 4, character images IM1, IM2, and IM3 are displayed as adult-type character images. If the player selects, for example, a child-type character, then, as shown in Figure 5, character images IM1, IM2, and IM3 will be displayed as child-type character images. When the player then inputs commands to set each part that makes up the character, such as skin color, hairstyle, contour, eyebrows, eyes, nose, or mouth, a character creation image reflecting the results of the part setting process will be displayed.

[0090] As described above, in this embodiment, player input is received, and based on the player input, the character's component parts are configured. Specifically, the player clicks or touches in the input areas shown in A1, A2, and A3 of Figure 4, or clicks or touches the toggle icon in A4. This player input is then received, and component configuration processes, such as replacing or changing body parts, clothing parts, or equipment parts that make up the character, are performed. In this embodiment, at least one character and multiple virtual cameras are placed in the virtual space, and multiple character images IM1, IM2, and IM3 are generated in the virtual space, representing images of the character as seen from multiple virtual cameras, as shown in Figure 4. A character-making image, in which these character images IM1, IM2, and IM3 are arranged, is then displayed to the player. When component configuration processes are performed based on the player's input, the character-making image reflecting the results of these configuration processes is displayed. For example, when component configuration processes such as replacing body parts or clothing parts are performed, the results of these configuration processes are reflected in the character images IM1, IM2, and IM3 of the character-making image.

[0091] For example, in previous character creation systems, only one character image was displayed as the character creation image. Therefore, when a player made changes, such as replacing character parts, they could only see the results reflected in that single character image. As a result, players could not adequately check or examine whether the character image after replacing parts or making other changes suited their tastes and preferences.

[0092] In this case, one possible method is to display a character image that appears to rotate when the player performs an action to rotate the character. For example, by moving a virtual camera that focuses on the character along a circle centered on the character, a character image that appears to rotate can be generated.

[0093] However, this method requires the player to rotate the character to check how the character looks from various angles, which reduces the player's work efficiency. In other words, the player has to rotate the character repeatedly to check if the parts they have attached suit their preferences, forcing them to perform a cumbersome task.

[0094] In particular, during character creation, players want to create original characters that do not overlap with characters created by other players. For this reason, it is desirable to be able to set up parts for characters in more detail. However, if players are forced to go through the cumbersome verification process described above when setting up such detailed parts, the process of character creation becomes complicated for players, and it becomes a problem that a suitable interface environment cannot be provided to players.

[0095] Therefore, in this embodiment, as shown in Figure 4, a character creation image is displayed to the player, which is an arrangement of multiple character images IM1, IM2, and IM3 from various virtual camera directions. When the player performs an operation input such as replacing parts, the setting process such as replacing parts is reflected in the character creation image IM1, IM2, and IM3, and this is displayed to the player. In this way, the player can check whether the character image after setting the parts suits their preferences and tastes by looking at the multiple character images IM1, IM2, and IM3 in the character creation image just once. As a result, the player's work efficiency can be improved, and the complexity of the player's work in character creation can be suppressed. Consequently, the player can work without stress even with detailed part settings, it becomes easier to create original characters that do not overlap with other players' characters, and the player's interface environment in character creation can be improved.

[0096] 2.2 Character Image Generation Process Next, a specific example of the character image generation method will be described. In this embodiment, as shown in Figure 6, multiple characters CH1, CH2, and CH3 are placed in the virtual space. These characters CH1, CH2, and CH3 are characters of the same model that are the target of the player's character creation. That is, they are characters of the same shape model. In this embodiment, multiple virtual cameras VC1, VC2, and VC3 are set up for these multiple characters CH1, CH2, and CH3. That is, virtual cameras VC1, VC2, and VC3 are placed corresponding to each of the characters CH1, CH2, and CH3. For example, VC1 is placed as a virtual camera that focuses on character CH1, VC2 is placed as a virtual camera that focuses on character CH2, and VC3 is placed as a virtual camera that focuses on character CH3. Then, the images of each of the multiple characters CH1, CH2, and CH3 as seen from each of the multiple virtual cameras VC1, VC2, and VC3 are generated as the multiple character images IM1, IM2, and IM3 in Figure 4. That is, character image IM1 is the image of character CH1 as seen from virtual camera VC1. Furthermore, character image IM2 is an image of character CH2 as seen from virtual camera VC2, and character image IM3 is an image of character CH3 as seen from virtual camera VC3.

