Method, device, terminal, server, and computer program for displaying skin of virtual character

By dividing virtual character skins into customizable coordination models with independently designed parts, the method addresses the time and data constraints of traditional skin design, enabling rapid creation of diverse and engaging character appearances in 3D virtual worlds.

JP7622322B2Active Publication Date: 2025-01-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2021506321
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2018-12-13
Filing Date
2019-11-26
Publication Date
2025-01-28
Estimated Expiration
2039-11-26

AI Technical Summary

Technical Problem

The existing methods for designing virtual character skins in 3D virtual worlds are time-consuming and data-intensive, limiting the number of available skin models due to lengthy design periods and large data volumes, which restricts the ability to meet user demands for unique appearances.

Method used

A method and system that divides virtual character skins into customizable coordination models, allowing users to combine independently designed skin parts with multiple candidate materials, enabling rapid creation of unique appearances through coordinated skin parts.

Benefits of technology

This approach significantly reduces design time and data requirements, allowing for a vast array of unique skin displays while maintaining artistic style and quality, enhancing user engagement by providing diverse and dynamic character appearances.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007622322000002
    Figure 0007622322000002
  • Figure 0007622322000003
    Figure 0007622322000003
  • Figure 0007622322000004
    Figure 0007622322000004
Patent Text Reader

Abstract

A method for displaying skins for virtual characters, the method including the steps of: displaying a matching user interface, the matching user interface being for matching k user accounts; if a target virtual character exists among the virtual characters used by each of the k user accounts, obtaining coordination parameters of a custom coordinated skin model of the target virtual character from a server; loading n target skin part materials of the custom coordinated skin model based on the coordination parameters; and displaying a match user interface, the match user interface including a target virtual character located in a virtual world, the target virtual character wearing the custom coordinated skin model.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] This application claims priority to a Chinese patent application bearing application number 201811525612.7 and entitled "Method, device and apparatus for displaying skin of virtual characters," filed with the China Patent Office on December 13, 2018, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of three-dimensional image processing, and in particular to a method, apparatus and device for displaying skin of a virtual character. [Background technology]

[0003] Many clients today provide a virtual world in which one or more controllable virtual characters populate, which may be people, animals, cartoon characters, etc.

[0004] For example, in the case where the client is a multiplayer online battle arena game (MOBA game), the client provides different appearances, abbreviated as skins, for the same virtual character. Each skin is realized by one skin model set, and the same skin model set is composed of hair, face shape, clothes, armor, weapons, horse riding, etc., with a unified design style. For example, the skin of the character Guan Yu includes a green hat and clothes, a red face, a Blue Dragon Crescent Blade, and a Red Hare. The virtual character wears different skin models and can perform game actions such as movement, attack, and skill activation under the control of the user during a match. Summary of the Invention [Problem to be solved by the invention]

[0005] Although the skin model directly leads to the external expression of the virtual character in the 3D virtual world, the design process of the style, texture, stamp, etc. of the same skin set is complicated, and the design period for each skin model set of the virtual character may take several months, so the amount of data for each skin model set is also large. Due to the restrictions imposed by the design period and the amount of data, the related technology provides only a limited number of exchangeable skin model sets for the same virtual character, making it difficult to meet the needs of individual display. [Means for solving the problem]

[0006] A method for displaying a skin of a virtual character, the method being executed by a terminal, comprising the steps of: displaying a matching user interface for online matching k user accounts competing in the same virtual world, where k is a positive integer; When a target virtual character exists among the virtual characters used by each of the k user accounts, a step of acquiring coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; Displaying a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing the custom coordinated skin model.

[0007] A method for displaying a skin of a virtual character, executed by a server, comprising the steps of: receiving a matching request from a client; In response to the matching request, matching k user accounts (k is a positive integer) competing in the same virtual world; determining k virtual characters to be used by each of the k user accounts; and a step of sending coordination parameters of the custom coordinated skin model to k clients corresponding to the k virtual characters, respectively, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, wherein the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, at least one skin part among the n skin parts corresponds to a plurality of candidate skin part materials, and the coordination parameters are for indicating the n target skin part materials of the custom coordinated skin model.

[0008] A virtual character skin display device, comprising: a display module for displaying a matching user interface for online matching k user accounts competing in the same virtual world, k being a positive integer; an acquisition module that acquires, when a target virtual character exists among the k virtual characters used by each of the k user accounts, coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the target virtual character being one virtual character among the k virtual characters that has a custom coordinated skin model, the custom coordinated skin model including n skin parts (n is a positive integer) that belong to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; a load module for loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; The display module further displays a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing the custom coordinated skin model.

[0009] A virtual character skin display device, comprising: a receiving module for receiving a matching request from a client; a matching module that matches k user accounts (where k is a positive integer) competing in the same virtual world in response to the matching request; a determination module for determining k virtual characters to be used by each of the k user accounts; and a transmission module for transmitting, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, coordination parameters of the custom coordinated skin model to k clients corresponding to the k virtual characters, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, at least one skin part among the n skin parts corresponds to a plurality of candidate skin part materials, and the coordination parameters being for indicating the n target skin part materials of the custom coordinated skin model.

[0010] A terminal comprising a memory and one or more processors, the memory storing computer readable instructions that, when executed by the processors, cause the one or more processors to: displaying a matching user interface for online matching k user accounts competing in the same virtual world, where k is a positive integer; When a target virtual character exists among the virtual characters used by each of the k user accounts, a step of acquiring coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; and displaying a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing the custom coordinated skin model.

[0011] 1. A server comprising a memory and one or more processors, the memory storing computer readable instructions that, when executed by the processors, cause the one or more processors to: receiving a matching request from a client; In response to the matching request, matching k user accounts (k is a positive integer) competing in the same virtual world; determining k virtual characters to be used by each of the k user accounts; and a step of transmitting coordination parameters of the custom coordinated skin model to k clients corresponding to the k virtual characters, respectively, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, at least one skin part among the n skin parts corresponds to a plurality of candidate skin part materials, and the coordination parameters are for indicating the n target skin part materials of the custom coordinated skin model.

[0012] One or more non-volatile computer-readable storage media having computer-readable instructions stored thereon that, when executed by the one or more processors, cause the one or more processors to: displaying a matching user interface for online matching k user accounts competing in the same virtual world, where k is a positive integer; When a target virtual character exists among the virtual characters used by each of the k user accounts, a step of acquiring coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; and displaying a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing the custom coordinated skin model.

[0013] One or more non-volatile computer-readable storage media having computer-readable instructions stored thereon that, when executed by the one or more processors, cause the one or more processors to: receiving a matching request from a client; In response to the matching request, matching k user accounts (k is a positive integer) competing in the same virtual world; determining k virtual characters to be used by each of the k user accounts; and a step of transmitting coordination parameters of the custom coordinated skin model to k clients corresponding to the k virtual characters, respectively, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, the custom coordinated skin model being one of a skin model set corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, at least one skin part among the n skin parts corresponds to a plurality of candidate skin part materials, and the coordination parameters are for indicating the n target skin part materials of the custom coordinated skin model.

[0014] A computer program product comprising a processor and a memory, the memory storing computer readable instructions, the computer readable instructions being loaded and executed by the processor to realise the method for displaying skin of a virtual character as described in the above aspect.

[0015] In order to more clearly describe the configuration of the embodiments of the present application, the following briefly introduces the drawings necessary for the description of the embodiments. Obviously, the drawings in the following description only show some embodiments of the present application, and those skilled in the art can obtain other drawings from these drawings without creative labor. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a schematic diagram showing the principle of a skin model set provided in the related art. [Diagram 2]FIG. 2 is a principle schematic diagram of a custom coordinated skin model provided in an exemplary embodiment of the present application; [Diagram 3] FIG. 2 is a block diagram of a computer system provided in an exemplary embodiment of the present application. [Figure 4] 1 is a flowchart of a method for displaying skin of a virtual character provided in an exemplary embodiment of the present application; [Diagram 5] FIG. 2 is an interface schematic diagram of a matching user interface provided in an exemplary embodiment of the present application. [Figure 6] FIG. 2 is an interface schematic diagram of a match user interface provided in an exemplary embodiment of the present application. [Figure 7] 1 is a flowchart of a method for displaying skin of a virtual character provided in another exemplary embodiment of the present application. [Figure 8] FIG. 2 is an interface schematic diagram of a skin setting interface provided in an exemplary embodiment of the present application. [Figure 9] FIG. 2 is an interface schematic diagram of a virtual character skin display method provided in an exemplary embodiment of the present application. [Figure 10] 1 is a flowchart of a method for displaying skin of a virtual character provided in an exemplary embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram of a custom coordinated skin setting provided in an exemplary embodiment of the present application; [Figure 12] FIG. 2 is a schematic diagram of saving a custom coordinated skin provided in an exemplary embodiment of the present application; [Figure 13] FIG. 13 is a schematic diagram of an interface when a custom coordinated skin provided in an exemplary embodiment of the present application is displayed in a game. [Figure 14] FIG. 2 is a block diagram of a virtual character skin display device provided in an exemplary embodiment of the present application. [Figure 15] FIG. 2 is a block diagram of a skin display device for a virtual character provided in another exemplary embodiment of the present application. [Figure 16]FIG. 2 is a block diagram of a terminal provided in an exemplary embodiment of the present application. [Figure 17] FIG. 2 is a block diagram of a server provided in an exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] In order to more clearly illustrate the object, configuration, and advantages of the present application, the embodiments of the present application will be described in more detail below with reference to the drawings.

[0018] First, some of the terms used in the embodiments of the present application will be briefly introduced.

[0019] Virtual world: A virtual world displayed (or provided) when a client is running on a terminal. The virtual world may be a simulation environment for the real world, a semi-simulated semi-virtual three-dimensional environment, or a purely virtual three-dimensional environment. The virtual world may be any one of a two-dimensional virtual world, a two-and-a-half-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for a virtual world battle between at least two virtual characters, and in the virtual world, there are virtual resources available to the at least two virtual characters. Taking MOBA as an example, in the virtual world, a square map is provided, and the square map includes symmetrical lower left and upper right corner regions, and virtual characters belonging to two opposing camps each occupy one of the regions and aim to win by destroying a target building in the depths of the opponent's region. Optionally, three symmetrical routes (top, middle, bottom) are formed in the lower left and upper right corner regions, and the lower left and upper right corner regions are separated by a river.

[0020] Virtual character: a movable object in a virtual world. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual characters have a three-dimensional solid model, and each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world. Optionally, the virtual characters are three-dimensional characters built based on three-dimensional human skeleton technology, and achieve different appearances by wearing different skin models.

