Game system, game device and program
The game system enhances character making efficiency by allowing players to set and visualize character parts from multiple angles, addressing the inefficiencies and interface issues in traditional character creation processes.
Patent Information
- Application Number
- JP2023194238
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2025-04-07
- Estimated Expiration
- 2039-07-04
AI Technical Summary
In character making for game systems, players face inefficiencies due to the need for precise part setting, which can reduce work efficiency and create an unsuitable interface environment.
A game system that includes a receiving unit for player input, a virtual space setting unit, a virtual camera setting unit, a character processing unit, and a display processing unit, which generates multiple character images from different virtual camera directions, allowing players to check the results of part setting processes efficiently.
The system improves player work efficiency and interface environment during character making by allowing players to visualize and adjust character parts from multiple angles, ensuring precise settings and reducing complexity.
Smart Images

Figure 0007657891000001 
Figure 0007657891000002 
Figure 0007657891000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a game device, a program, and the like. [Background technology]
[0002] Conventionally, there are known game systems that allow a player to create a character and have the created character appear in a game. An example of a conventional technology for such a game system is the technology disclosed in Patent Document 1. Character creation is also called character making, and a player can create an original character by attaching desired body parts, costume parts, equipment parts, and other parts to the character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2006-230586 A Summary of the Invention [Problem to be solved by the invention]
[0004] In character creation, players want to create original characters that are different from characters created by other players. For this reason, it is desirable to be able to set the parts of a character in greater detail. However, because setting the parts of a character requires detailed work, there is a problem that the player's work efficiency decreases.
[0005] According to some aspects of the present embodiment, it is possible to provide a game system, program, etc. that can improve the player's interface environment during character creation. [Means for solving the problem]
[0006] One aspect of the present disclosure relates to a game system including a receiving unit that receives an operation input from a player, a virtual space setting unit that performs a process of setting a virtual space in which at least one character is placed, a virtual camera setting unit that performs a process of setting a plurality of virtual cameras, a character processing unit that performs a process of setting parts constituting at least one of the characters based on the operation input from the player, and a display processing unit that generates a plurality of character images that are images of at least one of the characters viewed from the plurality of virtual cameras in the virtual space and performs a process of displaying a character making image in which the plurality of character images are arranged on a display unit, and the display processing unit performs a process of displaying the character making image reflecting a result of the setting process on the display unit when the setting process of the parts is performed. Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
[0007] In one aspect of the present disclosure, in a virtual space in which at least one character is placed, a setting process of a plurality of virtual cameras is performed, and a setting process of parts constituting at least one character is performed based on an operation input by a player. Then, a character making image in which a plurality of character images viewed from the plurality of virtual cameras are arranged is displayed, and when a player performs an operation input for a part setting process, a character making image reflecting the setting process is displayed. In this way, a player can check whether a character image after the part setting process matches his / her taste or preference by looking at the plurality of character images in the character making image. As a result, the player's work efficiency can be improved, and the player's interface environment in character making can be improved.
[0008] In one aspect of the present disclosure, the virtual space setting unit may place a plurality of characters in the virtual space as at least one of the characters, the virtual camera setting unit may set each virtual camera of the plurality of virtual cameras for each of the plurality of characters, and the display processing unit may generate an image of each of the plurality of characters viewed from each virtual camera of the plurality of virtual cameras as each character image of the plurality of character images.
[0009] In this way, a plurality of character images viewed from different virtual camera directions can be generated by simple processing, improving the efficiency of character creation work.
[0010] In one aspect of the present disclosure, the virtual space setting unit may set a light source in the virtual space for lighting the multiple characters, and the display processing unit may perform shading processing of the multiple characters based on the light source to generate images of the multiple characters.
[0011] In this way, it becomes possible to generate images of characters shaded by light sources, making it possible to generate realistic character images. Also, by lighting multiple characters with one light source, it becomes possible to prevent the occurrence of situations in which the character images become dark due to the directional relationship between the virtual camera direction and the character direction.
[0012] In another aspect of the present disclosure, the character processing unit may set directions of the multiple characters relative to directions of the multiple virtual cameras based on an operation input by the player.
[0013] In this way, it becomes possible to change the direction in which the character faces in the character image in response to the player's operational input, and it becomes possible to display to the player a character image that is suitable for character creation.
[0014] In another aspect of the present disclosure, the character processing unit may execute the part setting process for the multiple characters based on an operational input by the player.
[0015] In this way, part setting processing is performed for multiple characters based on the player's operational input, and the results of the part setting processing are reflected in multiple character images. This allows the player to perform character creation work while checking the character images after the part setting processing, realizing character creation with high work efficiency.
[0016] In one aspect of the present disclosure, the display processing unit may generate, as the multiple character images, a first character image viewed in a first virtual camera direction and a second character image viewed in a second virtual camera direction different from the first virtual camera direction.
[0017] In this way, a plurality of character images including a first character image seen from the direction of the first virtual camera and a second character image seen from the direction of the second virtual camera can be displayed to the player as character making images.
[0018] In another aspect of the present disclosure, the display processing unit may change a position of a predetermined part between the first character image and the second character image.
[0019] In this way, even in a situation where an unnatural appearance would occur if the positions of the specified parts were the same in the first character image and the second character image, the positions of the specified parts can be changed to generate a character image that looks more natural.
[0020] In another aspect of the present disclosure, the display processing unit may change the facial expression of at least one of the plurality of character images by changing motion data of parts that make up a face.
[0021] In this way, it is possible to vary the character's facial expression in various ways by simply changing the motion data, which is a low-load process, and it is possible to reduce and simplify the character creation process.
[0022] In another aspect of the present disclosure, when the setting process of the parts is performed based on the player's operational input, the display processing unit may perform processing to display on the display unit the character making image in which the setting process of the parts has been performed in the multiple character images.
[0023] In this way, when part setting processing is performed based on the player's operational input, the results of this setting processing are reflected in multiple character images, making it possible to display to the player character making images that are suitable for character making.
[0024] In another aspect of the present disclosure, the display processing unit may change the plurality of character images collectively into character images viewed from different virtual camera directions, based on an operational input by the player.
[0025] In this way, the player can change the facing direction of the characters in the character images all at once by performing a predetermined operational input, thereby improving the player's interface environment during character creation.
[0026] In another aspect of the present disclosure, the display processing unit may change each of the plurality of character images into a character image viewed from a different virtual camera direction, based on an operational input by the player.
[0027] In this way, it becomes possible to change the direction in which the character faces for only the target character image individually, and it becomes possible to meet the various needs of players in character creation.
[0028] In another aspect of the present disclosure, the display processing unit may generate the plurality of character images such that a predetermined part is displayed in all of the plurality of character images.
[0029] In this way, a predetermined part will always be displayed in a plurality of character images, allowing the player to appropriately set the part for that predetermined part.
[0030] In one aspect of the present disclosure, the display processing unit may generate the multiple character images in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image.
[0031] In this way, even in a situation where a first portion displayed in a first character image would look unnatural if displayed in a second character image, the first portion can be made invisible in the second character image, making it possible to display appropriate first and second character images.
[0032] In one aspect of the present disclosure, the first character image is a character image viewed in a first virtual camera direction, and the second character image is a character image viewed in a second virtual camera direction, and for one part constituting a character, a first part having the first portion and a second part not having the first portion are prepared, and the display processing unit may generate the first character image using the first part, and generate the second character image using the second part.
[0033] In this way, when generating a first character image viewed in the first virtual camera direction, a first part having a first portion is used, and when generating a second character image viewed in the second virtual camera direction, a second part not having the first portion is used. Therefore, by using the first part having the first portion, the first portion is displayed in the first character image, and by using the second part not having the first portion, the first portion is not displayed in the second character image. [Brief description of the drawings]
[0034] [Figure 1] 1(A) to 1(F) are explanatory diagrams of a hardware device that realizes the game system of this embodiment. [Diagram 2] 2 shows an example of the configuration of a game system according to the present embodiment. [Diagram 3] 4 is a flowchart illustrating the overall processing of the present embodiment. [Figure 4] An example of a character creation image. [Diagram 5] An example of a character creation image. [Figure 6] An explanatory diagram of a method for positioning characters and a virtual camera. [Figure 7] FIG. 13 is an explanatory diagram of another method for arranging a character and a virtual camera. [Figure 8] An explanatory diagram of the parts that make up the face. [Figure 9] An illustration of bone data. [Figure 10] FIG. 11 is an explanatory diagram of character part information. [Figure 11] 11(A) and 11(B) are explanatory diagrams of a method for changing the placement position of a specified part. [Figure 12] 4 is a flowchart illustrating detailed processing of the embodiment. [Figure 13] An example of a character creation image. [Figure 14] An example of a character creation image. [Figure 15] An example of a character creation image. [Figure 16] An example of a character creation image showing the character's full body image. [Figure 17] An example of a character creation image showing the character's full body image. [Figure 18] FIG. 11 is an explanatory diagram of a method for switching between displaying and hiding a predetermined part of a character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0035] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential configurations.