[0097] In this way, multiple character images IM1, IM2, and IM3 viewed from different virtual camera directions can be generated with simple processing. For example, in Figure 6, the direction DC1 of character CH1 is parallel to the direction DV1 (line of sight) of virtual camera VC1, and therefore opposite. As a result, as shown in Figure 4, a frontal view image is generated as character image IM1. Also, the direction DC2 of character CH2 is directed to the left (clockwise) relative to the direction DV2 of virtual camera VC2, and as a result, as shown in Figure 4, a left profile image is generated as character image IM2. Also, the direction DC3 of character CH3 is directed to the right (counterclockwise) relative to the direction DV3 of virtual camera VC3, and as a result, as shown in Figure 4, a right profile image is generated as character image IM3.

[0098] As shown in Figure 6, by setting the orientation of characters CH1 to CH3 relative to the orientations DV1 to DV3 of virtual cameras VC1 to VC3, it becomes possible to generate multiple character images IM1 to IM3, representing character images viewed from different directions. This allows the player to simultaneously view character images from various directions, improving the efficiency of character creation.

[0099] Figure 6 also shows that a light source LS for lighting characters CH1-CH3 is set up in the virtual space. For example, a light source LS is set up using a lighting model such as Lambert, Phong, or Blinn. For example, in Figure 6, the light source LS is set up near the virtual camera VC1 for the front face image. Then, shading processing is performed on characters CH1-CH3 based on this light source LS to generate character images IM1-IM3. For example, shading processing such as Gouraud shading or Phong shading is used to render the objects (polygons that make up the objects) of characters CH1-CH3 to generate character images IM1-IM3. This makes it possible to generate character images with shading applied by the light source LS, resulting in realistic character images. In other words, it becomes possible to generate character images with realistic shading similar to when characters appear in the game, allowing for more appropriate and realistic character creation images to be displayed to the player.

[0100] In this embodiment, as will be explained later in Figure 13, the directions DC1 to DC3 of multiple characters CH1 to CH3 are set relative to the directions DV1 to DV3 of multiple virtual cameras VC1 to VC3 in Figure 6, based on the player's input. For example, the angle between the directions DV1 to DV3 of virtual cameras VC1 to VC3 and the directions DC1 to DC3 of characters CH1 to CH3 is changed according to the player's input. In this way, it becomes possible to change the direction that the characters in character images IM1 to IM3 are facing according to the player's input, and character images IM1 to IM3 suitable for character creation can be displayed to the player.

[0101] For example, in this embodiment, when the player inputs an operation to switch images, the directions DC1 to DC3 of characters CH1 to CH3 are switched simultaneously with respect to the directions DV1 to DV3 of virtual cameras VC1 to VC3. That is, the angles between directions DV1 to DV3 and directions DC1 to DC3 are switched simultaneously. In this way, simply by the player performing a switching operation, character images IM1 to IM3 are simultaneously switched to character images viewed from different directions, thereby improving the player's work efficiency in character creation.

[0102] In Figure 6, multiple characters CH1 to CH3 corresponding to multiple character images IM1 to IM3 are placed in the virtual space. However, as shown in Figure 7, it is also possible to place one character CH in the virtual space and generate multiple character images IM1 to IM3. For example, in Figure 7, multiple virtual cameras VC1, VC2, and VC3 are placed, each focusing on one character CH. The directions DV1, DV2, and DV3 (line of sight) of the virtual cameras VC1, VC2, and VC3 are pointed towards the single character CH. In this way, the image seen from virtual camera VC1, which is positioned in front of character CH, can be generated as character image IM1. Furthermore, the image seen from virtual camera VC2, which is positioned diagonally to the left and in front of character CH, can be generated as character image IM2, and the image seen from virtual camera VC3, which is positioned diagonally to the right and in front of character CH, can be generated as character image IM3. That is, as shown in Figure 4, images of the front face, left profile, and right profile can be generated as character images IM1, IM2, and IM3.

