program

The program simplifies 3D avatar customization by using a virtual camera to change the positional relationship between the 3D object and the camera through touch operations, addressing the complexity of 3D customization on touch-panel monitors.

JP7775248B2Active Publication Date: 2025-11-25COLOPL
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Patent Information

Application Number
JP2023058732
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-31
Publication Date
2025-11-25
Estimated Expiration
2043-03-31

AI Technical Summary

Technical Problem

Customizing 3D avatars and 3D objects through touch operations on a touch-panel monitor becomes complicated due to the wide range of customization methods, making it non-intuitive and complex.

Method used

A program that utilizes a virtual camera to capture a 2D image of a 3D object and changes the positional relationship between the 3D object and the virtual camera through distinct touch operations on different areas, allowing for intuitive customization by rotating the 3D object or virtual camera around specific axes.

Benefits of technology

Enables intuitive and simple customization of 3D objects according to user preferences, improving the usability of 3D avatar customization and profile image editing.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program that can intuitively and simply realize the customization of a 3D object in accordance with player's preference.SOLUTION: A program causes a computer including a touch panel type display unit to function as: display means for displaying a 2D image generated by capturing an image of a 3D object with a virtual camera in an editing area of the display unit; and change means for changing a positional relation between the 3D object and the virtual camera. The change means changes the positional relation between the 3D object and the virtual camera by a first method, according to a touch operation executed in the editing area, and changes the positional relation between the 3D object and the virtual camera by a second method different from the first method, according to a touch operation executed in an area different from the editing area. The display means display a new 2D image on the display unit every time when the positional relation between the 3D object and the virtual camera is changed.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present invention relates to a program. [Background technology]

[0002] Online games in which players form parties and play cooperatively have been known for some time. In these online games, a method is provided in which players can form a party by selecting players with similar goals, interests, and levels (proficiency) from a list of profiles.

[0003] The profile image displayed in the profile list is becoming increasingly important as a means of succinctly expressing the player's goals and preferences. Patent Document 1 discloses a technology for customizing the appearance of a 3D avatar according to the player's operations. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-035550 Summary of the Invention [Problem to be solved by the invention]

[0005] One method for customizing the appearance of an avatar on a touch-panel monitor is to customize the avatar on the monitor (e.g., slide, rotate, zoom in, zoom out, etc.) in response to various touch operations on the avatar's display area (e.g., one-finger swipe, two-finger swipe, pinch out, pinch in, etc.). This allows for intuitive customization of the avatar.

[0006] However, compared to 2D images, 3D avatars offer a wide range of customization methods, so if you try to achieve everything just by touching the display area, the operation becomes complicated. This issue is not limited to customizing the appearance of the avatar. This issue also applies to things like thumbnail images for streaming videos, not just profile images.

[0007] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a program that enables players to intuitively and simply customize 3D objects to suit their preferences. [Means for solving the problem]

[0008] In order to solve the above problem, the program of the present invention is a program for causing a computer having a touch panel display unit to capture a 2D image of a 3D object using a virtual camera, and display the 2D image on the Display section and a change means for changing a positional relationship between the 3D object and the virtual camera, the change means changing the positional relationship between the 3D object and the virtual camera by a first method in accordance with a touch operation performed on the editing area, and changing the positional relationship between the 3D object and the virtual camera by a second method different from the first method in accordance with a touch operation performed on an area different from the editing area, and the display means displaying a new 2D image on the display unit every time the positional relationship between the 3D object and the virtual camera is changed. The change means rotates one of the 3D object and the virtual camera around a first axis as the first method, and rotates one of the 3D object and the virtual camera around a second axis intersecting with the first axis as the second method. . [Effects of the Invention]