[0021] MOBA game: A game in which a number of bases are provided in a virtual world, and users of different camps control virtual characters to compete in the virtual world, occupy bases, and destroy the bases of the opposing camp. For example, in a MOBA game, users may be divided into two opposing camps, and virtual characters controlled by the users may be distributed in the virtual world to compete against each other, with the victory condition being to destroy or occupy all of the enemy's bases. MOBA games are played on a match-by-match basis, and the duration of one MOBA game includes the time from the start of the game to the achievement of the victory condition.

[0022] Skin model: A material model for changing the appearance of a virtual character. The same virtual character can have multiple different skin model sets. The same skin model set includes all or some of hairstyle, facial features, clothes, armor, weapons, horseback riding, and accessories. Optionally, the skin model has no additional attributes for the character attributes of the virtual character in the virtual world. The character attributes include at least one of a life value, an attack power, a defense value, and an armor value. Optionally, the skin has a weak additional attribute for the character attributes of the virtual character in the virtual world, for example, increasing the attack power by 10 points.

[0023] Take a MOBA game based on a three-dimensional virtual world as an example. In a MOBA game, a virtual character that can be controlled by a player is usually called a "hero", and the same hero can have multiple skin model sets. Each skin model set has a different style. For example, skin model set A is a hip-hop style, skin model set B is an ancient style, and skin model set C is a future warrior style. When a user wants to switch between different skin model sets, he or she needs to replace the skin of the hero with the entire skin set. Optionally, each virtual character has a respective character skeleton model, which can ensure that the behavior of the same virtual character is the same, and the skin model is a skinning model worn on the character skeleton model.

[0024] Figure 1 shows the principle of exchanging skin model sets in the related art. Hero A can have two completely different skin model sets: skin model set 1 and skin model set 2. When a user puts skin model set 1 on hero A, the overall appearance of hero A becomes the appearance of skin model set 1, and when hero A puts skin model set 2 on hero A, the overall appearance of hero A becomes the appearance of skin model set 2.

[0025] A virtual character in a MOBA game is usually a virtual character in a three-dimensional virtual world, and therefore is observed from different angles in the three-dimensional virtual world. When the virtual character is in different forms such as walking, driving, attacking, and being attacked in the three-dimensional virtual world, the skin model set worn by the virtual character also shows corresponding action effects. In addition, the skin model set worn by the virtual character can have one or more special effects, including a movement special effect, a hiding special effect, a death special effect, a return to town special effect, an attack special effect, a skill activation special effect, a special effect when a skill hits the player, and the like. For this reason, the design process of the style, texture, stamp, special effect, and the like for each skin model set is complicated, and the design period for each skin model set may take several months, so the amount of data for each skin model set is also large. Due to limitations due to design time and data volume, in the related art, only a limited number of skin model sets for full exchange are provided for the same virtual character, so that some hero skin model sets are difficult to meet the user's individual display needs for the same hero, while the amount of data per skin model set is large, so the amount of data to be stored in the client is also large. For example, in one MOBA game, there may be more than 100 heroes, and if there are 3 to 10 skin model sets per hero, the client needs to store data for hundreds of different skin model sets, which results in the client's installation package becoming larger and larger, or the space used daily becoming larger and larger.

[0026] Unlike the related art, in the embodiment of the present application, a custom coordinated skin model is provided for a virtual character. The custom coordinated skin model is divided into n skin parts (n is a positive integer) of the same style, each skin part is designed independently, and there is at least one skin part that provides multiple candidate skin part materials. The style and special effects are designed independently for each skin part while ensuring that the artistic style and quality of the same custom coordinated skin model are not changed. A user can obtain M1*M2*...*Mn (n is the number of divided skin parts, Mn is the candidate skin part material for the nth skin part) different unique coordination patterns for each skin part of the same custom skin model.

[0027] 2 is a principle schematic diagram of a custom coordinated skin model provided in an exemplary embodiment of the present application. The same custom coordinated skin model of a target virtual character may be divided into a total of three skin parts, a head 221, a body 222, and a weapon 223, and each may be designed independently. For the same skin part, multiple candidate skin part materials of similar styles may be designed. Optionally, different candidate skin part materials of the same skin part also have different special effects. The special effects include at least one of a walking special effect, a hiding special effect, an attacking action special effect, a skill activation special effect, and a special effect when attacked.

[0028] In the process of out-of-game coordination 22, the user may coordinate and combine candidate skin part materials that correspond to different skin parts of the same custom coordinated skin model. This allows various coordination combinations to be obtained. FIG. 2 shows schematic examples of coordination combinations including unique coordination 1, unique coordination 2, and unique coordination 3. Unique coordination 1 has weapon 1, unique coordination 2 has weapon 2, and unique coordination 3 has weapon 3.

[0029] During the in-game representation 24, if the virtual character is wearing a custom coordinated skin model corresponding to unique coordination 1, unique coordination 1 has weapon 1, so attack special effect 1 is randomly or conditionally triggered when attacking, if the virtual character is wearing a custom coordinated skin model corresponding to unique coordination 2, unique coordination 2 has weapon 2, so attack special effect 2 is randomly or conditionally triggered when attacking, and if the virtual character is wearing a custom coordinated skin model corresponding to unique coordination 3, unique coordination 3 has weapon 3, so attack special effect 3 is randomly or conditionally triggered when attacking.

[0030] 3 is a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 300 includes a first terminal 310, a second terminal 330, and a server cluster 320.

[0031] A client supporting the virtual world is installed and executed on the first terminal 310. When the client is executed on the first terminal, a user interface 311 of the client is displayed on the screen of the first terminal. The client may be any one of a military simulation program, a MOBA game, and a SLG game. The first terminal 310 is a terminal used by a first user 301, and the first user 301 uses the first terminal 310 to control a first virtual character located in the virtual world to perform a movement, the movement including at least one of body posture adjustment, creep, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing, but is not limited thereto. Schematically, the first virtual character is a first virtual person, such as a simulation human character or an anime human character.

[0032] A client supporting the virtual world is installed and executed on the second terminal 330. The client may be any one of a military simulation program, a MOBA game, and a SLG game. When the client is executed on the second terminal, a user interface 331 of the client is displayed on the screen of the second terminal. The second terminal 330 is a terminal used by a second user 302, and the second user 302 uses the second terminal 330 to control a second virtual character located in the virtual world to make it move. Schematically, the second virtual character is a second virtual person, such as a simulation human character or an anime human character.

[0033] Optionally, the first virtual person and the second virtual person exist in the same virtual world. Optionally, the first virtual person and the second virtual person may belong to the same faction, team, organization, be friends, have temporary communication rights, etc. Optionally, the first virtual person and the second virtual person may belong to different factions, teams, organizations, or be enemies.

[0034] Optionally, the client installed on the first terminal 310 and the second terminal 330 is the same, or the clients installed on the two terminals are the same type of client on different control system platforms. The first terminal 310 may generally refer to one of a plurality of terminals, and the second terminal 330 may generally refer to one of a plurality of terminals, and in this embodiment, only the first terminal 310 and the second terminal 330 are illustrated. The device types of the first terminal 310 and the second terminal 330 are the same or different, and the device types include at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.

[0035] 3, there are multiple other terminals 340 that can access the server cluster 320. Optionally, there are also one or more terminals 340 that are terminals corresponding to developers, and a virtual world client development and editing platform is installed on the terminal 340, where the developer can edit the client on the terminal 340 and send the edited client file to the server cluster 320 via a wired or wireless network, and the first terminal 310 and the second terminal 330 can download update packages corresponding to the clients from the server cluster 320 to update the clients.

[0036] A first terminal 310, a second terminal 330, and another terminal 340 are connected to a server cluster 320 via a wireless network or a wired network.

[0037] The server cluster 320 includes at least one of one server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 320 provides background services to clients that support the three-dimensional virtual world. Optionally, the server cluster 320 is responsible for main calculation tasks, and the terminal is responsible for secondary calculation tasks, or the server cluster 320 is responsible for secondary calculation tasks, and the terminal is responsible for main calculation tasks, or a distributed computing architecture is used between the server cluster 320 and the terminal to perform collaborative computing.

[0038] In a schematic example, the server cluster 320 includes a server 321 and a server 326, and the server 321 includes a processor 322, a user account database 323, a coordinate parameter database 324, and a user-facing input / output interface (I / O interface) 325. Here, the processor 322 loads instructions stored in the server 321 and processes data in the user account database 323 and the coordinate parameter database 324. The user account database 323 stores data of the user account used by the first terminal 310 and / or the second terminal 330, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area in which the user account is located. The coordinate parameter database 324 stores coordinate parameters for each user account to perform custom coordination for a target virtual character. The user-facing I / O interface 325 establishes communication and exchanges data with the first terminal 310 and / or the second terminal 330 via a wireless network or a wired network. Optionally, the server 326 is provided with a skin part material library 327, and the terminal client can load n target skin part materials of the target virtual character from the skin part material library 327.

[0039] 4 is a flowchart of a method for displaying a skin of a virtual character provided in an exemplary embodiment of the present application. The method can be applied to the first terminal or the second terminal described above, and includes the following steps:

[0040] In step 401, a matching user interface is displayed, where the matching user interface is for online matching k user accounts (k is a positive integer) competing in the same virtual world.

[0041] The terminal runs a client that provides the virtual world, which may be a MOBA client.

[0042] The client is provided with a matching user interface. In the case of a MOBA client, the matching user interface may be an interface for online matching of two, six, or ten user accounts competing in the same virtual world. The two, six, or ten virtual characters belong to two opposing camps, respectively, and the number of virtual characters corresponding to the two camps is the same. For example, each camp may have five virtual characters, and the categories of the five virtual characters may be a warrior type character, an assassin type character, a monk type character, a support type (or a human shield type) character, and an archer type character.

[0043] Optionally, the competition is a multiplayer online battle arena. A multiplayer online battle arena refers to a competition in which different virtual teams, each belonging to at least two opposing camps, compete on a map provided in a virtual world, occupying their respective map areas and destroying or occupying all bases on the map area corresponding to the enemy team as a victory condition. The battle arena can be conducted on a match-by-match basis, and the map of the battle arena for each match may be the same or different. Each virtual team includes one or more (e.g., one, three, or five) virtual characters.

[0044] Optionally, the matching user interface displays at least one element of a competition type, an avatar of the current user account (and the friendly user account), a nickname, a combat power level, and a matching trigger control unit. As shown in the schematic example of FIG. 5, the matching user interface displays a competition type "5V5", an avatar 50 of the current user account, a nickname "Li Bai" of the current user account, a level of the current user account "Stubborn Bronze", and a "Start Matching" button 51. When a user clicks the "Start Matching" button 51, the client sends a matching request to the server, and the matching request is for requesting the server to match k user accounts playing the multiplayer online battle arena online.