[0036] 1. Game System First, the hardware device that realizes the game system of this embodiment will be described with reference to Figs. 1(A) to 1(E).
[0037] In Fig. 1(A), a server system 500 (information processing system) is communicatively connected to terminal devices TM1 to TMn via a network 510. For example, the server system 500 is a host, and the terminal devices TM1 to TMn are clients. The game system and its processing of this embodiment may be realized by the server system 500, or may be realized by the terminal devices TM1 to TMn. Alternatively, it may be realized by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
[0038] The game system and processing of this embodiment can also be realized by a blockchain technique. For example, each process of the game system of this embodiment may be executed using a program called a smart contract that can be executed in Ethereum. In this case, the terminal devices TM1 to TMn are connected in a peer-to-peer manner. Furthermore, various information such as game information communicated between the terminal devices TM1 to TMn is transferred using a blockchain. In the following, each of the terminal devices TM1 to TMn will be appropriately referred to as a terminal device TM.
[0039] The server system 500 can be realized by, for example, one or more servers (such as a management server, a game server, a billing server, a service providing server, a content distribution server, an authentication server, a database server, or a communication server). The server system 500 provides various services for operating a community-type website or an online game, and can manage data required for running a game, and distribute client programs and various data. This allows, for example, a user to access the server system 500 from a terminal device TM, which is a user terminal, to use a social networking service (SNS) or the like, and to play a network game such as an online game, a social game, or a home game provided by the server system 500.
[0040] The network 510 (distribution network, communication line) is a communication path that uses, for example, the Internet or wireless LAN, and can include a communication network such as a telephone communication network, a cable network, a wireless LAN, etc., in addition to a LAN using a dedicated line (dedicated cable) for direct connection or Ethernet (registered trademark), etc. The communication method can be either wired or wireless.
[0041] The terminal device TM (player terminal) is, for example, a terminal having a net connection function (Internet connection function). As these terminal devices TM, various devices can be used, such as an information processing device such as a personal computer or tablet computer shown in Fig. 1(B), a portable communication terminal such as a smartphone or mobile phone shown in Fig. 1(C), a portable game device shown in Fig. 1(D), a home game device (stationary type) shown in Fig. 1(E), or an arcade game device shown in Fig. 1(F). Alternatively, the terminal device TM may be a wearable device (HMD, watch type device, etc.) that is attached to a part of the player's body such as the head or arm.
[0042] FIG. 2 shows an example of the configuration of the game system (character creation system) of this embodiment. The configuration of the game system is not limited to that shown in FIG. 2, and various modifications such as omitting some of the components (parts) or adding other components are possible. The game realized by the game system of this embodiment may be a multi-play game or a single-play game. There is also no particular limitation on the genre of the game, and it can be applied to various games such as RPG (role-playing game), action game, fighting game, shooting game, competitive game, rhythm game (music game), or puzzle game. In the case of a battle game, it may be a one-to-one battle or a many-to-many battle. Alternatively, it may be a one-to-many (one person against multiple enemies) battle or a many-to-1 (multiple allies against multiple enemies) battle. The opponent may be another player or an NPC (Non Player Character). For example, it may be a game in which multiple players form a party and cooperate to battle an NPC enemy. Alternatively, the player may not operate the characters, but an AI (Artificial Intelligence) may operate the player's characters. The AI may operate all or some of the player's characters.
[0043] The game system includes a processing unit 100 , an operation unit 160 , a memory unit 170 , a display unit 190 , a sound output unit 192 , an I / F unit 194 , and a communication unit 196 .
[0044] The processing unit 100 (processor) performs game processing, reception processing, virtual space setting processing, virtual camera setting processing, character processing, management processing, display processing, sound processing, etc. based on various information, programs, or operation information stored in the memory unit 170 (database).
[0045] Each process (each function) of the present embodiment performed by each unit of the processing unit 100 can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as a program. The functions of each unit of the processor may be realized by individual hardware, or may be realized by integrated hardware. For example, the processor includes hardware, and the hardware may include at least one of a circuit that processes a digital signal and a circuit that processes an analog signal. For example, the processor may be configured with one or more circuit devices (e.g., ICs, etc.) mounted on a circuit board, or one or more circuit elements (e.g., resistors, capacitors, etc.). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to a CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. The processor may also be a hardware circuit using an ASIC. The processor may also include an amplifier circuit, a filter circuit, etc. that process an analog signal. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or may be a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD), or an optical storage device such as an optical disk drive. For example, the memory stores computer-readable instructions, and the instructions are executed by the processor to realize the processing (functions) of each unit of the processing unit 100. The instructions here may be a set of instructions constituting a program, or may be instructions that instruct the hardware circuitry of the processor to operate.
[0046] The processing unit 100 includes a game processing unit 102, a reception unit 104, a virtual space setting unit 106, a virtual camera setting unit 108, a character processing unit 110, a management unit 112, a display processing unit 120, and a sound processing unit 130.
[0047] The game processing unit 102 performs various game processes for the player to play the game. The game processes include, for example, a process for starting a game when a game start condition is satisfied, a process for progressing the started game, a process for ending a game when a game end condition is satisfied, and a process for calculating game results. Taking a network game as an example, the game processing unit 102 manages user information for each player, thereby controlling the progress of the game for each player. The player's user information is stored in the user information storage unit 178.
[0048] The reception unit 104 performs a reception process of operation information input using the operation unit 160. That is, the reception unit 104 performs an interface process for receiving an operation input.
[0049] The virtual space setting unit 106 performs a process of setting a virtual space (object space) in which objects are placed. For example, the virtual space setting unit 106 performs a process of placing and setting various objects (objects composed of primitive surfaces such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as moving objects (cars, people, robots, trains, airplanes, ships, monsters, or animals, etc.), maps (terrain), buildings, spectator seats, courses (roads), items, trees, walls, and water surfaces in the virtual space. That is, the virtual space setting unit 106 determines the position and rotation angle (synonymous with orientation and direction) of an object in a world coordinate system, and places the object at that position (X, Y, Z) and at that rotation angle (rotation angle around the X, Y, and Z axes). Specifically, the virtual space information storage unit 172 of the storage unit 170 stores object information, which is information such as the position, rotation angle, moving speed, or moving direction of an object (part object) in the virtual space, in association with an object number. That is, the object information is stored in the virtual space information storage unit 172 as virtual space information. The virtual space setting unit 106 performs an update process of object information, which is virtual space information, for example, for each frame.
[0050] The virtual camera setting unit 108 performs setting processing of the virtual camera. For example, it performs processing to set the position and direction of the virtual camera in the virtual space. For example, during a game, the virtual camera setting unit 108 performs control processing of the virtual camera set as the player's first-person viewpoint or third-person viewpoint. For example, it sets a virtual camera at the viewpoint of a character (player character) in the virtual space corresponding to the player in the real space, or at a viewpoint following the character, and sets the viewpoint position and line of sight direction of the virtual camera, thereby controlling the position (position coordinates) and attitude (rotation angle around the rotation axis) of the virtual camera.
[0051] The character processing unit 110 performs various processes for the characters, such as setting parts for the characters.
[0052] The management unit 112 performs, for example, authentication processing of a player. For example, it performs authentication processing of a player who has logged in using a terminal device. This authentication processing is performed, for example, based on a password or account information input by the player. The management unit 112 also performs various types of billing processing. For example, it performs processing to determine billing, create billing data, and store it. The management unit 112 also performs various types of management processing. For example, it performs processing to manage various services and various types of information.
[0053] For example, a player acquires an account by going through a prescribed procedure in order to use services provided by the server system 500 in Fig. 1(A) or the like. By logging in by inputting a password associated with the acquired account, the player can use various services such as playing network games, services on game sites, online shopping for items, exchanging messages with other players, and registering friend players. The management unit 112 also performs management processing of such player account information.