[0009] According to the present invention, customization of a 3D object according to the player's preferences can be achieved in an intuitive and simple manner. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram illustrating an overview of a system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 3] FIG. 10 is a diagram showing a profile image. [Figure 4] FIG. 2 is a functional block diagram of a user terminal. [Figure 5] This is a conceptual diagram of generating a 2D image from a 3D character. [Figure 6] 10A and 10B are examples of a profile selection screen and a profile editing screen, respectively. [Figure 7] 10 is a screen example of an editing screen for creating a new profile image. [Figure 8] FIG. 10 is a diagram showing an example of an editing screen for editing a 2D character. [Figure 9] This is an example of a screen for selecting a 3D character (A) and lighting (B). [Figure 10] This is an example of a screen where you can select the skin (A) and facial expression (B) of a 3D character. [Figure 11] This is an example of a screen where you can select a pose (A) and outline (B) for a 3D character. [Figure 12] 10 is a table showing the correspondence between change operations and change methods. [Figure 13] FIG. 10 is a diagram showing an example of enlarging and translating a 3D character. [Figure 14] This is a diagram showing an example in which a 3D character is rotated around the Y axis and directed toward the virtual camera. [Figure 15] This is a diagram showing an example in which a 3D character is rotated around the X axis and directed toward the virtual camera. [Figure 16] This is a diagram showing an example of rotating a 3D character around the Z axis. [Figure 17] 10 is a flowchart of a camera gaze process. [Figure 18] 10 is another example of an interface for changing the positional relationship between a 3D character and a virtual camera. [Figure 19] This is an example of an interface for placing multiple 3D characters in the editing area. [Figure 20]This is an example of a screen for manipulating the layers of materials that make up a profile image. DETAILED DESCRIPTION OF THE INVENTION

[0011] A system 1 according to an embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention can be realized, and the scope of the present invention is not limited to the scope of the described embodiment. Therefore, the present invention can be implemented by adding various modifications to the embodiment.

[0012] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a server 10 and a plurality of user terminals 20. Although three user terminals 20 are shown in FIG. 1, the number of user terminals 20 included in the system 1 is not limited to this. The server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. There are no particular limitations on the specific example of the communication network 2, and it may be configured, for example, by the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.

[0013] As one example, the system 1 realizes an online game in which users (players) of multiple user terminals 20A, 20B, and 20C form a party and play cooperatively. As another example, it realizes a virtual space in which users of multiple user terminals 20A, 20B, and 20C communicate via avatars. As yet another example, the system 1 realizes a video distribution service in which video data uploaded by a user of user terminal 20A is viewed by users of other user terminals 20B and 20C. These systems 1 are already well known, so detailed description thereof will be omitted.

[0014] [Server 10 configuration] The server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As one example, the server 10 providing an online game synchronizes the game data of each of the multiple user terminals 20. As another example, the server 10 providing a virtual space synchronizes the virtual space data of each of the multiple user terminals 20. As yet another example, the server 10 providing a video distribution service downloads video data uploaded from the user terminal 20A to the user terminals 20B and 20C.

[0015] [Configuration of user terminal 20] The user terminal 20 is realized as, for example, an HMD set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.

[0016] Fig. 2 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 2, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.

[0017] The processor 21 performs the processes described below by executing a series of instructions included in a terminal program 23P stored in the memory 22 or the storage 23. The processor 21 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other devices.

[0018] The memory 22 temporarily stores the terminal program 23P and data. The terminal program 23P is loaded from, for example, the storage 23. The data includes data input to the user terminal 20 and data generated by the processor 21. For example, the memory 22 is realized as a RAM (Random Access Memory) or other volatile memory.

[0019] The storage 23 permanently stores the terminal program 23P and data. The storage 23 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. The storage 23 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 23 may be connected to the user terminal 20 as an external storage device instead of being built into the user terminal 20. With this configuration, for example, in a situation where multiple user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the terminal program 23P and data.

[0020] The communication interface 25 communicates with other devices (e.g., the server 10) connected to the communication network 2. The communication interface 25 is realized as, for example, a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0021] Monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1, for example. Monitor 31 is a display device (display unit) that displays images or videos. Camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing monitor 31. Camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to monitor 31) and captures an image of the surroundings.

[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it to the computer 26. The speaker 36 converts the audio signal output from the computer 26 into sound and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.

[0023] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0024] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit.

[0025] The touch operation is a general term for various operations (for example, tap operation, swipe operation, flick operation, pinch-in operation, pinch-out operation) in which a touch member is used to touch the touch panel superimposed on the monitor 31. In the following, a user's finger will be described as a specific example of a touch member, but a touch pen or the like may also be used. Touch operations on a touch panel are already well known, so a detailed description will be omitted, but examples of the operations include the following:

[0026] A tap operation is an operation of removing a finger that has been touching the touch panel (i.e., monitor 31) within a predetermined period of time. At this time, operation device 42 outputs, for example, the coordinates of the position on the touch panel where the finger has touched (hereinafter referred to as the "touch position") to processor 21. Hereinafter, a tap operation on the position of an icon on monitor 31 may be referred to as "tapping an icon" or "selecting an icon."