[0045] In step 402, if a target virtual character exists among the virtual characters used by each of the k user accounts, coordinate parameters of a custom coordinated skin model of the target virtual character are obtained from the server, and the custom coordinated skin model is one of a set of skin models corresponding to the target virtual character, and the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, and at least one skin part corresponds to a plurality of candidate skin part materials.

[0046] The virtual characters used in the match may be freely selected by each user account, designated by the server, or selected randomly.

[0047] A custom coordinated skin model is a skin model set obtained by dividing a skin model into n skin parts of the same style, providing multiple candidate skin part materials for at least one skin part, and then a user custom coordinating the skin model based on the candidate skin part materials.

[0048] The server matches k user accounts that will play in the battle arena of this match based on matching conditions. The matching conditions include, but are not limited to, that the combat power indexes of the k user accounts are the same or similar, that the service areas in which the k user accounts are located are the same service areas, that the geographic areas in which the k user accounts are located belong to the same geographic area, and that the network speed conditions of the k user accounts are all better than predetermined conditions. Then, the user of each user account (or the server) selects or designates a virtual character to be used in the competitive battle of this match.

[0049] When the matching is successful and the virtual characters are selected, the server distributes character parameters of the k virtual characters who will play in the battle arena of the match to the k clients. The character parameters of the virtual characters include, but are not limited to, at least one of the following information: the account, nickname, avatar, combat power level, and IP address of the virtual characters.

[0050] The skin models used by the k virtual characters may be a default skin model, a set of skin models that are replaced by the entire set, or a custom coordinated skin model. In this embodiment, there is at least one target virtual character among the k virtual characters, and the skin model used by the target virtual character is a custom coordinated skin model. This custom coordinated skin model includes n skin parts of the same style, and there is at least one skin part that corresponds to multiple candidate skin part materials.

[0051] Optionally, the target virtual character may be a virtual character controlled by the current user account, a virtual character controlled by a friendly user account, or a virtual character controlled by an enemy user account.

[0052] Schematically, the custom coordinated skin model includes a total of four skin parts: head, clothes, weapons, and accessories. For the same skin part, there are one or more candidate skin part materials. For example, for a clothing part, there are multiple candidate clothing materials such as red sportswear, green sportswear, and sportswear jointly with a certain brand.

[0053] Optionally, the coordinate parameters are for indicating n target skin part materials of the coordinated custom coordinated skin model. Optionally, the coordinate parameters include n part IDs, each part ID is for indicating a target skin part material of a corresponding skin part, and the target skin part material of the same skin part is one selected from a plurality of candidate skin part materials.

[0054] For example, if a custom coordinated skin model includes a head, clothes, weapons, and accessories, the coordinate parameters are as follows: Head ID:XXXX, Body ID:XXXX, Weapon ID:XXXX, Accessory ID: XXXX, including.

[0055] Optionally, some items of the coordinate parameters are optional, for example, the accessory ID may be null.

[0056] In step 403, n target skin part materials of the custom coordinated skin model are loaded based on the coordinate parameters, and the i-th target skin part material is one of a plurality of skin part materials corresponding to the i-th skin part (i is an integer less than or equal to n).

[0057] Optionally, the client loads the n target skin part materials of this custom coordinated skin model from a local material library based on the coordinate parameters.

[0058] Optionally, the client sends a load request to the server, where the load request is accompanied by coordinate parameters of the custom coordinated skin model, and the server feeds back the n target skin part materials of the custom coordinated skin model to the client based on the coordinate parameters.

[0059] At step 404, a match user interface is displayed, the match user interface including a target virtual character located in a virtual world, the target virtual character wearing a custom coordinated skin model.

[0060] After the client is successfully matched, the client enters the battle arena of the match. The client displays a match user interface, which includes a screen showing the virtual world from a certain observation viewpoint of the virtual character controlled by the client.

[0061] A game user interface includes a target virtual character located in a virtual world, the target virtual character wearing a custom coordinated skin model, the custom coordinated skin model being generated from n target skin part materials.

[0062] Optionally, the match user interface displays at least one element of a global thumbnail map, a virtual character controlled by a current user account, a target virtual character, a direction control control unit, a skill control control unit, a neutral creature, and a building. As shown in the schematic example of Fig. 6, the match user interface displays a global thumbnail map 52, a virtual character controlled by a current user account 53, a target virtual character 54, a direction control control unit 55, and a skill control control unit 56. Here, the custom coordinated skin model worn by the target virtual character 54 may be obtained by coordinating a plurality of target skin part materials.

[0063] As described above, in the method provided in this embodiment, one custom coordinated skin model set is divided into n skin parts, and then the client matches k virtual characters who will play in the current battle arena, obtains the coordination parameters of the custom coordinated skin model of the target virtual character from the server, and further loads n target skin part materials of the custom coordinated skin model based on the coordination parameters, and displays the target virtual character wearing the custom coordinated skin model on the match user interface. In this way, after the same custom coordinated skin model set of the same virtual character is divided into n skin parts of the same style, multiple types of candidate skin part materials are provided for each skin part. For example, in the case where m types of candidate skin part materials are provided for each skin part, a maximum of m n A variety of custom coordinated skins can be provided, the design period of a skin model set can be effectively shortened, and the amount of design work can be reduced while providing a wide variety of individual skin display effects to the user.

[0064] 7 is a flowchart of a method for displaying a skin of a virtual character provided in another exemplary embodiment of the present application. In this embodiment, the method is described by taking the case where the method is applied to the computer system shown in FIG. 3 as an example. The method includes the following steps:

[0065] In step 701, the target terminal displays a skin setting interface.

[0066] The user launches the client on the target terminal by clicking on the client's icon.

[0067] The client displays a skin setting interface in response to a user's operation, and this skin setting interface is an interface for performing individual coordination for the custom coordinate skin model.

[0068] The skin setting interface displays the coordinateable areas of n skin parts of the custom coordinated skin model, and for each skin part, one or more candidate skin part materials are provided for the player to select. The method of providing the candidate skin part materials includes at least one of the following: providing the candidate skin part materials by default for the player to use, providing the candidate skin part materials for use within a limited time, giving the candidate skin part materials to the player when a quest is completed, purchasing the candidate skin part materials with game coins, giving the candidate skin part materials to the player from a friend's user account, obtaining the candidate skin part materials through a lottery, and obtaining the candidate skin part materials through exchange with other items.

[0069] Taking the case where the target virtual character is Son Goku and the custom coordinated skin model is divided into four skin parts, namely, head, body, weapon, and accessory, as an example, referring to FIG. 8, the skin setting interface displays a target virtual character 80, a head part selection area 81, a weapon part selection area 82, a body part selection area 83, and an accessory part selection area 84. Optionally, the skin setting interface displays a "Start Call" button 85, a "Gift / Request" button 86, and a "Save / Wear" button 87. If a candidate skin part material is a skin part material not owned by the current user account, the user may click the "Start Call" button 85 to purchase it himself, or click the "Gift / Request" button 86 to request the skin part material from a friend user account.

[0070] The player selects a target skin part material corresponding to each of the n skin parts in the skin setting interface. For the same skin part, the target skin part material is one selected by the player from among multiple candidate skin part materials for the skin part.

[0071] In step 702, the target terminal accepts a material selection operation triggered in the skin setting interface.

[0072] The material selection operation may be an operation triggered on a touch screen. Optionally, the material selection operation is a click operation for selecting a candidate skin part material in the coordinable region.

[0073] In step 703, the target terminal determines n target skin part materials of the custom coordinated skin model according to the material selection operation.

[0074] The target terminal accepts a material selection operation by a user. The target terminal determines n target skin part materials of the custom coordinated skin model in response to the material selection operation.

[0075] Optionally, the material selection operation by the user is an operation of selecting one or more skin part materials from among the n target skin part materials. That is, in one coordination process, the user may select candidate skin part materials for only some of the skin parts. For example, in one coordination process, the user may replace part materials for only the head. Also, for example, in another coordination process, the user may replace part materials for only the head and weapon. When the user selects candidate skin part materials for only some of the skin parts, the skin part materials for the other parts can retain the initial selection.

[0076] Optionally, the material selection operation by the user is an operation of selecting target skin part materials corresponding to the n skin parts, that is, the user can respectively replace or select the n target skin part materials.

[0077] In step 704, if the n target skin part materials meet the coordination conditions, the target terminal stores the coordination parameters of the custom coordinated skin model in the server.

[0078] When the user finishes the material selection operation, the target terminal determines whether the n target skin part materials of the custom coordinated skin model meet the coordination conditions.

[0079] The coordination conditions include, but are not limited to, at least one of the following conditions:

[0080] 1. The current user account has the permission to use the target skin part material.

[0081] Target skin part materials can be obtained in various ways, such as default provision, gifts, quest rewards, lotteries, and exchanges. You can only create custom outfits using target skin part materials if you have the permission to use them.

[0082] 2. The usage time of the target skin part material is within the validity period.

[0083] There is at least one target skin part material that has a validity period for use. For example, the first target skin part material is valid for 10 days after exchange. Also, for example, the second target skin part material is only valid during a certain holiday period.

[0084] 3. The styles of n target skin part materials meet the matching conditions.

[0085] In order to maintain the uniformity of the overall style of the same custom coordinated skin model, the client may detect whether the styles of the n target skin part materials satisfy a consistency condition. The consistency condition is a condition for maintaining the uniformity of the styles of different skin parts of the same custom coordinated skin model. For example, different skin parts that all belong to a motion style satisfy the consistency condition. Also, for example, different skin parts that all belong to a future style satisfy the consistency condition.

[0086] If the coordination condition is met, the target terminal sends a save request to the server, and the save request is accompanied by coordination parameters corresponding to the n target skin part materials. If the coordination condition is not met, the target terminal displays an error message or displays the n target skin part materials of the recommended coordination according to the coordination condition.

[0087] Optionally, when one custom coordinated skin model set is divided into n skin parts, the coordinate parameters may include n part IDs, each part ID corresponds to a skin part of one body part, and different part IDs correspond to skin parts of different body parts, that is, the part IDs and the skin parts have a one-to-one correspondence relationship.

[0088] For example, a custom coordinated skin model includes a total of four skin parts: a head, a body, a weapon, and an accessory. The coordinate parameters of the custom coordinated skin model include a head ID, a body ID, a weapon ID, and an accessory ID.