[0054] The display processing unit 120 performs processing for displaying an image on the display unit 190. For example, a drawing process is performed based on the results of various processes (game processing, virtual space setting process, virtual camera setting process) performed by the processing unit 100, thereby generating an image and displaying it on the display unit 190. Specifically, geometry processes such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping process, perspective transformation, or light source processing are performed, and drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, or alpha values, etc.) are created based on the processing results. Then, based on this drawing data (primitive surface data), an object (one or more primitive surfaces) after perspective transformation (after geometry processing) is drawn in the drawing buffer 176 (a buffer that can store image information in pixel units, such as a frame buffer or a work buffer). As a result, an image seen from the virtual camera in the virtual space is generated. The drawing process performed by the display processing unit 120 can be realized by vertex shader processing, pixel shader processing, etc.
[0055] The sound processing unit 130 performs processing for outputting sound from the sound output unit 192. For example, it generates sound generation data for generating the sound (voice, game sound, sound effect).
[0056] The operation unit 160 is for a player (user) to input various information such as operation information, and its functions can be realized by operation buttons, directional keys, analog sticks, levers, various sensors (angular velocity sensors, acceleration sensors, etc.), a microphone, a touch panel display, etc. When a touch panel display is used, the touch panel that serves as the operation unit 160 and the display unit 190 that serves as the display are provided integrally.
[0057] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its functions can be realized by a semiconductor memory, an HDD, an SSD, an optical disk device, and the like. The storage unit 170 includes a virtual space information storage unit 172, a character information storage unit 174, a drawing buffer 176, and a user information storage unit 178. The virtual space information storage unit 172 stores information about the virtual space, which is a three-dimensional object space. For example, it stores information about objects arranged in the virtual space. The character information storage unit 174 stores information about characters. For example, it stores shape data (model information) and motion data of characters. The drawing buffer 176 is a buffer that can store image information in pixel units, such as a frame buffer or a work buffer. The user information storage unit 178 stores personal information (such as name, sex, date of birth, and email address) of the player, who is a user, as user information. For example, the player's account information (user ID) is also stored as user information. For example, billing information that is the subject of billing processing is associated with each player's account information (user ID).
[0058] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk, a HDD, a semiconductor memory, etc. The processing unit 100 performs various processes of this embodiment based on the programs (data) stored in the information storage medium 180. This information storage medium 180 can store programs (programs for causing a computer to execute the processes of each unit) for causing a computer (a device equipped with an operation unit, a processing unit, a storage unit, and an output unit) to function as each unit of this embodiment.
[0059] The display unit 190 outputs the image generated by this embodiment, and the function thereof can be realized by an LCD, an organic EL display, a CRT, an HMD, etc. The sound output unit 192 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, etc.
[0060] The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195, and this function can be realized by an ASIC for I / F processing or the like. The portable information storage medium 195 is a storage device for the player to save various information, and retains the stored information even when the power supply is cut off. The portable information storage medium 195 can be realized by an IC card (memory card), a USB memory, a magnetic card, or the like.
[0061] A communication unit 196 (communication interface) communicates with an external device, and the function thereof can be realized by hardware such as a communication ASIC or a communication processor, or by communication firmware.
[0062] The programs (data) for causing a computer to function as each unit of this embodiment may be distributed from an information storage medium possessed by a server system (host device) to the information storage medium 180 (or the storage unit 170) via the network and the communication unit 196. Such use of the information storage medium by the server system can also be included within the scope of this embodiment.
[0063] As shown in FIG. 2, the game system of this embodiment includes a reception unit 104, a virtual space setting unit 106, a virtual camera setting unit 108, a character processing unit 110, and a display processing unit 120.
[0064] The reception unit 104 receives operation inputs from the player. For example, when the player performs various operation inputs using the operation unit 160, the reception unit 104 performs a process of receiving the operation inputs. In other words, the reception unit 104 performs a process of receiving the operation information input using the operation unit 160.
[0065] The virtual space setting unit 106 performs setting processing of a virtual space which is an object space. For example, the virtual space setting processing is performed in which at least one character is placed. The character is, for example, a three-dimensional object composed of a plurality of primitives (polygons), and is, for example, a player character corresponding to a player.
[0066] The virtual camera setting unit 108 performs a setting process for a plurality of virtual cameras. For example, a plurality of virtual cameras are set in the virtual space. For example, the plurality of virtual cameras are arranged so that the virtual camera direction faces at least one character arranged in the virtual space. For example, when a plurality of characters are arranged in the virtual space as at least one character, the virtual camera setting unit 108 sets each virtual camera of the plurality of virtual cameras corresponding to each of the plurality of characters. For example, each virtual camera is arranged so that the virtual camera direction faces each character. Alternatively, when one character is arranged in the virtual space, the plurality of virtual cameras arranged at different positions are arranged so that each virtual camera direction faces the character.
[0067] The character processing unit 110 performs a setting process for the parts of the character. For example, based on the operation input of the player, the character processing unit 110 performs a setting process for the parts constituting at least one character. For example, based on the operation input of the player, the character processing unit 110 performs a process of selecting and determining the parts to be attached to the character and setting them as the parts constituting the character. The parts are, for example, the body parts of the character (face, chest, waist, arms, legs, etc.), costume parts, and equipment parts such as weapons and armor. The part setting process includes a process of replacing a part with another part, a process of changing the setting contents (type, shape) of the part, or a process of changing the motion data of the part (setting process). It is also possible to perform a transformation in which the operation input is an automatic operation input by a computer.
[0068] The display processing unit 120 performs a process of displaying a character making image in which a plurality of character images are arranged on the display unit 190. For example, the display processing unit 120 generates a plurality of character images which are images of at least one character viewed from a plurality of virtual cameras in a virtual space. For example, when a plurality of characters are arranged in a virtual space, each character image of the plurality of character images becomes an image of each character of the plurality of characters viewed from each virtual camera of the plurality of virtual cameras. In this case, for example, the directions of the plurality of characters are set so that the directions (relative directions) of each character with respect to the directions of the respective virtual cameras are different from each other. The direction of the virtual camera is the line of sight direction of the virtual camera, and the direction of the character is the direction in which the character faces. Also, when one character is arranged in the virtual space, each character image of the plurality of character images becomes an image of the one character viewed from each virtual camera of the plurality of virtual cameras. In this case, for example, the plurality of virtual cameras are set so that the positions (relative positions) and directions (relative directions) of each virtual camera with respect to one character are different from each other. Then, the display processing unit 120 performs a process of generating a character making image in which the plurality of character images thus generated are arranged, and displaying the image on the display unit 190. The character creation image is an image that the player sees for character creation, and is displayed to the player as a character creation screen.
[0069] When a parts setting process has been performed, the display processing unit 120 performs a process of displaying a character making image reflecting the results of the setting process on the display unit 190. For example, when a parts setting process is performed for a character based on an operation input by a player, a character making image is displayed in which the results of the parts setting process are reflected in at least one character image. More specifically, a character making image is displayed in which the results of the parts setting process are reflected in all of a plurality of character images. A character image in which the results of the parts setting process are reflected is a character image in which a character's parts have been replaced, the setting contents of the parts have been changed, or the motion data set for the parts has been changed.
[0070] Furthermore, the virtual space setting unit 106 places a plurality of characters in the virtual space as at least one character. For example, when generating 1st to Nth (N is an integer equal to or greater than 2) character images, the 1st to Nth characters are placed at different positions in the virtual space. Then, the virtual camera setting unit 108 sets each virtual camera of the plurality of virtual cameras for each of the plurality of characters. For example, the i-th virtual camera of the 1st to Nth virtual cameras is set for the i-th character (i is an integer satisfying 1≦i≦N) of the 1st to Nth characters. For example, each virtual camera of the plurality of virtual cameras is placed so that the direction of each virtual camera (i-th virtual camera) faces toward each character (i-th character). In this case, the i-th and j-th characters and the i-th and j-th virtual cameras are placed so that the angle between the direction of the i-th virtual camera and the direction of the i-th character is different from the angle between the direction of the j-th (j is an integer different from i satisfying 1≦j≦N) virtual camera and the direction of the j-th character. Then, the display processing unit 120 generates an image of each of the multiple characters viewed from each virtual camera of the multiple virtual cameras as each character image of the multiple character images. For example, an image of the i-th character viewed from the i-th virtual camera is generated as the i-th character image of the multiple character images, and an image of the j-th character viewed from the j-th virtual camera is generated as the j-th character image of the multiple character images. Then, a character making image in which multiple character images including these i-th and j-th character images are arranged is displayed on the display unit 190.