[0103] However, the method in Figure 7 is at a disadvantage compared to the method in Figure 6 when shading is performed based on the light source LS. Specifically, the method in Figure 6 can generate images with more appropriate shading not only for the front view but also for the left and right side views. In contrast, with the method in Figure 7, the character image IM1 of the front view is an image with appropriate brightness, but the character image IM2 of the left side view and the character image IM3 of the right side view become dark images. That is, the front side of the character CH is brightly shaded by the light source LS set near the virtual camera VC1, but the left and right sides of the character CH become dark images because they are less illuminated by the light source LS in the front direction. Therefore, in this sense, it is desirable to generate character images IM1 to IM3 using the method in Figure 6.

[0104] Figure 8 is an explanatory diagram of the parts that make up a character's face. In Figure 8, the character's face is composed of the eye part PE, the nose part PN, the mouth part PM, and the jaw part PC, which is the contour part. The dots in Figure 8 represent the bone positions in the motion data, specifically the joint positions of the bones. By changing the positions of these bones based on the motion data, the shapes of parts PE, PN, PM, and PC change. This makes it possible to change the character's facial expressions. For example, in the eye part PE, by changing the bone position (joint position) set for the eyebrows, it is possible to change the shape of the character's eyebrows in various ways. Also, in the eye part PE, by changing the bone position set for the shape of the eyelid margin (eye socket, orbit), it is possible to change the shape of the character's eyelid margin in various ways. Furthermore, by changing the bone position set for the jaw part PC, it is possible to change the contour shape of the jaw in various ways. In the mouth part PM, not only the palate but also the tongue and teeth are modeled as tongue and bone parts, with bones set not only for the palate but also for the tongue and teeth.

[0105] Figure 9 is an explanatory diagram of the bone data set for a part. The bone data corresponds to the character's motion data and can be represented, for example, by the bone positions J1 and J2, which are joint positions. Alternatively, the bone data can be represented by the rotation angles of the child bone (BM2) around the X, Y, and Z axes relative to the parent bone (BM1). The bone data can also include scaling parameters in the X, Y, and Z directions. The X axis is the direction along the bone, and the Y and Z axes are axes perpendicular to the X axis. For example, by changing the scaling value in the X direction, it is possible to adjust the character's height, which will be described later in Figures 16 and 17. Also, by changing the scaling values ​​in the Y and Z directions, it is possible to adjust the thickness (muscle mass) of the character's body parts.

[0106] For example, weight values ​​are assigned to the vertices of the object parts that make up a character, corresponding to the bones of each part of the character. Then, the vertices of the object parts follow the bones by a movement amount corresponding to these weight values. Therefore, by controlling the bone data as motion data, it becomes possible to set the character's posture and the shape (facial expression) of the parts.

[0107] In this embodiment, based on the player's input, part setting processing is performed for multiple characters CH1 to CH3 in Figure 6. Specifically, in Figure 6, multiple characters CH1 to CH3 of the same shape model are placed in the virtual space to generate character images IM1 to IM3. When the player performs an input such as part switching to create a character, part setting processing, such as part switching processing, is performed for these multiple characters CH1 to CH3. For example, if an input is made to replace a first part, the replacement processing of that first part is performed for all of these characters CH1 to CH3. In this way, the parts are replaced in the character images IM1 to IM3 as well. This allows the player to perform character creation work while checking the character images IM1 to IM3 after part replacement, enabling highly efficient character creation.

[0108] In this embodiment, the facial expression is changed by altering the motion data of the parts that make up the face of at least one of the multiple character images.

[0109] For example, Figure 10 illustrates an example of character part information. This part information is stored as character information in the character information storage unit 174 in Figure 2. The movement of body parts such as the character's face, chest, right arm, and left arm is controlled by motion data MAL, which sets the character's overall posture. In Figure 10, the face is composed of parts for the eyes, nose, mouth, and chin. The shapes of these parts are controlled by motion data ME, MN, MM, and MC, respectively. In other words, the character's facial expression can be set by setting these motion data ME, MN, MM, and MC.

[0110] For example, to change a character's facial expression from a normal face to a smiling face, the motion data ME, MN, MM, and MC for the eyes, nose, mouth, and chin are set to the motion data corresponding to a smiling face. That is, the motion data is set so that the shapes of the eyes, nose, mouth, and chin are the shapes of a smiling face. Similarly, to change a character's facial expression from a normal face to an angry face, the motion data ME, MN, MM, and MC for the eyes, nose, mouth, and chin are set to the motion data corresponding to an angry face. In this way, it becomes possible to change the character's facial expressions in various ways with the relatively low-load process of setting motion data, thereby reducing and simplifying the character creation process.