[0089] Optionally, in some embodiments, each skin part material also corresponds to a three-dimensional stitching coordinate, which indicates a coordinate position when the skin part material is stitched to a portion of a corresponding custom coordinate skin model.

[0090] In step 705, the server receives the coordinate parameters sent from the client corresponding to the target virtual character.

[0091] The server receives a save request sent from a target terminal, where a client corresponding to the target virtual character is running on the target terminal. Optionally, the server receives a save request sent from the target terminal, where the save request is accompanied by coordinate parameters of a custom coordinated skin model, the coordinate parameters being for indicating n target skin part materials of the custom coordinated skin model, where n is a positive integer.

[0092] The server determines whether or not the n target skin part materials indicated by the coordination parameters meet the coordination conditions.

[0093] The coordination conditions include, but are not limited to, at least one of the following conditions:

[0094] 1. The current user account has the permission to use the target skin part material.

[0095] Target skin part materials can be obtained in various ways, such as default provision, gifts, quest rewards, lotteries, and exchanges. You can only create custom outfits using target skin part materials if you have the permission to use them.

[0096] 2. The usage time of the target skin part material is within the validity period.

[0097] There is at least one target skin part material that has a validity period for use. For example, the first target skin part material is valid for 10 days after exchange. Also, for example, the second target skin part material is only valid during a certain holiday period.

[0098] 3. The styles of n target skin part materials meet the matching conditions.

[0099] In order to maintain the uniformity of the overall style of the same custom coordinated skin model, the client may detect whether the styles of the n target skin part materials satisfy a consistency condition. The consistency condition is a condition for maintaining the uniformity of the styles of different skin parts of the same custom coordinated skin model. For example, different skin parts that all belong to a motion style satisfy the consistency condition. Also, for example, different skin parts that all belong to a future style satisfy the consistency condition.

[0100] If the coordination condition is met, proceed to step 706; if the coordination condition is not met, the server sends an error message to the target terminal, or sends n target skin part materials of the recommended coordination to the target terminal.

[0101] In step 706, if the n target skin part materials meet the coordination conditions, the coordination parameters of the custom coordinated skin model are saved.

[0102] The server can store the coordinate parameters corresponding to the n target skin part materials of the target virtual character, as shown in Table 1 below.

[0103] [Table 1] Optionally, the server stores a correspondence between the user account, the virtual character name, and the coordinate parameters of the custom coordinate skin model. In one embodiment, the server stores this correspondence in a coordinate parameter database.

[0104] In step 707, the target terminal displays a matching user interface, or the other k-1 terminals in the match display a matching user interface.

[0105] Let's take the case where the client is a MOBA game. MOBA games are games where players play a battle arena on a match-by-match basis.

[0106] When a user is about to start a game, the client displays a matching user interface in response to a user operation. This matching user interface may be an interface for online matching of two, six, or ten virtual characters competing in the same virtual world. The two, six, or ten virtual characters belong to two opposing camps, respectively, and the number of virtual characters corresponding to the two camps is the same. For example, each camp may have five virtual characters, and the categories of the five virtual characters may be a warrior type character, an assassin type character, a monk type character, a support type (or a human shield type) character, and an archer type character.

[0107] 9, the terminal displays a matching user interface 91, which displays a "Start Matching" button. A user can trigger the online matching process by clicking the "Start Matching" button.

[0108] In step 708, the target terminal sends a matching request to the server, or the other k-1 terminals in the match send matching requests to the server.

[0109] When the user clicks the "Start Matching" button, the target terminal and the other k-1 terminals send matching requests to the server. Optionally, the matching requests are accompanied by the user account logged in at the current terminal.

[0110] In step 709, the server receives a matching request from the client.

[0111] The server receives matching requests from multiple clients, and the matching requests are associated with corresponding user accounts.

[0112] In step 710, the server responds to the matching request by matching k user accounts (where k is a positive integer) that compete in the same virtual world.

[0113] After receiving the multiple matching requests, the server extracts user accounts in the matching requests. And the server queries the user account database for attribute information of the user account based on the user account. The attribute information includes, but is not limited to, at least one of avatar, nickname, gender, combat power index, account level, location service area, and location region.

[0114] Optionally, the server matches the k user accounts playing the battle arena of the present match based on matching conditions, including but not limited to: the k user accounts have the same or similar combat power indexes, the k user accounts are located in the same service area, the k user accounts are located in the same geographical area, and the k user accounts have network speed conditions that are better than a predetermined condition.

[0115] In step 711, the server determines k virtual characters to be used by each of the k user accounts.

[0116] Optionally, after successful matching, the user of each user account selects or designates a virtual character to be used in competitive matches of the match, in some embodiments, the virtual character used by each of the user accounts may be designated by the server or obtained randomly.

[0117] Optionally, the server collectively transmits the attribute information of the k user accounts to terminals corresponding to the k user accounts, respectively.

[0118] In step 712, if a target virtual character exists among the k virtual characters, the server transmits the coordinate parameters of the target virtual character to the k clients corresponding to the k virtual characters, respectively.

[0119] The target virtual character is a virtual character wearing a custom coordinated skin model.

[0120] When there are one or more target virtual characters among the k virtual characters playing in the battle arena of the present match, the server transmits coordinate parameters of the custom coordinated skin models of the target virtual characters to the k clients, respectively. The custom coordinated skin models of the target virtual characters may be different from each other.

[0121] In step 713, if matching is successful, the target terminal obtains the coordination parameters of the custom coordinated skin model from the server, or if matching is successful, the other k-1 terminals in the match obtain the coordination parameters of the custom coordinated skin model from the server.

[0122] The target terminal and the other k-1 terminals of the game receive the coordinate parameters of the custom coordinated skin model sent from the server. Optionally, the coordinate parameters of the custom coordinated skin model include a total of four kinds of part IDs, including a head ID, a body ID, a weapon ID, and an accessory ID.

[0123] In step 714, the target terminal displays a load user interface, or the other k-1 terminals in the match display a load user interface.

[0124] If the matching is successful, the target terminal and the other k-1 terminals also display a loading user interface, which is a transition interface displayed when the terminal loads various resources required for the battle arena of the game from the server. Optionally, the loading user interface also displays a preview image of the custom coordinated skin model.

[0125] 9, preview images of k virtual characters are displayed on the load user interface 93. When the skin model worn by the virtual character is a default skin model, the preview image is a preview image corresponding to the default skin model, and when the skin of the virtual character is a skin model set that is replaced by the entire set, the preview image is a preview image corresponding to the skin model set.

[0126] If the skin model worn by the virtual character is a custom coordinated skin model, the client may not have a corresponding skin preview image stored therein, so a preview image corresponding to a default skin model may be temporarily used for display purposes.

[0127] Alternatively, there are some designated custom coordinated skin models with corresponding preview images, and the client stores the correspondence between the designated parameters and the preview images. When the designated parameters exist in the coordinate parameters of the custom coordinated skin model, the preview image corresponding to the designated parameters is obtained from the local material library. When the coordinate parameters include multiple part IDs, the designated parameter may be one or multiple part IDs among the multiple part IDs. For example, when a head ID is designated in the coordinate parameters, a preview image of the custom coordinated skin model corresponding to the designated head ID is obtained. Also, when a head ID and a clothes ID are designated in the coordinate parameters, a preview image of the custom coordinated skin model corresponding to the "head ID and clothes ID" is obtained.

[0128] Alternatively, the client obtains a preview image of the custom coordinated skin model from the server, which preview image is generated by the server for the custom coordinated skin model based on the coordinate parameters. Schematically, the server transmits the coordinate parameters of the custom coordinated skin model to the client and simultaneously transmits a preview image corresponding to the custom coordinated skin model to the client.

[0129] In step 715, the target terminal loads n target skin part materials of the custom coordinated skin model from a local material library based on the coordination parameters, or the other k-1 terminals in the match load n target skin part materials of the custom coordinated skin model from their local material libraries based on the coordination parameters.

[0130] The target terminal and the other k-1 terminals' clients (also referred to as clients) store a local material library, and the local material library may store all or a part of the candidate skin part materials. Optionally, the local material library stores a correspondence between part IDs and skin part materials. The target terminal / other k-1 terminals extract part IDs of the n target skin part materials based on the coordination parameters of the custom coordinated skin model, and extract the n target skin part materials of the custom coordinated skin model based on the correspondence in the local material library and the n part IDs.

[0131] In another possible embodiment, when all or part of the skin part materials are not stored in the local material library, during the display of the load user interface, the target terminal / other k-1 terminals send a material acquisition request to the server, and the material acquisition request is accompanied by a coordinate parameter. Optionally, when the terminal stores part IDs of some skin part materials, the material acquisition request only needs to include part IDs of the skin part materials that are not stored locally.

[0132] The server receives the material acquisition request, extracts coordinate parameters from the material acquisition request, and extracts n target skin part materials of the custom coordinate skin model from a skin part material database according to the coordinate parameters.

[0133] The server sends the n target skin part materials of the custom coordinated skin model to the k terminals. Optionally, when only a part of the terminals sends a material acquisition request to the server, the server may provide feedback only to the terminals that sent the material acquisition request.

[0134] Optionally, if the material acquisition request is provided with part IDs corresponding to only some skin part materials, the server only needs to feed back target skin part materials corresponding to these part IDs. In response, the target terminal and the other k-1 terminals receive the n target skin part materials of the custom coordinated skin model fed back by the server based on the coordinate parameters. After receiving the n target skin part materials fed back from the server, the target terminal loads the n target skin part materials. Optionally, each skin part material includes at least one element of a stamp style, a texture style, a light and shadow special effect, and a part coordinate.

[0135] Optionally, the target terminal also loads skin materials worn by other virtual characters (e.g., materials of a default skin model or materials of a skin model set that are replaced by the entire set), attribute information of each user account, and various other information required for the battle arena of the game.

[0136] In step 716, the target terminal displays a game user interface, where the game user interface includes a target virtual character located in the virtual world, and the target virtual character is wearing a custom coordinated skin model, or the other k-1 terminals of the game display a game user interface, where the game user interface includes a target virtual character located in the virtual world, and the target virtual character is wearing a custom coordinated skin model.

[0137] When the loading of various information required for the battle arena of the game is completed, all of the k terminals display a game user interface, which includes a target virtual character located in the virtual world, and the target virtual character is wearing a custom coordinated skin model.

[0138] The match user interface includes a view of the virtual world from an observation viewpoint of a virtual character controlled by the match user interface. Optionally, the match user interface further includes a target virtual character located in the virtual world, the target virtual character wearing a custom coordinated skin model.