[0071] In this case, the virtual space setting unit 106 sets a light source for lighting the multiple characters in the virtual space. That is, a light source that serves as a lighting model for lighting the multiple characters is set. As the lighting model, various lighting models such as Lambert, Phong, or Blinn can be adopted. The light source is set at a position corresponding to one virtual camera that is a representative of the multiple virtual cameras. Then, the display processing unit 120 performs shading processing of the multiple characters based on the light source to generate multiple character images. For example, a shading processing such as Gouraud shading or Phong shading is performed to draw the objects of the multiple characters to generate multiple character images. These shading processing can be realized by, for example, a pixel shader.
[0072] Furthermore, the character processing unit 110 sets the directions of the multiple characters relative to the directions of the multiple virtual cameras based on the operation input of the player. For example, when the player performs a switching operation input, the character processing unit 110 performs a process of collectively changing the relative directional relationship, which is the relationship of the directions of the multiple characters relative to the directions of the multiple virtual cameras. In this way, the multiple character images are collectively changed to character images viewed from different virtual camera directions. Alternatively, the directional relationship between the virtual cameras and the characters may be switched individually. In this way, the multiple character images are individually changed to character images viewed from different virtual camera directions.
[0073] Furthermore, the character processing unit 110 executes part setting processing for multiple characters based on the player's operation input. For example, the part setting processing is executed for multiple characters so that the part setting processing is reflected for multiple character images. For example, part switching processing, part content setting processing, or motion data setting processing is executed collectively for multiple characters. This allows the part setting processing to be reflected for all of the multiple character images. Note that part setting processing may also be executed for each character individually. In this way, the part setting processing is reflected for each character image individually.
[0074] Furthermore, the display processing unit 120 generates, as a plurality of character images, a first character image (i-th character image) viewed from a first virtual camera direction (i-th virtual camera direction) and a second character image (j-th virtual character image) viewed from a second virtual camera direction (j-th virtual camera direction) different from the first virtual camera direction. In this way, the first character image and the second character image become character images viewed from different virtual camera directions.
[0075] In this case, the display processing unit 120 may change the position of the predetermined part between the first character image and the second character image. That is, the position of the predetermined part is made different between the first character image in which the character is viewed from the first virtual camera direction and the second character image in which the character is viewed from the second virtual camera direction. For example, a predetermined part that was located at a first position in the first character image is located at a second position shifted from the first position in the second character image. For example, in an animated character, the position of the predetermined part is changed to match the expression of the animation. The predetermined part is, for example, a part that constitutes the face of the character. For example, the predetermined part is an eye part, a nose part, a mouth part, or a chin part.
[0076] Furthermore, the display processing unit 120 changes the facial expression of at least one of the multiple character images by changing the motion data of the parts that constitute the face. For example, by changing the motion data set as bone data of the parts, the shape of the eye parts, nose parts, mouth parts, jaw parts, etc. is changed to change the facial expression of the character in the character image. For example, the facial expression is changed from a normal face to a smiling face, an angry face, a surprised face, a cheerful face, a happy face, a troubled face, etc.
[0077] Furthermore, when part setting processing is performed based on the player's operational input, the display processing unit 120 performs processing to display a character making image in which part setting processing has been performed on multiple character images on the display unit 190. For example, when the player performs operational input to instruct part setting processing, a character making image in which part setting processing is reflected on multiple character images is displayed. For example, multiple character images in which part replacement processing, setting content change processing, or motion data change processing are collectively reflected are generated and displayed as a character making image.
[0078] Furthermore, the display processing unit 120 changes a plurality of character images collectively to character images viewed from different virtual camera directions based on the player's operation input. For example, when the player performs an operation input to instruct switching of the display of the character images, the display processing unit 120 changes a plurality of character images collectively. For example, when multiple characters are placed in a virtual space and multiple character images are generated, the directions of the multiple characters relative to the directions of the multiple virtual cameras are changed collectively to change the multiple character images. When one character is placed in a virtual space and multiple character images are generated, the directions of the multiple virtual cameras relative to the character's direction are changed collectively to change the multiple character images.
[0079] Furthermore, the display processing unit 120 changes each of the multiple character images to a character image viewed from a different virtual camera direction based on the player's operation input. For example, when the player performs an operation input to instruct switching of the display of the character image, for example, one of the multiple character images is changed to a character image viewed from a different virtual camera direction. For example, when multiple characters are arranged in a virtual space and multiple character images are generated, the direction of one of the multiple characters is changed to change the character image corresponding to that character among the multiple character images. When one character is arranged in a virtual space and multiple character images are generated, the direction of one of the multiple virtual cameras is changed to change the character image viewed from that virtual camera among the multiple character images.
[0080] Furthermore, the display processing unit 120 generates a plurality of character images so that predetermined parts are displayed in all of the plurality of character images. For example, when displaying a character's face as a character image, the main parts of the face (predetermined parts) are displayed in all of the plurality of character images. For example, the main parts such as the eye parts, nose parts, mouth parts, and chin parts are always displayed. For example, even when the player switches the plurality of character images to character images in different virtual camera directions by performing an operation input to switch the display of the character images, the main parts that are predetermined parts are displayed in all of the plurality of character images.
[0081] Furthermore, the display processing unit 120 generates a plurality of character images in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image. For example, a first portion of a character that is displayed in a first character image seen from a first virtual camera is not displayed in a second character image seen from a second virtual camera. For example, in the portion that constitutes a character, a drawn portion and a non-drawn portion are provided according to the viewpoint of the virtual camera. That is, in the case where a first portion that is desirable to be drawn in the viewpoint of the first virtual camera would look unnatural if drawn in the viewpoint of the second virtual camera, the first portion is not displayed in the second character image seen from the second virtual camera.
[0082] In this case, for example, the first character image is a character image seen in the first virtual camera direction, and the second character image is a character image seen in the second virtual camera direction. That is, the first character image and the second character image are character images seen in different virtual camera directions. Then, for one part constituting the character, a first part having a first portion and a second part not having the first portion are prepared. That is, for one part, a first part and a second part, which are multiple types of parts having different shapes, etc., are prepared. The information on the first part and the information on the second part are stored in the character information storage unit 174 as character information. Then, the display processing unit 120 generates the first character image using the first part, and generates the second character image using the second part. That is, when generating the first character image seen from the first virtual camera direction, the first part having the first portion is used, and when generating the second character image seen from the second virtual camera direction, the second part not having the first portion is used. As a result, the first portion is displayed in the first character image, and the first portion is not displayed in the second character image.
[0083] The game system and processing of the present embodiment in Fig. 2 described above can be implemented in various modified forms, such as by the server system 500 in Fig. 1(A), by the terminal device TM, or by distributed processing of the server system 500 and the terminal device TM. The program of the present embodiment can be applied to various programs, such as a game program for a personal computer, an application program for a smartphone, a game program for a home game device, a browser game program for a smartphone or a personal computer, or a program for an arcade game device.
[0084] 2. Method of the Present Invention Next, the method of this embodiment will be described in detail.
[0085] 2.1 Character making image with multiple character images arranged In this embodiment, a character creation image that enables the player to create an original character as a character appearing in the game is displayed to the player. For example, Fig. 3 is a flowchart showing an example of the overall processing of this embodiment.
[0086] First, a title screen is displayed (step S1), and then user selection and character selection are performed (steps S2, S3). If the user, or player, creates a new character in the character selection, a character creation screen is displayed (steps S4, S5). On the other hand, if the player does not create a new character, a character that has already been created is selected. After the character selection, the game starts (step S6), and a process for progressing the game is performed (step S7). Then, it is determined whether the game has ended (step S8), and if it is determined that the game has ended, the process ends. In this way, in this embodiment, the player can have the character newly created by the player in the character creation appear in the game, and the player can enjoy playing the game with the newly created character as, for example, the player character.
[0087] FIG. 4 is an example of a character making image (character making screen) of this embodiment. As shown in FIG. 4, in this embodiment, a character making image in which multiple character images IM1, IM2, and IM3 are arranged is displayed to the player. These character images IM1, IM2, and IM3 are character images in which the same character is viewed from different virtual camera directions. That is, in this embodiment, a character is arranged in a virtual space that is an object space, and multiple character images IM1, IM2, and IM3 are generated, which are images of the character viewed from multiple virtual cameras in the virtual space. Then, an image in which these character images IM1, IM2, and IM3 are arranged is displayed as an image for performing character making. Note that in this embodiment, the case where the number of character images is three is mainly taken as an example for explanation, but the number of character images may be two or four or more as shown in FIG. 16 and FIG. 17 described later.