[0111] In this embodiment, multiple character images are generated, including a first character image viewed from a first virtual camera direction and a second character image viewed from a second virtual camera direction different from the first. For example, one of the character images IM1 to IM3 in Figure 4 is the first character image, and the other one is the second character image. For example, suppose character image IM1 is the first character image and character image IM2 is the second character image. In this case, in Figure 6, the first character image is the image of character CH1 viewed from direction DV1, which is the first virtual camera direction, and the second character image is the image of character CH2 viewed from direction DV2, which is the second virtual camera direction. Also, in Figure 7, the first character image is the image of character CH viewed from direction DV1, which is the first virtual camera direction, and the second character image is the image of character CH viewed from direction DV2, which is the second virtual camera direction. In this way, multiple character images viewed from different virtual camera directions can be displayed to the player as character making images.

[0112] In this case, the placement positions of predetermined parts may be changed between the first character image, which is the image viewed from the first virtual camera direction, and the second character image, which is the image viewed from the second virtual camera direction.

[0113] For example, in Figure 11(A), a virtual camera is set up so that it is pointing towards the character from below, generating a character image with a so-called "low-angle" expression. In this case, if the positions and shapes of the nose, mouth, and chin parts PN, PM, and PC are set to the same positions and shapes as a normal face, there is a risk of an unnatural-looking face image. For example, the positions of the nose and mouth may become unnatural, or the contour of the chin may become unnatural.

[0114] Therefore, in this embodiment, when generating a character image with such a tilted face, as shown in Figure 11(B), the placement positions of parts such as the nose PN and mouth PM are moved, for example, downwards. That is, in Figure 11(B), the placement positions of the nose PN and mouth PM are moved downwards compared to Figure 11(A). The shape of the tip of the chin part PC is also changed so that the convex shape is softened. By doing this, even when the virtual camera direction changes from the direction for a normal face (first virtual camera direction) to the direction for a tilted face (second virtual camera direction), it becomes possible to generate a character image that looks more natural with a tilted face. Similarly, when generating a character image with a profile view in an anime, for example, if the mouth part PM is placed in the same position as for a normal face, the character image may look unnatural in anime. For this reason, in this case as well, it is desirable to perform processing such as moving the placement position of the mouth part PM toward the cheek side when creating a character image with a profile view.

[0115] Figure 12 is a flowchart illustrating a detailed processing example of this embodiment. First, multiple characters and multiple virtual cameras are set up in the virtual space (step S11). That is, as shown in Figure 6, multiple characters CH1 to CH3 of the same shape model are placed in the virtual space, and virtual cameras VC1 to VC3 for these characters CH1 to CH3 are also placed.

[0116] Next, based on the player's input, the directions of multiple characters relative to the directions of multiple virtual cameras are set (step S12). For example, in Figure 6, the directions DC1 to DC3 that characters CH1 to CH3 face are set relative to the directions DV1 to DV3 of virtual cameras VC1 to VC3. For example, if the player performs an image switching operation, the relative directional relationship between directions DV1 to DV3 and directions DC1 to DC3 is switched all at once.

[0117] Next, based on the player's input, the part setting process is executed for multiple characters (step S13). For example, in Figure 6, if the player inputs an operation to replace a predetermined part, the predetermined parts for characters CH1 to CH3, which represent characters of the same model, are replaced all at once.

[0118] Next, shading processing is performed on multiple characters based on the light source to generate multiple character images (step S14). For example, in Figure 6, shading processing is performed on character CH1 based on the light source LS to generate character image IM1. Similarly, shading processing is performed on characters CH2 and CH3 based on the light source LS to generate character images IM2 and IM3. Then, a character making image in which multiple character images are arranged is displayed on the display unit 190 (step S15). That is, a character making image in which character images IM1 to IM3 are arranged in a predetermined arrangement as shown in Figures 4 and 5 is displayed to the player.