[0139] Optionally, the match user interface displays at least one element of a global thumbnail map, a virtual character controlled by a current user account, a target virtual character, a directional control unit, a skill control unit, a neutral creature, and a building. As shown in the schematic example of Fig. 9, the match user interface 94 displays a global thumbnail map, a virtual character controlled by a current user account, a target virtual character, a directional control unit, and a skill control unit. Here, the custom coordinated skin model worn by the target virtual character may be obtained by coordinating a plurality of target skin part materials.

[0140] Optionally, if the target virtual character is not a virtual character controlled by the current user account, the target virtual character appears in the match user interface at some times and does not appear at other times.

[0141] Optionally, the match phase may be abbreviated as in-match presentation and the non-match phase may be abbreviated as out-of-match presentation.

[0142] In step 717, the target terminal loads the special effect material of the unique special effect of the specified skin part material based on the coordination parameters, or the other k-1 terminals in the game load the special effect material of the unique special effect of the specified skin part material based on the coordination parameters.

[0143] The custom coordinated skin model includes target skin part materials of n different skin parts. Optionally, among the n target skin part materials, there is at least one designated skin part material having a unique special effect, and the unique special effect includes at least one of a movement special effect, a hiding special effect, an attack special effect, a skill activation special effect, a return to town special effect, and a special effect when attacked.

[0144] Schematically, the designated skin part material is one or more of head part material, body part material, weapon part material, and accessory part material. In one embodiment, for multiple candidate skin part materials of the same skin part, only some of the designated candidate skin part materials may have unique special effects, and the other candidate skin part materials that are not designated may not have unique special effects. In another embodiment, different candidate skin part materials have different unique special effects.

[0145] The moving special effect is a special effect that is displayed on or near a designated skin part material when the target virtual character is in a moving state. For example, for a designated head part material, if the moving speed is higher than a predetermined speed, there is a light special effect on the eyes. Also, for a designated body part material, if the moving speed is higher than a predetermined speed, a light and shadow trail corresponding to the body color is formed.

[0146] The concealment special effect is a special effect that is displayed on or near a designated skin part material when the target virtual character is in a stealth or semi-stealth state. For example, when the target virtual character is in a grassy area, a light and shadow trail with an outline corresponding to the body color is formed.

[0147] The attack special effect is a special effect that is superimposed on or displayed near the designated skin part material when the target virtual character is in an attacking state. For example, when the target virtual character is performing a violent attack, there is an animation special effect of the ground cracking near the designated body part material.

[0148] The skill activation special effect is a special effect that is displayed superimposed on or near the designated skin part material when the target virtual character activates a skill. For example, when the target virtual character activates a teleportation skill, a lightning pattern is displayed on the designated body part material's position before teleportation. Also, for example, when the target virtual character activates a ground piercing skill, a green vine pattern is superimposed on the front area of ​​the designated weapon part material.

[0149] The return-to-town special effect is a special effect that is displayed superimposed on or near a designated skin part material while the target virtual character is returning to the town (while the target virtual character is teleported to a designated location such as a town, village, or base). For example, a pattern of falling flowers is superimposed near a designated body part material during the duration of the process in which the target virtual character returns to the town.

[0150] The attack special effect is a special effect that is superimposed on or near a designated skin part material when the target virtual character receives some kind of attack. For example, when the target virtual character receives an ice / snow attack, a crystal freezing special effect is superimposed on a designated body part material.

[0151] In step 718, when the state of the target virtual character in the virtual world meets the trigger condition, the target terminal displays unique special effects on the game user interface based on the special effect material; or when the state of the target virtual character in the virtual world meets the trigger condition, the other k-1 terminals of the game display unique special effects on the game user interface based on the special effect material.

[0152] Optionally, the unique special effects appear randomly and / or when the state of the target virtual character meets a trigger condition.

[0153] When the state of the target virtual character in the virtual world meets the trigger condition, a unique special effect is displayed on the game user interface based on the special effect material.

[0154] In step 719, the target terminal accepts a skin display operation of the custom coordinated skin model.

[0155] In the non-match stage, the target terminal can also provide a character display interface for each virtual character, in which a user can select different skin model sets of the same virtual character to display, the different skin model sets including at least one of a default skin model, a skin model set that is replaced by the entire set, and a custom coordinated skin model.

[0156] A user can perform a skin display operation on the character display interface, and the skin display operation is for triggering the display of a certain skin set of a target virtual character. In this embodiment, a case where the skin display operation is for triggering the display of a custom coordinated skin model of the target virtual character is taken as an example for description.

[0157] Optionally, the target terminal stores coordinate parameters of the custom coordinate skin model.

[0158] In step 720, the target terminal loads the n target skin part materials of the custom coordinated skin model according to the coordinate parameters of the custom coordinated skin model.

[0159] The target terminal stores a local material library, and the local material library may store all or a part of the candidate skin part materials. Optionally, the local material library stores a correspondence between part IDs and skin part materials. The target terminal extracts part IDs of the n target skin part materials based on the coordinate parameters of the custom coordinate skin model, and extracts n target skin part materials that respectively correspond to the n part IDs based on the correspondence in the local material library and the n part IDs.

[0160] If the corresponding target skin part material is not stored in the local material library of the target terminal, the target terminal sends a material acquisition request to the server, and the material acquisition request is accompanied by all or part of the coordinate parameters. Optionally, if the part IDs of some skin part materials are stored in the terminal, the material acquisition request only needs to be accompanied by the part IDs of the skin part materials that are not stored locally. The server receives the material acquisition request and extracts the coordinate parameters from the material acquisition request. Then, extracts n target skin part materials of the custom coordinate skin model from the skin part material database based on the coordinate parameters. The server sends all or part of the n target skin part materials to the target terminal.

[0161] In step 721, the target terminal displays a skin display interface.

[0162] When the target terminal acquires the n target skin part materials, the target terminal displays a skin display interface. The skin display interface displays a target virtual character wearing the custom coordinated skin model. Optionally, the skin display interface displays a three-dimensional rotatable display stage, and the target virtual character wearing the custom coordinated skin model stands on the three-dimensional rotatable display stage. When the user rotates the three-dimensional rotatable display stage by a touch operation, the target virtual character wearing the custom coordinated skin model rotates following the three-dimensional rotatable display stage. This allows different angles of the custom coordinated skin model to be displayed.

[0163] As described above, in the method provided in this embodiment, one custom coordinated skin model set is divided into n skin parts, and then the client matches k virtual characters who will play in the current battle arena, obtains the coordinate parameters of the custom coordinated skin model of the target virtual character from the server, and further loads n target skin part materials of the custom coordinated skin model, and displays the target virtual character wearing the custom coordinated skin model on the match user interface. In this way, after dividing the same custom coordinated skin model set of the same virtual character into n skin parts of the same style, multiple types of candidate skin part materials are provided for each skin part. For example, in the case where m types of candidate skin part materials are provided for each skin part, a maximum of m n A variety of custom coordinated skins can be provided, the design period of a skin model set can be effectively shortened, and the amount of design work can be reduced while providing a wide variety of individual skin display effects to the user.

[0164] In addition, in the method provided in this embodiment, by designing a unique special effect for a designated skin part material among the n target skin part materials, the target virtual character wearing the designated skin part material shows a remarkable special expression effect during the expression process in the match. Since the area occupied by the target virtual character in the match user interface is small and the coverage range of the unique special effect may be relatively large, the unique special effect method can enhance the individuality of the target virtual character during the match, and a method of providing special effects with skin part granularity is also provided.

[0165] In addition, instead of storing each skin material of the target virtual character locally, the client may pool the n target skin part materials of the target virtual character from the server when they are required for display in the battle arena of the match, which effectively reduces the amount of coordinate parameters to be stored in the client, and reduces the amount of data in the client's installation package or the amount of data that uses memory on a daily basis.

[0166] 10 is a flowchart of a method for displaying a skin of a virtual character provided in another exemplary embodiment of the present application. This method can be applied to the above-mentioned computer system. Referring to FIG. 10, the method includes the following steps:

[0167] At 901, the player selects a preview drawing of the part they wish to coordinate.

[0168] A skin setting interface is displayed on the client, and this skin setting interface is an interface for individually coordinating the custom coordinated skin model of the target virtual character.

[0169] The skin setting interface displays the coordinateable areas of n skin parts of the custom coordinated skin model, and for each skin part, one or more skin part materials are provided for the player to select. The player selects target skin part materials for the n skin parts in the skin setting interface. For the same skin part, the target skin part material is one selected by the player from multiple candidate skin part materials.

[0170] In 902, the client determines whether the skin parts satisfy a coordination condition.

[0171] When the client accepts a selection operation by the player, the client must determine whether or not each target skin part material of the same custom coordinated skin model satisfies the coordination conditions.

[0172] If the result of the determination is that the coordination conditions are met, the process proceeds to step 903; if the result of the determination is that the coordination conditions are not met, the client pops up a prompt message to the effect that the coordination conditions are not met.

[0173] At 903, the client loads the resources and stitches and displays each skin part material.

[0174] The player selects all or part of the n skin part materials of the custom coordinated skin model in the skin setting interface. When the client determines that all of the n skin part materials meet the coordination conditions, a part preview image 80 in which each target skin part material is individually coordinated is provided in the left area of ​​the skin setting interface, as shown in FIG.

[0175] As shown in Fig. 11, the player 1 can select target skin part materials for each skin part such as the head, body, and weapon of the custom coordinated skin model. Then, the client generates coordinate parameters for the custom coordinated skin model based on the n target skin part materials, and finally, the client's skin setting interface can display the custom coordinated skin model to be finally displayed.

[0176] At 904, the player completes and saves the coordinates.

[0177] After completing the coordination, the player can save the coordination parameters that represent the unique coordination of the custom coordinated skin model.

[0178] For example, the skin parts of the custom coordinated skin model include a head, a body, a weapon, and an accessory. The coordinate parameters of the target virtual character include a total of four part IDs, including a head ID, a body ID, a weapon ID, and an accessory ID. Optionally, the coordinate parameters also include 3D stitching coordinates of each skin part material.

[0179] As shown in Fig. 12, Player 1 can save the coordinate parameters of the custom coordinated skin model to the server via the client. The server can save the coordinate parameters of the custom coordinated skin model. Schematically, the coordinate parameters include a head ID "0125", a body ID "1254", a weapon ID "2236", and an accessory ID "3359".

[0180] In 905, the server determines whether or not the data can be saved.

[0181] The server determines whether or not each target skin part material satisfies a coordination condition.

[0182] If the result of the determination is that the coordination conditions are met, the process proceeds to step 907 , and if the result of the determination is that the coordination conditions are not met, the process proceeds to step 906 .

[0183] At 906, the server presents available schemes for storage.