[0088] In the operation input area shown in A1 of FIG. 4, the player can select the character's class, body type and gender, face and hairstyle, costume, and voice. In the class item, the player can set the class that represents the character's ability and role in a role-playing game (RPG), for example. The class is also called the character's occupation. In the body type and gender item, the player can set the character's body type and gender (male or female) as described later in FIG. 16 and FIG. 17. In the costume item, the player can set the costume parts to be worn by the character. In the voice item, the player can set the voice that the character will emit. In A1 of FIG. 4, the player selects the face and hairstyle item, which allows the player to set the character's face type, skin color, hairstyle, contour, eyebrows, eyes, nose, mouth, etc., as shown in A2. The player can set these items in the operation input area shown in A3. In addition, the player can switch between various displays by using the switching icon in A4.
[0089] For example, in Fig. 4, character images IM1, IM2, and IM3 are displayed as character images with adult-type faces. If the player selects, for example, a child type, character images with child-type faces are displayed as character images IM1, IM2, and IM3, as shown in Fig. 5. If the player then performs an operation input to set each part that constitutes the character by selecting items such as skin color, hairstyle, contour, eyebrows, eyes, nose, or mouth, a character making image reflecting the results of the part setting process is displayed.
[0090] As described above, in this embodiment, the player's operation input is accepted, and the setting process of the parts constituting the character is performed based on the player's operation input. That is, the player performs a click operation or a touch operation in the operation input areas shown at A1, A2, and A3 in FIG. 4, or clicks or touches the switching icon in A4. Then, the player's operation input is accepted, and part setting process such as replacement process or change process of the body parts, costume parts, or accessory parts constituting the character is performed. Also, in this embodiment, at least one character and multiple virtual cameras are placed in the virtual space, and multiple character images IM1, IM2, and IM3, which are images of the character viewed from the multiple virtual cameras in the virtual space as shown in FIG. 4, are generated. Then, a character making image in which these character images IM1, IM2, and IM3 are arranged is displayed to the player. Then, when the part setting process is performed based on the player's operation input, the character making image reflecting the result of the setting process is displayed. For example, when the part setting process such as replacement process of the body parts or costume parts is performed, the result of the setting process is reflected in the character images IM1, IM2, and IM3 of the character making image.
[0091] For example, in the conventional character creation, only one character image was displayed as the character creation image. Therefore, when the player replaced character parts, for example, the player could only check the reflected result in one character image. Therefore, the player could not fully check or examine whether the character image after replacing parts was in line with the player's taste or preference.
[0092] In this case, a method may be considered in which the player performs an operation to rotate the character, thereby displaying a character image in which the character appears to rotate. For example, a character image in which the character appears to rotate can be generated by moving a virtual camera that is watching the character on a circle centered on the character.
[0093] However, with this method, the player must rotate the character and check how the character image looks in various directions while working, which reduces the player's work efficiency. In other words, the player must rotate the character around and around to check whether the parts he or she has attached suit his or her preferences, which forces the player to do complicated work.
[0094] In particular, when creating a character, players want to create an original character that does not overlap with characters created by other players. For this reason, it is desirable to be able to set the parts of the character in greater detail, but if the player is forced to go through the above-mentioned cumbersome confirmation work when setting such detailed parts, the player's work in character creation becomes cumbersome, and there is a problem that a suitable interface environment cannot be provided to the player.
[0095] In this embodiment, as shown in FIG. 4, a character making image in which a plurality of character images IM1, IM2, IM3 are arranged in various virtual camera directions is displayed to the player. When the player performs an operation input such as replacing parts, a character making image in which the setting process such as replacing parts is reflected in the character images IM1, IM2, IM3 is displayed to the player. In this way, the player can check whether the image of the character after the parts are set matches his / her taste or preference by simply looking at the plurality of character images IM1, IM2, IM3 in the character making image, for example, once. As a result, the player's work efficiency can be improved, and the player's work in character making can be prevented from becoming complicated. Therefore, the player can work without stress even with detailed part settings, and it becomes easy to create an original character that does not overlap with other players, and the interface environment of the player in character making can be improved.
[0096] 2.2 Character image generation process Next, a specific example of a method for generating a character image will be described. In this embodiment, as shown in FIG. 6, a plurality of characters CH1, CH2, and CH3 are arranged in a virtual space. These characters CH1, CH2, and CH3 are characters of the same model that are the subject of character making by the player. That is, they are characters of the same shape model. In this embodiment, a plurality of virtual cameras VC1, VC2, and VC3 are set for these plurality of characters CH1, CH2, and CH3. That is, the virtual cameras VC1, VC2, and VC3 are arranged corresponding to each of the characters CH1, CH2, and CH3. For example, VC1 is arranged as a virtual camera that focuses on the character CH1, VC2 is arranged as a virtual camera that focuses on the character CH2, and VC3 is arranged as a virtual camera that focuses on the character CH3. Then, images of the plurality of characters CH1, CH2, and CH3 viewed from each of the plurality of virtual cameras VC1, VC2, and VC3 are generated as the plurality of character images IM1, IM2, and IM3 of FIG. 4. That is, the character image IM1 is an image of the character CH1 viewed from the virtual camera VC1. Furthermore, character image IM2 is an image of character CH2 viewed from virtual camera VC2, and character image IM3 is an image of character CH3 viewed from virtual camera VC3.
[0097] In this way, multiple character images IM1, IM2, and IM3 viewed from different virtual camera directions can be generated by simple processing. For example, in FIG. 6, the direction DC1 of the character CH1 is parallel to the direction DV1 (line of sight direction) of the virtual camera VC1, and is in the opposite direction. As a result, as shown in FIG. 4, an image of the front face is generated as the character image IM1. Also, with respect to the direction DV2 of the virtual camera VC2, the direction DC2 of the character CH2 faces leftward (clockwise), and as a result, as shown in FIG. 4, an image of the left profile is generated as the character image IM2. Also, with respect to the direction DV3 of the virtual camera VC3, the direction DC3 of the character CH3 faces rightward (counterclockwise), and as a result, as shown in FIG. 4, an image of the right profile is generated as the character image IM3.
[0098] 6, by setting the directions of the characters CH1-CH3 relative to the directions DV1-DV3 of the virtual cameras VC1-VC3, it becomes possible to generate character images viewed from different directions as multiple character images IM1-IM3. This allows the player to check character images from various directions all at once, improving the efficiency of character creation.
[0099] In FIG. 6, a light source LS for lighting the characters CH1 to CH3 is set in the virtual space. For example, the light source LS is set according to an illumination model such as Lambert, Phong, or Blinn. For example, in FIG. 6, the light source LS is set near the virtual camera VC1 for the image of the front face. Then, the shading process of the characters CH1 to CH3 based on this light source LS is performed to generate the character images IM1 to IM3. For example, the character images IM1 to IM3 are generated by performing a process of drawing the objects (polygons constituting the objects) of the characters CH1 to CH3 using shading processes such as Gouraud shading or Phong shading. This makes it possible to generate an image of the character shaded by the light source LS, and a realistic character image can be generated. That is, it becomes possible to generate an image of the character shaded in the same realistic way as when the character appears in the game, and a more appropriate and realistic character making image can be displayed to the player.
[0100] In this embodiment, as will be described later with reference to FIG. 13 and the like, directions DC1-DC3 of the multiple characters CH1-CH3 relative to the directions DV1-DV3 of the multiple virtual cameras VC1-VC3 in FIG. 6 are set based on the player's operation input. For example, the angles between the directions DV1-DV3 of the virtual cameras VC1-VC3 and the directions DC1-DC3 of the characters CH1-CH3 are changed in response to the player's operation input. In this way, it becomes possible to change the direction in which the characters face in the character images IM1-IM3 in response to the player's operation input, and it becomes possible to display to the player character images IM1-IM3 suitable for character creation.
[0101] For example, in this embodiment, when the player performs an image switching operation input, the directions DC1 to DC3 of the characters CH1 to CH3 relative to the directions DV1 to DV3 of the virtual cameras VC1 to VC3 are switched all at once. That is, the angles between the directions DV1 to DV3 and the directions DC1 to DC3 are switched all at once. In this way, the character images IM1 to IM3 are switched to character images seen from different directions all at once by the player simply performing a switching operation, improving the work efficiency of the player in character creation.
[0102] In FIG. 6, a plurality of characters CH1 to CH3 corresponding to a plurality of character images IM1 to IM3 are arranged in the virtual space, but as shown in FIG. 7, a single character CH may be arranged in the virtual space to generate a plurality of character images IM1 to IM3. For example, in FIG. 7, a plurality of virtual cameras VC1, VC2, and VC3 are arranged to gaze at a single character CH. The directions DV1, DV2, and DV3 (line of sight directions) of the virtual cameras VC1, VC2, and VC3 are directed toward the single character CH. In this way, an image seen from the virtual camera VC1 arranged in front of the character CH can be generated as the character image IM1. Also, an image seen from the virtual camera VC2 arranged diagonally forward and to the left of the character CH can be generated as the character image IM2, and an image seen from the virtual camera VC3 arranged diagonally forward and to the right of the character CH can be generated as the character image IM3. That is, as shown in FIG. 4, images of the front face, left profile, and right profile can be generated as the character images IM1, IM2, and IM3.