[0027] A swipe operation is an operation of sliding a finger that has touched the touch panel along the surface of the touch panel. Note that swipe operations include a one-finger swipe, in which one finger is slid, and a two-finger swipe, in which two fingers are slid in the same direction. At this time, the operation device 42 outputs to the processor 21 the initial touch position, the direction in which the finger is slid on the touch panel (hereinafter referred to as the "swipe direction"), and the distance the finger is slid on the touch panel (hereinafter referred to as the "swipe distance").

[0028] A pinch-in operation is an operation of bringing two fingers that have touched the touch panel closer together. A pinch-out operation is an operation of moving two fingers that have touched the touch panel apart. In this case, the operation device 42 outputs to the processor 21 the initial touch position and the swipe direction and swipe distance of each of the two fingers.

[0029] [Profile picture summary] A profile image is an image used to introduce the user of the user terminal 20 to other users in an online game realized by the system 1. Also, a profile image is an image displayed as a list on a party recruitment screen of an online game. However, the use of an image generated by the user terminal 20 is not limited to a profile image. As another example, the profile image may be used to introduce an avatar of the user terminal 20 in a virtual space realized by the system 1. As yet another example, the profile image may be a thumbnail image used to introduce an image uploaded by the user terminal 20 in a video distribution service realized by the system 1.

[0030] 3A and 3B are diagrams showing profile images. As shown in FIG. 3A, the profile image is an image configured by combining, for example, a background M1, a 2D character (not shown), a 3D character M2, text M3, a sticker (not shown), a frame (not shown), and the like (hereinafter collectively referred to as "materials"). The materials M1 to M3 are all two-dimensional images. Then, the profile image shown in FIG. 3B is generated by overlaying the materials M1, M2, and M3 selected and edited by the user in a predetermined order.

[0031] [Functional block diagram of user terminal 20] Fig. 4 is a functional block diagram of the user terminal 20. As shown in Fig. 4, the terminal program 23P loaded into the memory 22 causes the user terminal 20 (computer) to function as a display means 210, an editing means 220, and an output means 230. Note that Fig. 4 mainly illustrates the functional block for creating a profile image, but the user terminal 20 also has functions for online games, virtual spaces, or editing and uploading videos.

[0032] The display means 210 displays an image on the monitor 31. More specifically, the display means 210 displays various screens shown in Figures 6 to 11, 13 to 16, and 18 to 20 on the monitor 31. The display means 210 also switches the screen to be displayed on the monitor 31 in accordance with a user's operation on the operation device 42. Furthermore, every time the profile image is edited by the editing means 220, the display means 210 displays the edited profile image in the editing area A3 (see Figure 7).

[0033] The editing means 220 edits the profile image displayed in the editing area A3 in accordance with a user's operation on the operating device 42. As one example, the editing means 220 adds and deletes material to the profile image. As another example, the editing means 220 changes the position, size, angle, etc. of the material included in the profile image. As yet another example, the editing means 220 applies special effects (for example, lighting, skin, emote) to the material included in the profile image. The editing means 220 according to this embodiment includes a change means 221 and a facing means 222.

[0034] The output means 230 outputs the profile image edited by the editing means 220. As one example, the output means 230 stores profile image data indicating the profile image in the storage 23 (one example of output). As another example, the output means 230 uploads the profile image data indicating the profile image to the server 10 via the communication IF 25 (another example of output).

[0035] The user terminal 20 according to this embodiment has various functions for editing 3D objects included in profile pictures, in particular. A 3D object refers to data of a shape drawn three-dimensionally. In other words, a 3D object refers to a three-dimensional shape having three-dimensional coordinates. As an example, a 3D object is not limited to characters such as people, animals, monsters, and robots (hereinafter referred to as "3D characters"), but may also be equipment (e.g., weapons, armor, accessories), vehicles (e.g., automobiles, ships, aircraft, and spaceships), etc. A 3D object includes multiple parts. Furthermore, the multiple parts may operate independently of each other or in conjunction with each other.