[0184] If the coordination condition is not met, the server recommends to the client part IDs of n target skin part materials that meet the coordination condition based on the skin part materials available to the current user account.

[0185] At 907, the server records the coordinate parameters saved by the player.

[0186] If the coordination conditions are met, the server records the coordination parameters saved by the player.

[0187] At 908, the server determines whether the save was successful.

[0188] After the recording process, the server judges whether the current coordinate parameters have been successfully saved. If the coordinate parameters have been successfully saved, the process proceeds to step 909.

[0189] At 909, the server stores the coordinate parameters in a database (DB).

[0190] The server stores the coordinate parameters of the target virtual character in a coordinate parameter database. Optionally, the server stores in the coordinate parameter DB a user account of the player, a character ID of the target virtual character, and coordinate parameters of a custom skin model of the target virtual character in association with each other.

[0191] At 910 , the client determines an entry type, which includes a coordinate interface 911 , a match interface 912 , and other interfaces 913 .

[0192] During execution, the client is triggered by the user to enter different user interfaces. The different user interfaces may have different entry types. Entry means that the user interface is an entry to a certain function. Optionally, the entry types include a coordinate interface 911, a match interface 912, and other interfaces 913. The coordinate interface 911 is an interface entry for performing individual coordination for a custom coordinated skin model, the match interface 912 is an interface entry for playing a battle arena using a target virtual character wearing the custom coordinated skin model, and the other interfaces 913 are interface entries that require displaying the custom coordinated skin model.

[0193] If the entry type is the game interface 912, the process proceeds to steps 914-917, and if the entry type is the coordinate interface 911 or other interface 913, the process proceeds to steps 918-920.

[0194] At 914, the server sends the coordination parameters to each client.

[0195] When the entry type is a match interface 912, k virtual characters need to play in the battle arena at the same time, so there are k virtual characters that need to display the skin of the custom coordinated skin model of the target virtual character, and the server sends coordinate parameters to clients corresponding to each of the k virtual characters.

[0196] At 915, the local client receives the coordinate parameters and stitches them together to form a complete character model.

[0197] The clients corresponding to each of the k virtual characters receive the coordinate parameters sent from the server, and form a complete character model of the target virtual character by stitching based on the coordinate parameters.

[0198] At 916, the client loads the corresponding resource.

[0199] The clients of the k virtual characters load the n target skin part materials of the custom coordinated skin model locally and / or on the server based on the coordinate parameters.

[0200] 917 will finally display unique coordination during the game.

[0201] The k virtual character clients display custom coordinated skin models of the target virtual characters during the battle arena based on the n target skin part materials.

[0202] At 918, the server sends the coordination parameters.

[0203] If the entry type is coordinate interface 911 or other interface 913, the server sends coordinate parameters to the client corresponding to the target virtual character.

[0204] At 919, the client loads the resource.

[0205] A client corresponding to the target virtual character loads the n target skin part materials of the custom coordinated skin model based on the coordinate parameters.

[0206] At 920, the final effect is displayed in a user interface.

[0207] A client corresponding to the target virtual character displays the custom coordinated skin model of the target virtual character in a coordinated user interface or other user interface.

[0208] Referring to FIG. 13, a client provides multiple function entries. For example, entry 1 is a mall, entry 2 is a battle, and entry 3 is other entries. Player 1 can set the coordinate parameters of the custom coordinated skin model of the target virtual character in the skin setting interface and save the coordinate parameters in the server. Then, when player 1 enters the battle entry, the server matches player 1 with k players who play the same MOBA game. Then, the server sends the coordinate parameters of the player's custom coordinated skin model to the k players. Each player's client loads and generates a custom coordinated skin based on the coordinate parameters, and then finally displays player 1's custom coordinated skin in the in-game representation.

[0209] The following are embodiments of the apparatus of the present application, and for details not described in detail in the embodiments of the apparatus, please refer to the embodiments of the method that correspond one-to-one to the above embodiments.

[0210] Please refer to FIG. 14, which is a block diagram of a virtual character skin display device provided in an exemplary embodiment of the present application. This device may be realized as a whole or part of a terminal by software, hardware, or a combination of both. This device includes: a display module 1420 for displaying a matching user interface, the matching user interface being for online matching k user accounts (k being a positive integer) competing in the same virtual world; an acquisition module 1440 for acquiring, from a server, coordinate parameters of a custom coordinated skin model of the target virtual character when a target virtual character exists among the virtual characters used by each of the k user accounts, the custom coordinated skin model being one of a set of skin models corresponding to the target virtual character, the custom coordinated skin model including n skin parts (n is a positive integer) belonging to the same style, and at least one skin part corresponding to a plurality of candidate skin part materials; a load module 1460 for loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters, the i-th target skin part material being a custom selected one of the candidate skin part materials corresponding to the i-th skin part, where i is an integer less than or equal to n; and a display module 1420 for displaying a match user interface, the match user interface including a target virtual character located in a virtual world, the target virtual character wearing a custom coordinated skin model.

[0211] In one optional embodiment, the display module 1420 displays a load user interface, which is a user interface for indicating that resources are being loaded, and the load user interface displays a preview image of the custom coordinated skin model, and the load module 1460 loads n target skin part materials of the custom coordinated skin model from a local material library based on the coordinate parameters while displaying the load user interface.

[0212] In an optional embodiment, if a specified parameter exists among the coordination parameters, the acquisition module 1440 acquires a preview image of a custom coordinated skin model corresponding to the specified parameter from a local material library, or acquires a preview image of the custom coordinated skin model from a server, where the preview image is generated by the server for the custom coordinated skin model based on the coordination parameters.

[0213] In one optional embodiment, among the n target skin part materials, there is at least one specified skin part material having a unique special effect, and the unique special effect includes at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, a return to town special effect, and a special effect when attacked.

[0214] The loading module 1460 loads a special effect material of a unique special effect of a specified skin part material based on the coordination parameters, and the display module 1420 displays the unique special effect on the game user interface based on the special effect material when the state of the target virtual character in the virtual world meets a trigger condition.

[0215] In an optional embodiment, referring to FIG. 14 , the target virtual character is a virtual character controlled by a current client, and the device further includes an interactive module 1482, a decision module 1484, and a storage module 1486; The display module 1420 displays a skin setting interface for the custom coordinated skin model, the skin setting interface being an interface for making individual coordination for the custom coordinated skin model of the target virtual character, the interactive module 1482 accepts a material selection operation triggered in the skin setting interface, the determination module 1484 determines n target skin part materials for the custom coordinated skin model in accordance with the material selection operation, and the storage module 1486 stores coordination parameters corresponding to the n target skin part materials in the server when the n target skin part materials meet the coordination conditions.

[0216] In one optional embodiment, the coordination condition is: The current user account has permission to use the target skin part material. The usage time of the target skin part material is within the validity period. The styles of the n target skin part materials satisfy a matching condition.

[0217] In one optional embodiment, the apparatus comprises: an interactive module 1482 for receiving a skin display operation for the custom coordinated skin model; A load module 1440 for loading n target skin part materials of the custom coordinated skin model from a server based on coordinate parameters of the custom coordinated skin model; The system further includes a display module 1420 for displaying a skin display interface, the skin display interface being an interface for displaying a custom coordinated skin model, the custom coordinated skin model including the n target skin part materials.

[0218] In the above-mentioned virtual character skin display device, one custom coordinated skin model set is divided into n skin parts, and then the client matches k virtual characters who will play in the current battle arena, acquires the coordinate parameters of the custom coordinated skin model of the target virtual character from the server, and further loads n target skin part materials of the custom coordinated skin model, and displays the target virtual character wearing the custom coordinated skin model on the game user interface. In this way, after dividing the same custom coordinated skin model set of the same virtual character into n skin parts of the same style, multiple types of candidate skin part materials are provided for each skin part. For example, in the case where m types of candidate skin part materials are provided for each skin part, a maximum of m n A variety of custom coordinated skins can be provided, the design period of a skin model set can be effectively shortened, and the amount of design work can be reduced while providing a wide variety of individual skin display effects to the user.

[0219] Please refer to Fig. 15, which is a block diagram of a virtual character skin display device provided in an exemplary embodiment of the present application. This device may be realized as a whole or part of a server by software, hardware, or a combination of both. This device includes: A receiving module 1520 for receiving a matching request from a client; a matching module 1540 for matching k user accounts (where k is a positive integer) competing in the same virtual world in response to a matching request; A determination module 1550 for determining k virtual characters to be used by each of the k user accounts; and a transmission module 1560 for transmitting, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, coordination parameters of the custom coordinated skin model to k clients corresponding to the k virtual characters respectively, where the custom coordinated skin model is one of a set of skin models corresponding to the target virtual character, the custom coordinated skin model includes n (n is a positive integer) skin parts belonging to the same style, there is at least one skin part corresponding to a plurality of candidate skin part materials, and the coordination parameters are for indicating the n target skin part materials of the custom coordinated skin model.

[0220] In one optional embodiment, referring to FIG. 15 , the apparatus further includes a generating module 1582, The generation module 1582 generates a preview image of the custom coordinated skin model based on the coordinate parameters; The sending module 1560 sends the preview image of the custom coordinated skin model to the k clients.

[0221] In one optional embodiment, referring to FIG. 15 , the device further includes a storage module 1584; The receiving module 1520 receives coordinate parameters sent from the client corresponding to the target virtual character; The storage module 1584 stores the coordination parameters corresponding to the n target skin part materials when the n target skin part materials meet the coordination condition.

[0222] In one optional embodiment, the coordination condition is: The current user account has permission to use the target skin part material. The usage time of the target skin part material is within the validity period. The styles of the n target skin part materials satisfy a matching condition. In the above-mentioned virtual character skin display device, one custom coordinated skin model set is divided into n skin parts, and then the client matches k virtual characters who will play in the current battle arena, acquires the coordinate parameters of the custom coordinated skin model of the target virtual character from the server, and further loads n target skin part materials of the custom coordinated skin model, and displays the target virtual character wearing the custom coordinated skin model on the game user interface. In this way, after dividing the same custom coordinated skin model set of the same virtual character into n skin parts of the same style, multiple types of candidate skin part materials are provided for each skin part. For example, in the case where m types of candidate skin part materials are provided for each skin part, a maximum of m n A variety of custom coordinated skins can be provided, the design period of a skin model set can be effectively shortened, and the amount of design work can be reduced while providing a wide variety of individual skin display effects to the user.

[0223] 16 is a block diagram of a terminal 1600 provided in an exemplary embodiment of the present application. The terminal 1600 may be a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a notebook computer, or a desktop computer. The terminal 1600 may also be referred to as a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.