[0103] However, the method of FIG. 7 is disadvantageous compared to the method of FIG. 6 when shading processing based on the light source LS is performed. That is, according to the method of FIG. 6, not only the image of the front face but also the image of the left side face and the image of the right side face can be generated with more appropriate shading. In contrast, in the method of FIG. 7, the character image IM1 of the front face is an image with appropriate brightness, but the character image IM2 of the left side face and the character image IM3 of the right side face are dark images. That is, the light source LS set near the virtual camera VC1 brightly shades the front side of the character CH, but the left side and right side of the character CH are dark because the light from the light source LS in the front direction is less likely to hit them. Therefore, in this sense, it is desirable to generate the character images IM1 to IM3 by the method of FIG. 6.
[0104] FIG. 8 is an explanatory diagram of the parts that make up a character's face. In FIG. 8, the character's face is composed of an eye part PE, a nose part PN, a mouth part PM, and a jaw part PC, which is a contour part. The dots in FIG. 8 represent the positions of bones in the motion data, specifically the joint positions of the bones. By changing the positions of these bones based on the motion data, the shapes of the parts PE, PN, PM, and PC change. This makes it possible to change the facial expression of the character. For example, in the eye part PE, by changing the position (joint position) of the bone set for the eyebrows, it is possible to change the shape of the eyebrows of the character into various shapes. In addition, in the eye part PE, by changing the position of the bone set for the shape of the eyelid edge (eye hole, eye socket), it is possible to change the shape of the eyelid edge of the character into various shapes. In addition, by changing the position of the bone set for the jaw part PC, it is possible to change the contour shape of the jaw into various shapes. In addition, in the mouth part PM, bones are set not only for the palate but also for the tongue and teeth, and they are modeled as tongue parts and bone parts.
[0105] FIG. 9 is an explanatory diagram of bone data set for parts. The bone data corresponds to the motion data of the character, and can be expressed by, for example, bone positions J1 and J2, which are joint positions. Alternatively, the bone data can be expressed by the rotation angles of the child bone (BM2) relative to the parent bone (BM1) around the X-axis, Y-axis, and Z-axis. The bone data can also include scaling parameters in the X-axis, Y-axis, and Z-axis directions. The X-axis is the direction along the bone, and the Y-axis and Z-axis are axes perpendicular to the X-axis. For example, by changing the value of scaling in the X-axis direction, it is possible to adjust the height of the character, which will be described later in FIG. 16 and FIG. 17. Also, by changing the value of scaling in the Y-axis and Z-axis directions, it is possible to adjust the thickness (flesh) of the body parts of the character.
[0106] For example, weight values are set for the vertices of the object parts that make up a character, and for each bone of each part of the character. The vertices of the object parts follow the bones with a movement amount that corresponds to this weight value. Therefore, by controlling the bone data as motion data, it becomes possible to set the character's posture and the shape (facial expression) of the parts.
[0107] In this embodiment, a part setting process is performed for the multiple characters CH1 to CH3 in FIG. 6 based on the player's operation input. That is, in FIG. 6, multiple characters CH1 to CH3 of the same shape model are placed in a virtual space to generate character images IM1 to IM3. When the player performs an operation input such as part switching to perform character making, a part setting process such as part switching process is performed for these multiple characters CH1 to CH3. For example, when an operation input is performed to replace a first part, the first part replacement process is performed for all of these characters CH1 to CH3. In this way, parts are replaced in the character images IM1 to IM3 as well. This allows the player to perform character making while checking the character images IM1 to IM3 after the parts are replaced, thereby realizing character making with high work efficiency.
[0108] Furthermore, in this embodiment, for at least one of a plurality of character images, the facial expression is changed by changing the motion data of the parts that make up the face.
[0109] For example, Fig. 10 is a diagram for explaining an example of character parts information. This parts information is stored as character information in the character information storage unit 174 in Fig. 2. The movements of the character's body parts, such as the face parts, chest parts, right arm parts, and left arm parts, are controlled by motion data MAL that sets the character's overall posture. In Fig. 10, the face parts are composed of the eyes, nose, mouth, and chin parts. The shapes of these eyes, nose, mouth, and chin parts are controlled by motion data ME, MN, MM, and MC, respectively. That is, by setting this motion data ME, MN, MM, and MC, it is possible to set the character's facial expression.
[0110] For example, when changing the facial expression of a character from a normal face to a smiling face, the motion data ME, MN, MM, and MC of the parts of the eyes, nose, mouth, and chin are set to the motion data corresponding to a smiling face. That is, the motion data is set so that the shapes of the eyes, nose, mouth, and chin are the shapes when smiling. Similarly, when changing the facial expression of a character from a normal face to an angry face, the motion data ME, MN, MM, and MC of the parts of the eyes, nose, mouth, and chin are set to the motion data corresponding to an angry face. In this way, it becomes possible to change the facial expression of a character in various ways by the light processing load of setting the motion data, and the processing of character creation can be reduced and simplified.
[0111] In this embodiment, a first character image viewed in a first virtual camera direction and a second character image viewed in a second virtual camera direction different from the first virtual camera direction are generated as a plurality of character images. For example, one of the character images IM1 to IM3 in FIG. 4 is the first character image, and the other is the second character image. For example, assume that the character image IM1 is the first character image, and the character image IM2 is the second character image. In this case, in FIG. 6, the first character image is an image of the character CH1 viewed in the direction DV1, which is the first virtual camera direction, and the second character image is an image of the character CH2 viewed in the direction DV2, which is the second virtual camera direction. In addition, in FIG. 7, the first character image is an image of the character CH viewed in the direction DV1, which is the first virtual camera direction, and the second character image is an image of the character CH viewed in the direction DV2, which is the second virtual camera direction. In this way, a plurality of character images viewed from different virtual camera directions can be displayed to the player as character making images.
[0112] In this case, the position of the predetermined part may be changed between a first character image, which is an image seen in the direction of the first virtual camera, and a second character image, which is an image seen in the direction of the second virtual camera.
[0113] For example, in Fig. 11(A), the virtual camera is set in a direction from below the character toward the character, and a character image with a so-called tilted face is generated. In this case, if the positions and shapes of the nose, mouth, and chin parts PN, PM, and PC are made the same as those of a normal face, the face image may become unnatural. For example, the positions of the nose and mouth may become unnatural, and the outline of the chin may become unnatural.
[0114] Therefore, in this embodiment, when generating a character image of such a tilted face, the position of the nose part PN and the mouth part PM is moved, for example, downward as shown in FIG. 11(B). That is, in FIG. 11(B), the position of the nose part PN and the mouth part PM is moved toward the lower side of the face compared to FIG. 11(A). The shape of the tip of the chin part PC is also changed so that the convex shape is lessened. By doing so, for example, even if the virtual camera direction changes from the direction of a normal face (first virtual camera direction) to the direction of a tilted face (second virtual camera direction), a character image that looks more natural tilted can be generated. Similarly, for example, when generating a character image of a profile of an animated character, if the mouth part PM is placed in the same position as a normal face, the character image may become unnatural for animation. For this reason, in this case, it is desirable to perform processing such that the position of the mouth part PM is moved, for example, toward the cheek side in the character image of the profile.
[0115] Fig. 12 is a flowchart for explaining a detailed processing example of this embodiment. First, multiple characters and multiple virtual cameras are set in a virtual space (step S11). That is, as shown in Fig. 6, multiple characters CH1 to CH3 of the same shape model are placed in the virtual space, and virtual cameras VC1 to VC3 for these characters CH1 to CH3 are placed.
[0116] Next, based on the operation input of the player, the directions of the multiple characters relative to the directions of the multiple virtual cameras are set (step S12). For example, in Fig. 6, directions DC1 to DC3 in which the characters CH1 to CH3 face relative to the directions DV1 to DV3 of the virtual cameras VC1 to VC3 are set. For example, when the player performs an image switching operation, the relative directional relationships between the directions DV1 to DV3 and the directions DC1 to DC3 are switched all at once.
[0117] Next, based on the player's operation input, a part setting process is executed for multiple characters (step S13). For example, in Fig. 6, when the player performs an operation input to replace a predetermined part, the predetermined parts of characters CH1 to CH3 representing characters of the same model are replaced all at once.