[0036] Hereinafter, an "avatar" representing the user of user terminal 20 will be described as a specific example of a 3D object. The multiple parts that make up an avatar include, for example, a face (head), moving body, arms, legs, etc. Parts that make up a face include eyes, nose, mouth, ears, etc. Parts that make up an eye include eyeballs, pupils, etc. The face can move (rotate) independently of the moving body, arms, and legs. The eyes move in conjunction with the face. The pupils move in conjunction with the eyeballs. That is, when moving the pupils, the eyeballs may be rotated while the face is fixed, or the face may be rotated while the pupils are held directly in front of the eyes (i.e., the eyeballs are fixed).

[0037] FIG. 5 is a conceptual diagram illustrating the generation of a 2D image from a 3D character 50, which is an example of a 3D object. The 3D character 50 is placed in a hemispherical virtual space 51, as shown in FIG. 5, for example. The 3D character 50 is movable within the virtual space 51. A virtual camera 52 that captures images of the 3D character 50 is placed (fixed) on the surface of the virtual space 51. Furthermore, an X-axis, a Y-axis, and a Z-axis that are perpendicular to each other are defined in the virtual space 51. The X-axis, the Y-axis, and the Z-axis intersect at the center of the 3D character 50. The X-axis, the Y-axis, and the Z-axis move in accordance with the movement of the 3D character 50. The Z-axis passes through the center of the 3D character 50 and is parallel to the optical axis of the virtual camera 52. The X-axis is a horizontal axis that passes through the center of the 3D character 50 and is perpendicular to the Z-axis (i.e., the optical axis of the virtual camera 52). The Y-axis is a vertical axis that passes through the center of the 3D character 50 and is perpendicular to the Z-axis.

[0038] The display means 210 captures an image of a 3D character 50 placed in a virtual space 51 with a virtual camera 52 to generate a 2D image. The 2D image is an image of the 3D character 50 projected onto an XY plane. The 2D image is also an image of a portion of the 3D character 50 that is included in the imaging range 53 (angle of view) of the virtual camera 52. The display means 210 then displays the generated 2D image in the editing area A3. Furthermore, every time the 2D image is edited by the editing means 220, the display means 210 displays the edited 2D image in the editing area A3 (i.e., updates the 2D image in the editing area A3).

[0039] The change means 221 changes the positional relationship between the 3D character 50 and the virtual camera 52 in accordance with a change operation performed on the operation device 42. As one example, the positional relationship between the 3D character 50 and the virtual camera 52 refers to the position (relative position) of the 3D character 50 within the imaging range 53. As another example, the positional relationship between the 3D character 50 and the virtual camera 52 refers to the distance (relative distance) from the virtual camera 52 to the 3D character 50. As yet another example, the positional relationship between the 3D character 50 and the virtual camera 52 refers to the angle (relative angle) of the 3D object with respect to the virtual camera 52.

[0040] As one example, the modification unit 221 translates the 3D character 50 along the XY plane. As another example, the modification unit 221 moves the 3D character 50 closer to the virtual camera 52 along the Z axis (enlargement) or further away from the virtual camera 52 (reduction). As yet another example, the modification unit 221 rotates the 3D character 50 around the X axis (an example of the first axis), the Y axis (another example of the first axis), and the Z axis (an example of the second axis). Note that the method of changing the positional relationship between the 3D character 50 and the virtual camera 52 is not limited to fixing the position of the virtual camera 52 and moving the 3D character 50 within the virtual space 51. As another example, the 3D character 50 may be fixed at the center of the virtual space 51 and the virtual camera 52 may be moved or rotated along the surface of the virtual space 51.

[0041] The facing means 222 faces a specific part of the multiple parts that make up the 3D character 50 directly toward the virtual camera 52 in response to a predetermined condition being satisfied. An example of the specific part is the eye of the 3D character 50. That is, facing the eye directly toward the virtual camera 52 means directing the line of sight of the 3D character 50 toward the virtual camera 52. In other words, facing the eye directly toward the virtual camera 52 means making the 3D character 50 look at the camera. However, specific examples of the specific part are not limited to the eye, and may also be a mark attached to the front of a hat worn by the 3D character 50, an armband attached to the arm of the clothes worn by the 3D character 50, a weapon held by the 3D character 50, etc.