[0224] Generally, the terminal 1600 includes a processor 1601 and a memory 1602 .

[0225] The processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1601 may be implemented in the form of at least one of hardware such as digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1601 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake state, and is also called a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1601 may incorporate a graphics processing unit (GPU). The GPU is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 1601 may include an artificial intelligence (AI) processor for processing computational operations related to machine learning.

[0226] The memory 1602 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. The memory 1602 may include high-speed random access memory and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1602 stores at least one computer-readable instruction that, when executed by the processor 1601, causes the method of displaying a skin of a virtual character provided in the method embodiment of the present application to be realized.

[0227] In some embodiments, the terminal 1600 optionally further includes a peripheral interface 1603 and at least one peripheral device. The processor 1601, the memory 1602, and the peripheral interface 1603 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral interface 1603 via a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1604, a touch display 1605, a camera component 1606, an audio circuit 1607, a positioning component 1608, and a power source 1609.

[0228] The peripheral interface 1603 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 1601 and the memory 1602. In some embodiments, the processor 1601, the memory 1602, and the peripheral interface 1603 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 1601, the memory 1602, and the peripheral interface 1603 may be implemented on separate chips or circuit boards, and this embodiment is not limited thereto.

[0229] The radio frequency circuit 1604 transmits and receives radio frequency (RF) signals, also called electromagnetic signals. The radio frequency circuit 1604 communicates with communication networks and other communication devices through the electromagnetic signals. The radio frequency circuit 1604 converts electrical signals into electromagnetic signals for transmission and converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1604 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1604 can communicate with other terminals through at least one wireless communication protocol, including but not limited to the World Wide Web, metropolitan area networks, intranets, mobile communication networks of various generations (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wireless Fidelity (WiFi) networks. In some embodiments, the radio frequency circuitry 1604 may include circuitry related to Near Field Communication (NFC), although this application is not limited in this respect.

[0230] The display 1605 displays a user interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. If the display 1605 is a touch display, the display 1605 is also capable of collecting touch signals on or above the surface of the display 1605. The touch signals may be input as control signals to the processor 1601 for processing. In this case, the display 1605 may be used to provide virtual buttons and / or a virtual keyboard, also called soft buttons and / or a soft keyboard. In some embodiments, the display 1605 may be one and may be provided on the front panel of the terminal 1600. In other embodiments, the display 1605 may be at least two, each provided on a different surface of the terminal 1600, or designed to be folded. In other embodiments, the display 1605 may be a flexible display provided on a curved or folded surface of the terminal 1600. In addition, the display 1605 may be provided on a non-rectangular irregular shape, i.e., an irregular display. The display 1605 may be manufactured using materials such as a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like.

[0231] The camera component 1606 collects images or videos. Optionally, the camera component 1606 includes a front camera and a rear camera. In general, the front camera is provided on the front panel of the terminal, and the rear camera is provided on the back of the terminal. In some embodiments, there are at least two rear cameras, each of which is any one of a main camera, a depth camera, a wide-angle camera, and a telephoto camera. This realizes a background blur function realized by combining the main camera and the depth camera, a panoramic shooting and a virtual reality (VR) shooting function realized by combining the main camera and the wide-angle camera, or other combined shooting functions. In some embodiments, the camera component 1606 may further include a flash. The flash may be a single color temperature flash or a dual color temperature flash. The dual color temperature flash refers to a combination of a warm-color flash and a cool-color flash, and can be used to compensate for light at different color temperatures.

[0232] The audio circuit 1607 may include a microphone and a speaker. The microphone collects sound waves of the user and the environment, converts the sound waves into electrical signals, and inputs the electrical signals to the processor 1601 for processing or to the radio frequency circuit 1604 for realizing voice communication. The microphones may be multiple and may be provided at different parts of the terminal 1600 for stereo collection or noise reduction. The microphones may be array microphones or omnidirectional microphones. The speaker converts the electrical signals from the processor 1601 or the radio frequency circuit 1604 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signals into sound waves that can be heard by humans, but also convert the electrical signals into sound waves that cannot be heard by humans for applications such as distance measurement. In some embodiments, the audio circuit 1607 may further include an earphone jack.

[0233] The positioning component 1608 positions the current geographic location of the terminal 1600 to realize navigation or location based services (LBS). The positioning component 1608 may be a positioning component based on the United States Global Positioning System (GPS), the Chinese Beidou system, the Russian Glonass system, or the European Union Galileo system.

[0234] The power source 1609 provides power to each component in the terminal 1600. The power source 1609 may be AC ​​power, DC power, a primary battery, or a rechargeable battery. When the power source 1609 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged by a wireless coil. The rechargeable battery may be used to support a quick-charge technology.

[0235] In some embodiments, terminal 1600 further includes one or more sensors 1610, including, but not limited to, an acceleration sensor 1611, a gyro sensor 1612, a pressure sensor 1613, a fingerprint sensor 1614, an optical sensor 1615, and a proximity sensor 1616.

[0236] The acceleration sensor 1611 can detect the magnitude of acceleration on three coordinate axes of a coordinate system established in the terminal 1600. For example, the acceleration sensor 1611 may be used to detect components of three coordinate axes of gravitational acceleration. The processor 1601 may control the touch display 1605 to display a user interface in a horizontal view or a vertical view based on the gravitational acceleration signal collected by the acceleration sensor 1611. The acceleration sensor 1611 may be used for games or for collecting motion data of a user.

[0237] The gyro sensor 1612 can detect the direction and rotation angle of the body of the terminal 1600. The gyro sensor 1612 can collect a user's 3D motion with respect to the terminal 1600 in cooperation with the acceleration sensor 1611. The processor 1601 can realize functions of motion sensing (e.g., changing a UI according to a user's tilt operation), image stabilization during shooting, game control, and inertial navigation based on the data collected by the gyro sensor 1612.

[0238] The pressure sensor 1613 may be provided under a side frame and / or a touch display 1605 of the terminal 1600. When the pressure sensor 1613 is provided under a side frame of the terminal 1600, the pressure sensor 1613 can detect a gripping signal of a user on the terminal 1600. The processor 1601 performs a left / right hand discrimination or a shortcut operation based on the gripping signal collected by the pressure sensor 1613. When the pressure sensor 1613 is provided under the touch display 1605, the processor 1601 realizes control over an operable control unit on the UI based on a pressure operation of the user on the touch display 1605. The operable control unit includes at least one type of a button control unit, a scroll bar control unit, an icon control unit, and a menu control unit.

[0239] The fingerprint sensor 1614 collects a fingerprint of a user. The processor 1601 identifies the identity of the user based on the fingerprint collected by the fingerprint sensor 1614, or the fingerprint sensor 1614 identifies the identity of the user based on the collected fingerprint. If the identity of the user is identified as a trusted identity, the processor 1601 allows the user to perform related sensitive operations. The sensitive operations include unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. The fingerprint sensor 1614 may be provided on the front, back, or side of the terminal 1600. If the terminal 1600 is provided with a physical key or a manufacturer's logo, the fingerprint sensor 1614 may be integrated with the physical key or the manufacturer's logo.

[0240] The optical sensor 1615 collects the intensity of the ambient light. In one embodiment, the processor 1601 may control the display brightness of the touch display 1605 according to the intensity of the ambient light collected by the optical sensor 1615. Specifically, when the intensity of the ambient light is high, the display brightness of the touch display 1605 is increased, and when the intensity of the ambient light is low, the display brightness of the touch display 1605 is decreased. In another embodiment, the processor 1601 may dynamically adjust the shooting parameters of the camera component 1606 according to the intensity of the ambient light collected by the optical sensor 1615.

[0241] The proximity sensor 1616 is also called a distance sensor and is usually provided on the front panel of the terminal 1600. The proximity sensor 1616 collects the distance between the user and the front of the terminal 1600. In one embodiment, when the proximity sensor 1616 detects that the distance between the user and the front of the terminal 1600 is gradually decreasing, the processor 1601 controls the touch display 1605 to switch from a lighted state to an unlighted state. When the proximity sensor 1616 detects that the distance between the user and the front of the terminal 1600 is gradually increasing, the processor 1601 controls the touch display 1605 to switch from an unlighted state to a lighted state.

[0242] As will be appreciated by those skilled in the art, the configuration shown in FIG. 16 is not intended to limit the terminal 1600, and the terminal 1600 may include more or fewer components than shown, may combine some components, or may employ a different arrangement of components.

[0243] The present application also provides a server including a processor and a memory, the memory storing computer-readable instructions, which are loaded and executed by the processor to realize the method for displaying skin of a virtual character provided in each of the above method embodiments. For illustrative purposes, the server may be the server shown in FIG. 17 below.

[0244] Please refer to Fig. 17, which is a schematic diagram of a server configuration provided in an exemplary embodiment of the present application. Specifically, the server 1700 includes a central processing unit (CPU) 1701, a system memory 1704 including a random access memory (RAM) 1702 and a read only memory (ROM) 1703, and a system bus 1705 connecting the system memory 1704 and the central processing unit 1701. The server 1700 further includes a basic input / output system (I / O system) 1706 that assists in transmitting information between components in a computer, and a mass storage device 1707 for storing an operating system 1713, a client 1714, and other program modules 1715.

[0245] The basic input / output system 1706 includes a display 1708 for displaying information and input devices 1709, such as a mouse and keyboard, for inputting information by a user, where both the display 1708 and the input devices 1709 are connected to the central processing unit 1701 through an input / output controller 1710 that is connected to the system bus 1705. The basic input / output system 1706 may also include an input / output controller 1710 for receiving and processing input from a number of other devices, such as a keyboard, a mouse, or an electronic touch pen. Similarly, the input / output controller 1710 may also provide output to a display, a printer, or other type of output device.

[0246] The mass storage device 1707 is connected to the central processing unit 1701 through a mass storage controller (not shown) that is connected to the system bus 1705. The mass storage device 1707 and its associated computer readable media provide non-volatile storage for the server 1700. That is, the mass storage device 1707 may include a computer readable medium (not shown), such as a hard disk or a CD-ROM drive.

[0247] Without loss of generality, the computer readable media may include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer readable instructions, data structures, program modules, or other data. Computer storage media includes RAM, ROM, EPROM, EEPROM, flash memory or other solid state storage technology, CD-ROM, DVD or other optical storage, tape cartridges, magnetic tape, magnetic disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer storage media is not limited thereto. The above system memory 1704 and mass storage device 1707 may be collectively referred to as memory.