[0118] Next, shading processing is performed on the multiple characters based on the light source to generate multiple character images (step S14). For example, in FIG. 6, shading processing is performed on the character CH1 based on the light source LS to generate character image IM1. Similarly, shading processing is performed on each of the characters CH2 and CH3 based on the light source LS to generate character images IM2 and IM3. Then, a character making image in which the multiple character images are arranged is displayed on the display unit 190 (step S15). That is, a character making image in which the character images IM1 to IM3 are arranged in a predetermined arrangement manner as shown in FIG. 4 and FIG. 5 is displayed to the player.
[0119] 2.3 Example of character creation image Next, various examples of character making images will be described. FIG. 13 shows an example of a character making image when, for example, a player operates a switching icon or the like to switch images. For example, when the character making image of FIG. 4 is displayed, if the player switches images, a character making image as shown in FIG. 13 is displayed. In FIG. 13, the direction in which the characters face in the character images IM1 to IM3 is different from that in FIG. 4. That is, in FIG. 13, the character images IM1 to IM3 viewed from a different virtual camera direction from that in FIG. 4 are displayed. Such switching of the character images IM1 to IM3 can be realized by, for example, in the case of FIG. 6, changing the directions DC1 to DC3 of the characters CH1 to CH3 relative to the directions DV1 to DV3 of the virtual cameras VC1 to VC3 all at once. Also, in the case of FIG. 7, it can be realized by changing the directions DV1 to DV3 of the virtual cameras VC1 to VC3 relative to the character CH all at once.
[0120] In this embodiment, as shown in Fig. 4 and Fig. 13, a plurality of character images IM1 to IM3 are changed collectively to character images viewed from different virtual camera directions based on the player's operation input. In this way, the player can collectively change the facing direction of the characters in the character images IM1 to IM3 by performing a simple operation such as switching the images. This allows the player to check, with a simple operation, whether the part settings made during character creation are in line with the player's preferences and tastes, thereby improving the interface environment for the player during character creation.
[0121] In FIG. 14, the character images IM1 to IM3 are changed collectively to character images viewed in different virtual camera directions, but the method of this embodiment is not limited to this. For example, the character images IM1 to IM3 may be changed individually to character images viewed in different virtual camera directions based on the player's operation input. For example, only one of the character images IM1 to IM3 is changed to a character image viewed in a different virtual camera direction. For example, in FIG. 6, when only the character image IM3 is changed individually, only the direction DC3 of the character CH3 relative to the direction DV3 of the virtual camera VC3 is changed based on the player's operation input, and the directions DC1 and DC2 of the other characters CH1 and CH2 are not changed. In the case of FIG. 7, only the direction DV3 of the virtual camera VC3 relative to the character CH is changed, and the directions DV1 and DV2 of the other virtual cameras VC1 and VC2 are not changed. In this way, it becomes possible to change the direction that the character faces individually only for the character image that the player wishes to check in detail, thereby meeting the various needs of the player in character creation and improving the efficiency of the player's work, etc.
[0122] In FIG. 14, the facial expression of the character in the character image IM3 is changed. That is, in the character image IM3 in FIG. 4, the character has a normal facial expression, but in the character image IM3 in FIG. 14, the character has an angry facial expression. Specifically, as described in FIG. 8 to FIG. 10, the facial expression of the character is changed by changing the motion data of the parts constituting the face. For example, by changing the motion data corresponding to the bone data of the parts of the eyes, nose, mouth, or jaw, the shape of these parts is changed to change the facial expression of the character. In this way, in this embodiment, the facial expression of at least one character image of a plurality of character images is changed by changing the motion data of the parts constituting the face. In this way, the facial expression of the character can be changed by a simple process of controlling the motion data. For example, a method of replacing each part of the character's face can be considered as a method of changing the facial expression, but this method requires preparing parts corresponding to each facial expression for each character, and the amount of data for the parts becomes enormous. In this regard, the method of this embodiment, which changes the motion data of the parts that make up the face, makes it possible to process changes in the facial expression of a character using a small amount of data, thereby enabling savings in the amount of storage space used for data, etc.
[0123] In Fig. 13, the character's facial expression is also changed from that in Fig. 4. That is, the normal facial expression in Fig. 4 is changed to a smiling facial expression in Fig. 14. For example, the facial expressions of the characters are changed collectively based on the operation input of the player. In this way, the character image for which the facial expression is changed is not limited to one, and the facial expressions of multiple character images may be changed collectively based on the operation input of the player, etc.
[0124] Also, in Fig. 15, character parts have been replaced. For example, the character's eye parts and nose parts have been replaced with parts that are different from those in Fig. 4. For example, in Fig. 15, the normal eye parts in Fig. 4 have been replaced with eye parts that represent slanted eyes. Also, in Fig. 15, the nose parts have been replaced with ones that are taller than those in Fig. 4.
[0125] In this embodiment, when a setting process such as a part replacement process is performed based on the player's operation input, a character making image in which the part setting process is performed on the multiple character images IM1 to IM3 is displayed. Taking FIG. 6 as an example, when the player instructs to replace a predetermined part, the predetermined part replacement process is performed on all characters CH1 to CH3. For example, when an instruction is given to replace a normal eye part with a slant eye part, the normal eye part is replaced with a slant eye part on all characters CH1 to CH3. For example, when an instruction is given to replace a normal nose part with a high nose part, the normal nose part is replaced with a high nose part on all characters CH1 to CH3. In this way, it becomes possible to perform part setting processes such as a part replacement process on multiple character images IM1 to IM3 collectively based on an instruction by the player's operation input.
[0126] For example, in the comparative example method in which only one character image is displayed as a character creation image, after setting the character's parts, the player must repeatedly change the character's orientation and check how the character image looks, which makes the character creation process cumbersome. In contrast, according to this embodiment, the player can check at once how the part setting process is reflected in the multiple character images IM1 to IM3. Therefore, compared to the comparative example method, the player's work efficiency can be improved, and a suitable interface environment for character creation can be provided to the player.
[0127] In this embodiment, a plurality of character images are generated so that the predetermined parts are displayed in all of the plurality of character images. For example, even when an image switching such as a change in the virtual camera direction is performed based on an operation input by the player, the predetermined parts are displayed in all of the plurality of character images. For example, in the face character images IM1 to IM3 in Figs. 4, 5, and 13 to 15, the eyes, mouth, nose, or chin parts are displayed in all of the character images IM1 to IM3 as the predetermined parts that are the main parts of the face, even when an image switching operation or the like is performed. In this way, the predetermined parts such as the main parts are always displayed in the character images IM1 to IM3, so that the player can appropriately perform part setting such as part replacement for the predetermined parts.
[0128] The predetermined parts are not limited to such main parts, and may be parts that are assumed to be the player's attention parts. For example, a part that the player has just equipped is always displayed as the attention part. Specifically, when the player equips a costume part or an equipment part such as a weapon or armor, the part is always displayed as the attention part for a predetermined period of time. For example, when a predetermined part such as the attention part becomes invisible due to a change in the virtual camera direction, the direction of the virtual camera or the character direction is automatically switched to the corresponding opposite direction so that the predetermined part is always displayed.
[0129] In the above, the character image is a face image of the character, and the number of character images displayed in the character making image is two, but the present embodiment is not limited to this. For example, in FIG. 16, the character's whole body images are displayed as character images IM1 and IM2, and the number of character images is also two. In FIG. 16, the character image IM1 is a full body image facing forward, and the character image IM2 is a full body image facing backward. Then, based on the operation input of the player, the character images IM1 and IM2 in which the character rotates as shown in B1 and B2 are displayed as the character making image. Specifically, when the full body image of the right side of the character is displayed as the character image IM1, the full body image of the left side of the character is displayed as the character image IM2. Also, when the full body image of the left side of the character is displayed as the character image IM1, the full body image of the right side of the character is displayed as the character image IM2. Note that the character can rotate clockwise and counterclockwise as shown in B1 and B2.
[0130] In addition, the player can select a character to be made into a character from two different male body types and two different female body types. For example, Fig. 16 is an example of a character making image when a thin male character is selected, and Fig. 17 is an example of a character making image when a stocky male character is selected.