[0042] [Profile picture editing process] 6 shows examples of a profile selection screen (A) and a profile editing screen (B). First, the user terminal 20 (display means 210) displays the profile card selection screen shown in FIG. 6 on the monitor 31. The profile card selection screen is a screen that allows the user to select one of the profile images that have already been generated. The profile card selection screen includes card icons 61a, 61b, memo boxes 62a, 62b, a number of profile images 63, an [Edit profile card] icon 64, and a back icon 65.

[0043] The card icons 61a and 61b correspond to profile images that have already been generated. The card icons 61a and 61b are configured, for example, with reduced images of the profile images. The profile images corresponding to the card icons 61a and 61b are stored on the server 10 or the storage 23. Furthermore, the profile image corresponding to the card icon 61b with the text [Profile Selected] added is displayed in the list of profiles. The memo boxes 62a and 62b are used to input memos (for example, the name and purpose of the profile image) to be added to the corresponding card icons 61a and 61b. The number of profile images 63 is a number [2 / 10] that indicates the number of profile images that can be saved and the number of profile images that are currently saved.

[0044] Then, in response to a tap on the card icons 61a and 61b, the user terminal 20 switches the profile image displayed in the profile list. In addition, in response to a tap on the [Edit profile card] icon 64, the user terminal 20 displays the profile card editing screen shown in Fig. 6(B) on the monitor 31. Furthermore, in response to a tap on the back icon 65, the user terminal 20 displays the screen before the profile selection screen was displayed (i.e., the parent screen) on the monitor 31.

[0045] The profile card editing screen includes card icons 61a, 61b, memo boxes 62a, 62b, the number of profile pictures 63, and a back icon 65, as well as a new icon 61c, a memo box 62c, an [Edit] icon 66, and a [Delete] icon 67. The new icon 61c is an icon for creating a new profile picture. A memo for the new icon 61c is entered in the memo box 62c. The [Edit] icon 66 is an icon for editing an already created profile picture or creating a new profile picture. The [Delete] icon 67 is an icon for deleting an already created profile picture.

[0046] Then, in response to tapping on the card icons 61a, 61b, the user terminal 20 highlights the icons. Furthermore, in response to tapping on the [Edit] icon 66 in this state, the user terminal 20 displays on the monitor 31 an editing screen for editing the profile images corresponding to the highlighted card icons 61a, 61b. Furthermore, in response to tapping on the [Delete] icon 67 in this state, the user terminal 20 deletes the profile images corresponding to the highlighted card icons 61a, 61b.

[0047] Furthermore, in response to the tapping of the new icon 61c, the user terminal 20 highlights the icon. Furthermore, in response to the tapping of the [Edit] icon 66 in this state, the user terminal 20 displays an edit screen for creating a new profile image on the monitor 31, as shown in Fig. 7. On the other hand, when the new icon 61c is highlighted, the [Delete] icon 67 becomes unselectable (grayed out).

[0048] Fig. 7 is an example of an editing screen for creating a new profile picture. As shown in Fig. 7, the editing screen includes a header area A1, a footer area A2, an editing area A3, an outer frame area A4, and a selection area A5. Note that the editing screen for editing an existing profile picture differs from Fig. 7 in that the profile picture to be edited is displayed in the editing area A3.

[0049] The header area A1 is the topmost area of ​​the editing screen. The header area A1 includes an Undo icon 68, a Redo icon 69, a memo box 62c, and a [Save] icon 70. The Undo icon 68 is an icon for going back one step in editing the profile image displayed in the editing area A3. The Redo icon 69 is an icon for canceling the step that was gone back with the Undo icon 68. The [Save] icon 70 is an icon for saving the profile image data representing the profile image displayed in the editing area A3 to the server 10 or the storage 23.

[0050] The footer area A2 is the area at the bottom of the editing screen. The footer area A2 includes a back icon 65 and a [Layer Operation] icon 71. The [Layer Operation] icon 71 is an icon for manipulating the order (layers) in which multiple elements that make up the profile image are layered.

[0051] The editing area A3 is an area between the header area A1 and the selection area A5. The editing area A3 is an area where a profile image is displayed. The editing area A3 is an area where a touch operation for editing the profile image is accepted. The editing area A3 has the same size (aspect ratio) as the profile image and the imaging range 53. The outer frame area A4 is a frame-shaped area that surrounds the editing area A3. The profile image is not displayed in the outer frame area A4, but an icon for editing the profile image can be displayed. The outer frame area A4 is an area where a touch operation for editing the profile image is accepted, similar to the editing area A3.