[0248] The memory stores one or more computer-readable instructions, which are configured to be executed by one or more central processing units 1701. The one or more computer-readable instructions realize the above-mentioned virtual character skin display method. The central processing unit 1701 executes the one or more computer-readable instructions to realize the virtual character skin display method provided in each of the above-mentioned method embodiments.

[0249] According to various embodiments of the present application, the server 1700 may be connected to a remote computer on a network, such as the Internet, and executed thereon. That is, the server 1700 may be connected to a network 1712 via a network interface unit 1711 connected to the system bus 1705, or in other words, the server 1700 may be connected to another type of network or remote computer system (not shown) using the network interface unit 1711.

[0250] The memory further includes one or more computer-readable instructions, which are stored in the memory and cause the steps performed by the server in the method for displaying skin of a virtual character provided in the embodiments of the present application to be performed.

[0251] In addition, in an embodiment of the present application, a computer-readable storage medium is provided, in which at least one computer-readable instruction, at least one program, code set, or computer-readable instruction set is stored, and the at least one computer-readable instruction, the at least one program, the code set, or the computer-readable instruction set is loaded and executed by the processor to realize the method for displaying a skin of a virtual character described in any one of Figures 2 to 10.

[0252] The present application also provides a computer program product, which, when executed on a computer device, causes the computer device to perform the virtual character skin display method provided in each of the above method embodiments.

[0253] The numbers of the above-mentioned embodiments of the present application are merely for the purpose of explanation and do not represent the superiority or inferiority of the embodiments.

[0254] As can be understood by those skilled in the art, all or part of the steps for implementing the above embodiments may be executed by hardware, or may be executed by instructing relevant hardware through a program. The program may be stored in a computer-readable storage medium. The above-mentioned storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0255] The above is only a preferred embodiment of the present application, and does not limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application should be included within the scope of protection of the present application.

Claims

1. A method for displaying a skin of a virtual character, the method being executed by a terminal, comprising the steps of: displaying a matching user interface for online matching k user accounts competing in the same virtual world, where k is a positive integer; When a target virtual character exists among the virtual characters used by each of the k user accounts, a step of acquiring coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the virtual character behaves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; displaying a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing a target skin part material included in the custom coordinated skin model on a character skeleton model of the target virtual character; at least one of the n target skin part materials includes a designated skin part material having a unique special effect, the unique special effect including at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, and a town return special effect, and is displayed in the game user interface in response to a user operation.

2. The step of loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters includes: displaying a loading user interface, the loading user interface being a user interface for indicating that a resource is being loaded, and a preview image of the custom coordinated skin model is displayed on the loading user interface; During display of the load user interface, loading n target skin part materials of the custom coordinated skin model from a local material library based on the coordinate parameters; 2. The method of claim 1, comprising:

3. If a designated parameter exists among the coordinate parameters, obtaining a preview image of the custom coordinate skin model corresponding to the designated parameter from the local material library; or obtaining a preview image of the custom coordinated skin model from the server, the preview image being generated by the server for the custom coordinated skin model based on the coordinate parameters; 3. The method of claim 2 .

4. The method comprises: Loading a special effect material of the unique special effect of the designated skin part material based on the coordinate parameters; When the state of the target virtual character in the virtual world meets a trigger condition, displaying the unique special effect on the game user interface according to the special effect material.

3. The method of claim 2 .

5. the target virtual character is a virtual character controlled by a user; The method comprises: A step of displaying a skin setting interface of the custom coordinated skin model, the skin setting interface being an interface for performing individual coordination for the custom coordinated skin model of the target virtual character; receiving a material selection operation triggered in the skin setting interface; determining the n target skin part materials of the custom coordinated skin model in response to the material selection operation; If the n target skin part materials meet a coordination condition, storing coordination parameters corresponding to the n target skin part materials in the server. The method according to any one of claims 1 to 4.

6. The coordination conditions are: The user's user account has the right to use the target skin part material; The usage time of the target skin part material is within the validity period; The styles of the n target skin part materials satisfy a matching condition.

6. The method of claim 5 .

7. receiving a skin display operation for the custom coordinated skin model; Loading n target skin part materials of the custom coordinated skin model from the server based on coordinate parameters of the custom coordinated skin model; displaying a skin display interface, the skin display interface being an interface for displaying the custom coordinated skin model, the custom coordinated skin model including the n target skin part materials; 6. The method of claim 5, further comprising:

8. A method for displaying a skin of a virtual character, executed by a server, comprising the steps of: receiving a matching request from a user terminal; In response to the matching request, matching k user accounts (k being a positive integer) competing in the same virtual world; determining k virtual characters to be used by each of the k user accounts; a step of transmitting coordinate parameters of the custom coordinated skin model to k user terminals corresponding to the k virtual characters, respectively, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, the virtual character moves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, at least one of the n skin parts corresponds to a plurality of candidate skin part materials, and the coordinate parameters are for indicating the n target skin part materials of the custom coordinated skin model; receiving a material acquisition request transmitted from a terminal of a user corresponding to the target virtual character; extracting coordinate parameters from the material acquisition request; Extracting n target skin part materials of the custom coordinated skin model from a skin part material database based on the coordinate parameters; Sending the n target skin part materials to a terminal of the user; the target virtual character wears target skin part materials included in the custom coordinated skin model on a character skeleton model of the target virtual character, at least one of the n target skin part materials includes a designated skin part material having a unique special effect, the unique special effect includes at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, and a town return special effect, and is displayed in a game user interface in response to a user operation.

9. receiving the coordinate parameters transmitted from a terminal of a user corresponding to the target virtual character; If the n target skin part materials meet a coordination condition, storing the coordination parameters corresponding to the n target skin part materials; The method of claim 8 further comprising:

10. The coordination conditions are: The user's user account has the right to use the target skin part material; The usage time of the target skin part material is within the validity period; The styles of the n target skin part materials satisfy a matching condition.

10. The method of claim 9.

11. generating a preview image of the custom coordinated skin model based on the coordinate parameters; Sending preview images of the custom coordinated skin model to the k users' terminals; The method of claim 8 further comprising:

12. A virtual character skin display device, comprising: a display module for displaying a matching user interface for online matching k user accounts competing in the same virtual world, k being a positive integer; an acquisition module that acquires, when a target virtual character exists among virtual characters used by each of the k user accounts, coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the virtual character behaves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; a load module for loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; The display module further displays a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing target skin part materials included in the custom coordinated skin model on a character skeletal model of the target virtual character, at least one of the n target skin part materials including a designated skin part material having a unique special effect, the unique special effect including at least one of a movement special effect, a hiding special effect, an attack special effect, a skill activation special effect, and a return to town special effect, and is displayed on the game user interface in response to a user's operation.

13. An apparatus for displaying a skin of a virtual character, comprising: A receiving module for receiving a matching request from a user terminal; a matching module for matching k user accounts (where k is a positive integer) competing in the same virtual world in response to the matching request; a determination module for determining k virtual characters to be used by each of the k user accounts; a transmission module for transmitting, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, a coordinate parameter of the custom coordinated skin model to k user terminals corresponding to the k virtual characters, where the virtual character moves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, at least one of the n skin parts corresponds to a plurality of candidate skin part materials, and the coordinate parameter is for indicating the n target skin part materials of the custom coordinated skin model; The receiving module receives a material acquisition request transmitted from a terminal of a user corresponding to the target virtual character; The apparatus includes an extraction module that extracts coordinate parameters from the material acquisition request, and extracts n target skin part materials of the custom coordinate skin model from a skin part material database based on the coordinate parameters; The transmission module transmits the n target skin part materials to the user's terminal; the target virtual character wears a target skin part material included in the custom coordinated skin model on a character skeleton model of the target virtual character; A device wherein at least one of the n target skin part materials includes a designated skin part material having a unique special effect, the unique special effect including at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, and a town return special effect, and is displayed in a match user interface in response to a user's operation.

14. A terminal comprising a memory and one or more processors, the memory storing computer readable instructions that, when executed by the processors, cause the one or more processors to: displaying a matching user interface for online matching k user accounts competing in the same virtual world, where k is a positive integer; When a target virtual character exists among the virtual characters used by each of the k user accounts, a step of acquiring coordinate parameters of a custom coordinated skin model of the target virtual character from a server, the virtual character behaves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, and at least one of the n skin parts corresponds to a plurality of candidate skin part materials; loading n target skin part materials of the custom coordinated skin model based on the coordinate parameters; displaying a game user interface, the game user interface including the target virtual character located in the virtual world, the target virtual character wearing a target skin part material included in the custom coordinated skin model on a character skeleton model of the target virtual character; wherein at least one of the n target skin part materials includes a designated skin part material having a unique special effect, the unique special effect including at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, and a town return special effect, and is displayed on the game user interface in response to a user operation.

15. 1. A server comprising a memory and one or more processors, the memory storing computer readable instructions that, when executed by the processors, cause the one or more processors to: receiving a matching request from a user terminal; In response to the matching request, matching k user accounts (k being a positive integer) competing in the same virtual world; determining k virtual characters to be used by each of the k user accounts; a step of transmitting coordinate parameters of the custom coordinated skin model to k user terminals corresponding to the k virtual characters, respectively, when a target virtual character having a custom coordinated skin model exists among the k virtual characters, the virtual character moves according to its own character skeleton model, the custom coordinated skin model is one of a skin model set corresponding to the target virtual character, the custom coordinated skin model includes n skin parts (n is a positive integer) belonging to the same style, at least one of the n skin parts corresponds to a plurality of candidate skin part materials, and the coordinate parameters are for indicating the n target skin part materials of the custom coordinated skin model; receiving a material acquisition request transmitted from a terminal of a user corresponding to the target virtual character; extracting coordinate parameters from the material acquisition request; Extracting n target skin part materials of the custom coordinated skin model from a skin part material database based on the coordinate parameters; Sending the n target skin part materials to a terminal of the user; the target virtual character wears target skin part materials included in the custom coordinated skin model on a character skeleton model of the target virtual character, at least one of the n target skin part materials includes a designated skin part material having a unique special effect, the unique special effect includes at least one of a movement special effect, a concealment special effect, an attack special effect, a skill activation special effect, and a town return special effect, and is displayed on a match user interface in response to a user operation.

16. A computer program for causing a terminal to execute the method according to any one of claims 1 to 7.

17. A computer program causing a server to execute the method according to any one of claims 8 to 11.

Citation Information

Patent Citations

  • Game device, program for executing the game device, and recording medium with the program recorded thereon

    JP2009104522A

  • Image acquisition system

    JP2009199438A

  • Program, information storage medium, and image generation system

    JP2010033298A

  • Character image editing server and character image editing system

    JP2011087625A

  • Game server device, program and game device

    JP2013162836A