[0119] 2.3 Example of a character creation image Next, various examples of character creation images will be explained. Figure 13 is an example of a character creation image when the player switches images by operating a switch icon, etc. For example, when the character creation image in Figure 4 is displayed, if the player switches images, the character creation image shown in Figure 13 will be displayed. In Figure 13, the direction the characters are facing is different from that in Figure 4. That is, in Figure 13, character images IM1 to IM3 are displayed as seen from a different virtual camera direction than in Figure 4. Such switching of character images IM1 to IM3 can be achieved, for example, in the case of Figure 6, by changing the direction DC1 to DC3 of characters CH1 to CH3 relative to the direction DV1 to DV3 of virtual cameras VC1 to VC3 all at once. Also, in the case of Figure 7, it can be achieved by changing the direction DV1 to DV3 of virtual cameras VC1 to VC3 relative to character CH all at once.

[0120] In this embodiment, as shown in Figures 4 and 13, multiple character images IM1 to IM3 are changed collectively to character images viewed from different virtual camera directions based on the player's input. This allows the player to change the direction the characters in character images IM1 to IM3 are facing collectively with a simple operation, such as switching images. This allows the player to easily confirm whether the parts settings made during character creation are in line with their preferences and tastes, thereby improving the player's interface environment during character creation.

[0121] In Figure 14, multiple character images IM1 to IM3 are changed collectively to character images viewed from different virtual camera directions, but the method of this embodiment is not limited to this. For example, based on the player's input, multiple character images IM1 to IM3 may be changed individually to character images viewed from different virtual camera directions. For example, only one of the character images IM1 to IM3 may be changed to a character image viewed from a different virtual camera direction. For example, in Figure 6, when changing only character image IM3 individually, based on the player's input, only the direction DC3 of character CH3 relative to the direction DV3 of virtual camera VC3 may be changed, while the directions DC1 and DC2 of the other characters CH1 and CH2 may not be changed. Also, in the case of Figure 7, only the direction DV3 of virtual camera VC3 relative to character CH may be changed, while the directions DV1 and DV2 of the other virtual cameras VC1 and VC2 may not be changed. This approach allows players to individually change the direction a character is facing only for the character images they want to examine in detail, thus meeting various player requests during character creation and improving the efficiency of the player's work.

[0122] Figure 14 shows a change in the facial expression of the character in character image IM3. Specifically, in character image IM3 in Figure 4, the character's expression is normal, but in character image IM3 in Figure 14, the character's expression has been changed to an angry expression. More specifically, as explained in Figures 8 to 10, the character's facial expression is changed by changing the motion data of the parts that make up the face. For example, by changing the motion data corresponding to the bone data of the eye, nose, mouth, or jaw parts, the shape of these parts is changed, and the character's facial expression is changed. Thus, in this embodiment, the facial expression of at least one character image from a plurality of character images is changed by changing the motion data of the parts that make up the face. In this way, the character's facial expression can be changed with a simple process of controlling motion data. For example, as a method of changing facial expressions, one could consider a method of replacing each part of the character's face, but in this method, it is necessary to prepare parts corresponding to each expression for each character, and the amount of data for the parts becomes enormous. In this regard, the method of this embodiment, which changes the motion data of the parts that make up the face, makes it possible to change the facial expression of a character with a small amount of data, thereby saving the storage capacity used for data.

[0123] In Figure 13, the character's facial expression is also changed compared to Figure 4. Specifically, the normal facial expression in Figure 4 is changed to a smiling facial expression in Figure 14. For example, the character's facial expression is changed collectively based on the player's input. The character image that is the target of this facial expression change is not limited to one; the facial expressions of multiple character images may be changed collectively based on the player's input or the like.

[0124] Figure 15 also shows the replacement of character parts. For example, the character's eye and nose parts are replaced with different parts than those in Figure 4. In Figure 15, the normal eye parts from Figure 4 are replaced with eye parts that represent slanted eyes. Also, in Figure 15, the nose part is replaced with a nose part that is taller than the one in Figure 4.