[0052] Selection area A5 is an area between editing area A3 and footer area A2. Selection area A5 displays options for editing the profile image displayed in editing area A3 and accepts touch operations for selecting an option. Selection area A5 also includes category area A6, subcategory area A7, and material area A8.

[0053] The category area A6 includes multiple category icons 72a, 72b, 72c, and 72d. The category icons 72a to 72d correspond to material categories for profile pictures (e.g., background, 2D character, 3D character, text, sticker, and frame). The subcategory area A7 includes subcategory icons 73a and 73b corresponding to the selected category icons 72a to 72d. The material area A8 includes material icons 74a, 74b, 74c, 74d, 74e, 74f, 74g, and 74h corresponding to the selected subcategory icons 73a and 73b. The material icons 74a to 74h correspond to materials that can be included in profile pictures.

[0054] Note that icons that cannot be displayed in each area A6, A7, and A8 at one time may be displayed by scrolling each area. For example, the category area A6 and subcategory area A7 may be scrolled horizontally, and the material area A8 may be scrolled vertically.

[0055] As described above, the materials that make up the profile image are managed by categorizing them into categories and subcategories. Material data indicating the materials may be stored in the storage 23 or downloaded from the server 10. Furthermore, the material area A8 may include unlocked material icons 74a to 74d and unlocked material icons 74e to 74h.

[0056] The open state refers to a state in which the corresponding material can be included in a profile picture. In other words, the open state refers to a state in which the user of the user terminal 20 has already acquired the material data corresponding to the material icons 74a to 74d. The closed state refers to a state in which the corresponding material cannot be included in a profile picture. In other words, the closed state refers to a state in which the user of the user terminal 20 has not yet acquired the material data corresponding to the material icons 74a to 74d.

[0057] Some of the material icons 74a, 74b may be unlocked from the start, for example. Other material icons 74c, 74b may be unlocked by completing missions in the online game or by paying a fee. On the other hand, the unlocked material icons 74e to 74h are not selectable (grayed out) because the missions have not yet been completed or payment has not yet been made. As another example, the unlocked material icons 74e to 74h may be hidden. The same applies to the material icons 79b to 79e, 82a to 82c, 88a to 88c, 90a to 90d, and 91a to 91d in FIGS. 9 to 11.

[0058] 8A and 8B are diagrams showing examples of an editing screen for editing a 2D character. In response to the selection of category icon 72b, subcategory icon 73b, and material icon 74d in Fig. 7, user terminal 20 (display means 210) displays character image 75, change icons 76a, 76b, 76c, and 76d, and layer icons 77a, 77b, 77c, and 77d in editing area A3 of monitor 31, as shown in Fig. 8A.

[0059] The character image 75 is a two-dimensional image showing a 2D character corresponding to the selected material icon 74d. The change icons 76a to 76d are icons for changing the character image 75 on the profile image. The layer icons 77a to 77d are icons for changing the layer of the character image 75 on the profile image.

[0060] More specifically, the change icon 76a is an icon for duplicating the character image 75. The change icon 76b is an icon for deleting the character image 75. The change icon 76c is an icon for enlarging or reducing the character image 75. The change icon 76d is an icon for rotating the character image 75 around an axis perpendicular to the display surface.

[0061] Layer icon 77a is an icon for moving the character image 75 to the foreground layer. Layer icon 77b is an icon for moving the character image 75 to the previous layer. Layer icon 77c is an icon for moving the character image 75 to the next layer back. Layer icon 77d is an icon for moving the character image 75 to the background layer.

[0062] The change icons 76a to 76d are arranged at the vertices of a rectangular dashed-line frame surrounding the character image 75. The layer icons 77a to 77d are arranged at positions adjacent to the character image 75. More specifically, when the character image 75 is located to the left of the center of the editing area A3, the layer icons 77a to 77d may be arranged to the right of the character image 75. When the character image 75 is located to the right of the center of the editing area A3, the layer icons 77a to 77d may be arranged to the left of the character image 75.