[0131] Furthermore, in Figs. 16 and 17, an operation for adjusting the height of a character and an operation for adjusting fleshiness are possible. For example, when a player performs an operation for adjusting the height of a character, the scaling value in the X-axis direction in the bone data in Fig. 9 described above is adjusted. This adjusts the length of each bone, and adjusts the character's height to be taller or shorter. Also, when a player performs an operation for adjusting fleshiness of a character, the scaling values in the Y-axis and Z-axis directions in the bone data in Fig. 9 are adjusted. This adjusts the thickness of each bone, and the character's body parts become thicker or thinner, and the character's fleshiness (thickness of body parts) is adjusted. In this way, it becomes possible to finely adjust the character's body shape, physique, etc., and more precise character creation can be realized.
[0132] In this embodiment, a plurality of character images are generated in which a first portion is displayed in a first character image and the first portion is not displayed in a second character image. For example, the first portion of the character is drawn or not drawn depending on the relationship with the virtual camera direction.
[0133] For example, in character image IM1 of a profile in Fig. 18, the bridge of the nose, which is the upper part of the nose outline, is drawn as shown in C1. On the other hand, in character image IM2 of a frontal face, the bridge of the nose is not drawn as shown in C2. In this way, the bridge of the character's nose (first part) is displayed in character image IM1 (first character image) but is not displayed in character image IM2 (second character image). That is, the bridge of the nose is drawn in character image IM1 as viewed from virtual camera VC1 but is not drawn in character image IM2 as viewed from virtual camera VC2.
[0134] For example, if the bridge of the nose is clearly drawn in a character image facing the front, it may appear unnatural as a character in, for example, an anime, etc. In this regard, by hiding the bridge of the nose in a character image facing the front as shown in C2 of Fig. 18, it is possible to prevent the character image from appearing unnatural, and to display an image that is more appropriate as a character in an anime, etc.
[0135] In this embodiment, the character image IM1, which is the first character image, is a character image seen from the virtual camera VC1, which is the first virtual camera direction, and the character image IM2, which is the second character image, is a character image seen from the virtual camera VC2, which is the second virtual camera direction. That is, the character images IM1 and IM2 are character images seen in different virtual camera directions. In this embodiment, a first part having a first portion and a second part not having the first portion are prepared for one part constituting a character. Taking FIG. 18 as an example, one part constituting a character is a nose part, and a plurality of parts are prepared for this nose part, such as a first part (first nose part) and a second part (second nose part). The first part is a part having a nose bridge part (first part), and the second part is a part not having a nose bridge part. For example, the first character part has the bridge of the nose as drawing data (is drawn as an outline), but the second character part does not have the bridge of the nose as drawing data (is not drawn as an outline). In this embodiment, the first character image is generated using the first character part, and the second character image is generated using the second character part. For example, in FIG. 18, the first character image IM1 is generated using the first character part having the bridge of the nose, while the second character image IM2 is generated using the second character part not having the bridge of the nose. In this way, the bridge of the nose (first part) is drawn and displayed in the character image IM1 viewed from the first virtual camera direction, which is the direction of the virtual camera VC1, as shown in C1 of FIG. 18. On the other hand, the bridge of the nose is not drawn and is hidden in the character image IM2 viewed from the second virtual camera direction, which is the direction of the virtual camera VC2, as shown in C2 of FIG. 18. This makes it possible to display or hide the bridge of the nose, which is the first part, depending on the direction of the virtual camera.
[0136] The process of drawing the contours of body parts such as the nose can be realized by, for example, known toon rendering (toon shader), etc. For example, the contours can be drawn by drawing both a normal model and a model for contour drawing, or the contours of a character can be drawn by post-effect processing using the normal vector of an object.
[0137] In addition, in a character image of a front face, even fine parts may be drawn, whereas in a character image of a side face, such fine parts may not be drawn. For example, the tongue and teeth parts in the mouth may be drawn and displayed in a character image of a front face, whereas they are not drawn and are not displayed in a character image of a side face. For example, in a character image of a side face, drawing data of the tongue and teeth parts may not be used. In addition, fine parts inside the nostrils may be drawn in a character image of a front face, whereas they are not drawn in a character image of a side face. In this way, it becomes possible to realize an appropriate drawing process of the character image according to the relative directional relationship between the direction of the virtual camera and the direction of the character. Note that when the distance between the character and the virtual camera is large, the outline of a part such as the nose may become difficult to see. In this case, the thickness of the outline may be changed according to the distance between the character and the virtual camera, so that the outline may be appropriately displayed even when the distance between the character and the virtual camera is large.
[0138] Although the present embodiment has been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel matters and effects of the present disclosure. Therefore, all such modifications are intended to be included in the scope of the present disclosure. For example, a term described at least once in the specification or drawings with a different, broader or synonymous meaning may be replaced with that different term anywhere in the specification or drawings. In addition, the reception process, virtual space setting process, virtual camera setting process, part setting process, character image generation process, character making image generation process, etc. are not limited to those described in the present embodiment, and equivalent methods are also included in the scope of the present disclosure. [Explanation of symbols]
[0139] IM1, IM2, IM3...Character images, VC1, VC2, VC3...Virtual cameras, DV1, DV2, DV3...direction, CH1, CH2, CH3, CH...character, DC1, DC2, DC3...direction, LS...light source, PE, PN, PM, PC...parts, BM1, BM2: bones, MAL, ME, MN, MM, MC: motion data, TM1~TMn, TM terminal device, 100: processing unit, 102: game processing unit, 104: reception unit, 106: virtual space setting unit; 108: virtual camera setting unit; 110: character processing unit; 112: management unit, 120: display processing unit, 130: sound processing unit, 160: operation unit, 170: storage unit, 172: virtual space information storage unit, 174: character information storage unit, 176: drawing buffer, 178: user information storage unit, 180...information storage medium, 190...display section, 192...sound output section, 194...I / F section, 195 ... portable information storage medium, 196 ... communication unit, 500...server system, 510...network
Claims
1. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; a display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and performs processing to display, on a display unit, a character making image in which the plurality of character images are arranged; Including, The display processing unit is when the setting process for the parts has been performed, a process is performed in which the character making image including the plurality of character images reflecting a result of the setting process is displayed on the display unit on a character making screen; The display processing unit is A game system characterized in that the directions in which characters in the plurality of character images are facing are changed collectively based on an operational input by the player.
2. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; a display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and performs processing to display, on a display unit, a character making image in which the plurality of character images are arranged; Including, The display processing unit is when the setting process for the parts has been performed, a process is performed in which the character making image including the plurality of character images reflecting a result of the setting process is displayed on the display unit on a character making screen; The display processing unit is A game system characterized in that the facing directions of the characters in the plurality of character images are changed individually based on an operational input by the player.
3. In claim 1 or 2, The display processing unit is A game system characterized by performing a process of displaying on the display unit the character making image in which the setting process of the parts has been performed in the multiple character images when the setting process of the parts has been performed based on the player's operational input.
4. In any one of claims 1 to 3, The display processing unit is A game system comprising: generating a plurality of character images such that a predetermined part is displayed in all of the plurality of character images.
5. In any one of claims 1 to 4, The display processing unit is A game system comprising: a first character image having a first portion displayed therein; and a second character image having the first portion not displayed therein.
6. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; a display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and performs processing to display, on a display unit, a character making image in which the plurality of character images are arranged; Including, The display processing unit is when the setting process for the parts has been performed, a process is performed in which the character making image including the plurality of character images reflecting a result of the setting process is displayed on the display unit on a character making screen; The display processing unit is A game device which changes the facing directions of characters in said plurality of character images collectively based on an operational input by said player.
7. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; a display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and performs processing to display, on a display unit, a character making image in which the plurality of character images are arranged; Including, The display processing unit is when the setting process for the parts has been performed, a process is performed in which the character making image including the plurality of character images reflecting a result of the setting process is displayed on the display unit on a character making screen; The display processing unit is A game device which changes the facing directions of the characters in the plurality of character images individually based on an operational input by the player.
8. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; A display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and displays a character making image in which the plurality of character images are arranged on a display unit, Make your computer work The display processing unit is when the setting process for the parts has been performed, a process is performed to display, on the display unit, the character making image including the plurality of character images reflecting a result of the setting process; The display processing unit is A program for collectively changing the facing directions of characters in the plurality of character images based on an operational input by the player.
9. A reception unit that receives an operation input from a player; a character processing unit that performs setting processing of parts constituting a character based on an operation input by the player; A display processing unit that generates a plurality of character images, which are images of the same character viewed from different directions, and displays a character making image in which the plurality of character images are arranged on a display unit, Make your computer work The display processing unit is when the setting process for the parts has been performed, a process is performed to display, on the display unit, the character making image including the plurality of character images reflecting a result of the setting process; The display processing unit is A program for changing directions in which characters in the plurality of character images are facing individually based on an operational input by the player.
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