[0125] In this embodiment, when setting processes such as part replacement are performed based on the player's input, a character making image is displayed for multiple character images IM1 to IM3, showing the parts that have been set. For example, in Figure 6, when the player gives an instruction to replace a predetermined part, the replacement process for that predetermined part is performed for all characters CH1 to CH3. For example, if an instruction is given to replace a normal eye part with an slanted eye part, the replacement process from the normal eye part to the slanted eye part is performed for all characters CH1 to CH3. For example, if an instruction is given to replace a normal nose part with a high nose part, the replacement process from the normal nose part to the high nose part is performed for all characters CH1 to CH3. In this way, it becomes possible to perform part setting processes such as part replacement for multiple character images IM1 to IM3 all at once based on the player's input.

[0126] For example, in the comparative example's method, where only one character image is displayed as the character creation image, the player has to repeatedly perform tasks such as setting the character's parts, changing the character's orientation, and checking how the character image looks, making the character creation process cumbersome. In contrast, according to this embodiment, the player can check at once how the part setting process is reflected in multiple character images IM1 to IM3. Therefore, compared to the comparative example's method, the player's work efficiency can be improved, and a more suitable interface environment for character creation can be provided to the player.

[0127] In this embodiment, multiple character images are generated so that predetermined parts are displayed in all of the multiple character images. For example, even when image switching occurs, such as when the virtual camera direction changes based on the player's input, the predetermined parts are displayed in all of the multiple character images. For example, in the face character images IM1 to IM3 in Figures 4, 5, and 13 to 15, the parts of the eyes, mouth, nose, or chin are predetermined parts that are the main parts of the face, and are displayed in all of the character images IM1 to IM3 even when image switching operations are performed. In this way, predetermined parts such as main parts are always displayed in the character images IM1 to IM3, so that the player can appropriately perform part settings such as replacing parts for those predetermined parts.

[0128] The designated parts are not limited to such main parts; they may also be parts that are expected to be of interest to the player. For example, parts that the player has just equipped will always be displayed as points of interest. Specifically, when a player equips parts of clothing, weapons, armor, or other equipment, those parts will be displayed as points of interest for a predetermined period of time. For example, if a designated part, such as a point of interest, becomes invisible due to a change in the virtual camera direction, the virtual camera direction and the character direction will be automatically switched to the opposite direction to ensure that the designated part is always visible.

[0129] The above describes a case where the character image is a character's face image and there are two character images displayed in the character creation image, but this embodiment is not limited to this. For example, in Figure 16, full-body images of the character are displayed as character images IM1 and IM2, and there are also two character images. In Figure 16, character image IM1 is a full-body image facing forward, and character image IM2 is a full-body image facing backward. Based on the player's input, character images IM1 and IM2, in which the character rotates as shown in B1 and B2, are displayed as the character creation image. Specifically, when the full-body image of the character's right side is displayed as character image IM1, the full-body image of the character's left side is displayed as character image IM2. Also, when the full-body image of the character's left side is displayed as character image IM1, the full-body image of the character's right side is displayed as character image IM2. As shown in B1 and B2, the character can be rotated clockwise and counterclockwise.

[0130] Players can also choose a character to create from two different male body types and two different female body types. For example, Figure 16 shows an example of a character creation image when a slender male character is selected, and Figure 17 shows an example of a character creation image when a muscular male character is selected.

[0131] Furthermore, Figures 16 and 17 show that it is possible to adjust the character's height and build. For example, when the player adjusts the character's height, the scaling value in the X-axis direction of the bone data in Figure 9 is adjusted. This adjusts the length of each bone, making the character taller or shorter. Similarly, when the player adjusts the character's build, the scaling values ​​in the Y-axis and Z-axis directions of the bone data in Figure 9 are adjusted. This adjusts the thickness of each bone, making the character's body parts thicker or thinner, thus adjusting the character's build (thickness of body parts). In this way, it becomes possible to finely adjust the character's body shape and build, enabling more detailed character creation.

[0132] In this embodiment, multiple character images are generated in which a first portion is displayed in the first character image and the first portion is hidden in the second character image. For example, depending on the virtual camera direction, the first portion of the character may or may not be drawn.

[0133] For example, in the character image IM1 of the profile view in Figure 18, the bridge of the nose, which is the upper part of the nose contour, is drawn as shown in C1. On the other hand, in the character image IM2 of the front view view, the bridge of the nose is not drawn as shown in C2. Thus, the bridge of the nose (the first part) of the character is displayed in character image IM1 (the first character image), but is not displayed in character image IM2 (the second character image). In other words, the bridge of the nose is drawn in character image IM1 as seen from virtual camera VC1, but is not drawn in character image IM2 as seen from virtual camera VC2.

[0134] For example, in a character image showing a frontal view, if the bridge of the nose is clearly depicted, it may result in an unnatural image, such as that of an anime character. In this regard, as shown in C2 of Figure 18, by hiding the bridge of the nose in a character image showing a frontal view, it is possible to prevent the character image from becoming unnatural and to display a more appropriate image for anime characters.

[0135] In this embodiment, the first character image, character image IM1, is a character image viewed from the first virtual camera direction, virtual camera VC1, and the second character image, character image IM2, is a character image viewed from the second virtual camera direction, virtual camera VC2. That is, character images IM1 and IM2 are character images viewed from different virtual camera directions. In this embodiment, for each part that makes up a character, a first part having a first portion and a second part not having the first portion are provided. Taking Figure 18 as an example, one part that makes up a character is a nose part, and multiple types of parts are provided for this nose part, such as a first part (first nose part) and a second part (second nose part). The first part is a part that has a bridge of the nose portion (first portion), and the second part is a part that does not have a bridge of the nose portion. For example, the first part contains the bridge of the nose as drawing data (it is drawn as an outline), but the second part does not contain the bridge of the nose as drawing data (it is not drawn as an outline). In this embodiment, the first character image is generated using the first part, and the second character image is generated using the second part. For example, in Figure 18, the first character image, character image IM1, is generated using the first part which has the bridge of the nose, while the second character image, character image IM2, is generated using the second part which does not have the bridge of the nose. In this way, when viewed from the direction of the first virtual camera, which is the direction of the virtual camera VC1, the bridge of the nose (the first part) is drawn and displayed as shown in C1 of Figure 18. On the other hand, when viewed from the direction of the second virtual camera, which is the direction of the virtual camera VC2, the bridge of the nose is not drawn and is hidden as shown in C2 of Figure 18. This makes it possible to display or hide the first part, the bridge of the nose, depending on the direction of the virtual camera.

[0136] Furthermore, the rendering of contours of parts such as the nose can be achieved using, for example, well-known toon rendering (toon shaders). For instance, contours can be rendered by rendering both the regular model and a model specifically for contour rendering, or by using post-effect processing with the object's normal vector to render the character's contours.

[0137] Furthermore, while front-facing character images may depict even the finest details, side-profile character images may not depict these fine details. For example, the tongue and teeth inside the mouth may be depicted and displayed in front-facing character images, but not depicted and hidden in side-profile character images. For instance, the rendering data for the tongue and teeth may not be used in side-profile character images. Similarly, the fine details inside the nostrils may be depicted in front-facing character images but not in side-profile character images. By doing so, appropriate rendering processing of the character image can be achieved according to the relative directional relationship between the direction of the virtual camera and the direction of the character. Note that when the distance between the character and the virtual camera is large, the outlines of parts such as the nose may become difficult to see. In this case, the thickness of the outline may be changed according to the distance between the character and the virtual camera to control the display of the outline appropriately even when the distance between the character and the virtual camera is large.

[0138] Although this embodiment has been described in detail above, it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novelty and effects of this disclosure. Therefore, all such modifications are included within the scope of this disclosure. For example, any term that appears at least once in the specification or drawings with a broader or synonymous different use may be replaced with that different term anywhere in the specification or drawings. Furthermore, the reception processing, virtual space setting processing, virtual camera setting processing, part setting processing, character image generation processing, character making image generation processing, etc., are not limited to those described in this embodiment, and equivalent methods are also included within the scope of this disclosure. [Explanation of Symbols]

[0139] IM1, IM2, IM3... character images, VC1, VC2, VC3... virtual cameras, DV1, DV2, DV3... Direction, CH1, CH2, CH3, CH... Character DC1, DC2, DC3... Direction, LS... Light source, PE, PN, PM, PC... Parts BM1, BM2...Bone, MAL, ME, MN, MM, MC...Motion data, TM1~TMn, TM terminal device, 100... Processing Unit, 102... Game Processing Unit, 104... Reception Unit 106...Virtual space setting unit, 108...Virtual camera setting unit, 110...Character processing unit, 112...Management Unit, 120...Display Processing Unit, 130...Sound Processing Unit, 160...Operation unit, 170...Storage unit, 172...Virtual space information storage unit, 174...Character information storage unit, 176...Drawing buffer, 178...User information storage unit, 180...information storage medium, 190...display section, 192...sound output section, 194...I / F section, 195...Portable information storage medium, 196...Communications department, 500…Server system, 510…Network

Claims

1. A virtual space setting unit that sets up light sources for lighting multiple characters in a virtual space, A character processing unit that performs setting processing for the parts that make up the character, A display processing unit that generates a first character image of a first character viewed from a first virtual camera direction, and a second character image of a second character of the same model as the first character viewed from a second virtual camera direction, as multiple character images, and performs the process of displaying an array image of the multiple character images arranged on a display unit. Includes, The display processing unit, A game system characterized by generating a first character image by performing shading processing based on the light source on the first character, and generating a second character image by performing shading processing based on the light source on a second character whose character orientation relative to the light source is different from that of the first character.

2. In claim 1, A game system characterized in that the first virtual camera direction relative to the character direction of the first character and the second virtual camera direction relative to the character direction of the second character are different.

3. A character processing unit that performs setting processing for the parts that make up the character, A display processing unit that generates multiple character images of the same character, including a first character image viewed from a first virtual camera direction and a second character image viewed from a second virtual camera direction different from the first virtual camera direction, and displays an array image of the multiple character images arranged on a display unit. Includes, The display processing unit, A game system characterized by changing the placement position of predetermined parts between the first character image and the second character image.

4. In claim 3, The game system is characterized in that the predetermined parts are parts that constitute the face of the character.

5. In claim 3, The game system is characterized in that the predetermined part is either the nose or mouth part of the character.

6. In claim 3, The game system is characterized in that the second virtual camera direction is set to a virtual camera direction that moves from below the character toward the character.

7. In any of claims 1 to 6, The display processing unit, A game system characterized in that, when the setting process for the aforementioned parts is performed, a character creation image consisting of the plurality of character images reflecting the results of the setting process is displayed as the array image on the display unit of the character creation screen.

8. A virtual space setting unit that sets up light sources for lighting multiple characters in a virtual space, A character processing unit that performs setting processing for the parts that make up the character, A display processing unit that generates a first character image of a first character viewed from a first virtual camera direction, and a second character image of a second character of the same model as the first character viewed from a second virtual camera direction, as multiple character images, and performs the process of displaying an array image of the multiple character images arranged on a display unit. Includes, The display processing unit, A game device characterized by performing shading processing based on the light source on the first character to generate the first character image, and performing shading processing based on the light source on the second character, whose character orientation relative to the light source is different from that of the first character, to generate the second character image.

9. A character processing unit that performs setting processing for the parts that make up the character, A display processing unit that generates multiple character images of the same character, including a first character image viewed from a first virtual camera direction and a second character image viewed from a second virtual camera direction different from the first virtual camera direction, and displays an array image of the multiple character images arranged on a display unit. Includes, The display processing unit, A game device characterized by changing the placement position of predetermined parts using the first character image and the second character image.

10. A virtual space setting unit that sets up light sources for lighting multiple characters in a virtual space, A character processing unit that performs setting processing for the parts that make up the character, A display processing unit generates a first character image of a first character viewed from a first virtual camera direction, and a second character image of a second character of the same model as the first character viewed from a second virtual camera direction, as multiple character images, and performs the process of displaying an array image of the multiple character images arranged on a display unit. Make the computer work, The display processing unit, A program characterized by generating a first character image by performing shading processing based on the light source on the first character, and generating a second character image by performing shading processing based on the light source on a second character whose character orientation relative to the light source is different from that of the first character.

11. A character processing unit that performs setting processing for the parts that make up the character, A display processing unit generates multiple character images of the same character, including a first character image viewed from a first virtual camera direction and a second character image viewed from a second virtual camera direction different from the first virtual camera direction, and displays an array image of the multiple character images arranged on a display unit. Make the computer work, The display processing unit, A program characterized by changing the placement position of predetermined parts between the first character image and the second character image.

Citation Information

Patent Citations

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