[0063] In response to a tap on a change icon 76a to 76d, the user terminal 20 (editing means 220) changes the character image 75 in a manner associated with the tapped change icon 76a to 76d. In addition, in response to a tap on a layer icon 77a to 77d, the user terminal 20 (editing means 220) changes the layer of the character image 75. Furthermore, in response to a swipe operation inside the dashed frame, the user terminal 20 (editing means 220) translates the character image 75 in the editing area A3 (i.e., the profile image) in the swipe direction by the swipe distance. Furthermore, the user terminal 20 (display means 210) displays the character image 75 edited by the editing means 220 in the editing area A3 (i.e., updates the character image 75).

[0064] As shown in FIG. 8B, when the character image 75 is translated within the editing area A3, the portion of the character image 75 that is outside the editing area A3 is hidden. In other words, it is not possible to move the entire character image 75 outside the editing area A3. Furthermore, the change icons 76a-76d and layer icons 77a-77d move in accordance with the translation of the character image 75. The change icons 76c, 76d and layer icon 77d that have moved outside the editing area A3 are displayed in the outer frame area A4. As another example, the character image 75 may be moved completely outside the editing area A3. Furthermore, the character image 75 may be editable by a touch operation on the character image 75 outside the editing area A3. However, the character image 75 outside the editing area A3 is not reflected in the profile image.

[0065] Furthermore, the user terminal 20 (editing means 220) may have a fitting function that automatically fits the character image 75 in the editing area A3 to a predetermined position or angle when the character image 75 is moved or rotated by the user. As an example, when the character image 75 approaches the center of the editing area A3 in the vertical direction (or horizontal direction) due to a swipe operation by the user, the user terminal 20 (editing means 220) fits the character image 75 to the center of the editing area A3 in the vertical direction (or horizontal direction). As another example, when the character image 75 approaches a corner of the editing area A3 due to a swipe operation by the user, the user terminal 20 (editing means 220) fits the character image 75 to the corner of the editing area A3. However, these fitting functions may be enabled only when the rotation angle of the character image 75 is 0°, 90°, 180°, or 270°. As yet another example, when the user operates the change icon 76d to cause the rotation angle of the character image 75 to approach 0°, 90°, 180°, or 270°, the user terminal 20 (editing means 220) adjusts the rotation angle of the character image 75 to fit 0°, 90°, 180°, or 270°.

[0066] Returning to FIG. 7, in response to tapping of the [Save] icon 70, the user terminal 20 (output means 230) saves the profile image displayed in the editing area A3 in the server 10 or the storage 23. In addition, in response to tapping of the back icon 65 without tapping the [Save] icon 70, the user terminal 20 (output means 230) displays a dialog for confirming whether or not to save the profile image displayed in the editing area A3. Then, if the user selects to save, the user terminal 20 saves the profile image and then transitions to the parent screen. On the other hand, if the user selects not to save, the user terminal 20 saves the profile image and then transitions to the parent screen.

[0067] Furthermore, although not shown in the drawings, in response to a tap on the category icon 72a, the user terminal 20 displays a material icon corresponding to the background in the material area A8. Then, the user terminal 20 displays a background M1 corresponding to the tapped material icon in the editing area A3 (i.e., adds it to the profile picture). In response to a tap on the category icon 72d, the user terminal 20 displays icons for specifying the font type, font size, font color, etc., and a software keyboard in the material area A8. Then, in response to a tap operation on the material area A8, the user terminal 20 displays text M3 in the editing area A3 (i.e., adds it to the profile picture).

[0068] [Editing 3D character 50] The process of editing the appearance of a 3D character 50 will be described with reference to Figures 9 to 11. Figure 9 is an example of a screen for selecting a 3D character 50 (A) and lighting (B). Figure 10 is an example of a screen for selecting the skin (A) and facial expression (B) of the 3D character 50. Figure 11 is an example of a screen for selecting a pose (A) and outline (B) of the 3D character 50.

[0069] In response to the selection of category icon 72c in category area A6, the user terminal 20 (display means 210) displays subcategory icons 78a and 78b in subcategory area A7 as shown in Fig. 9. In addition, in response to the selection of subcategory icon 78a, the user terminal 20 (display means 210) displays material icons 79a, 79b, 79c, 79d, and 79e in material area A8 as shown in Fig. 9(A). Material icons 79a to 79e are icons corresponding to 3D characters 50.

[0070] In response to the selection of the material icon 79e, the user terminal 20 (display means 210) displays a [custom] icon 80 in the material area A8 in association with the selected material icon 79e. The user terminal 20 (display means 210) also captures an image of the 3D character 50 corresponding to the material icon 79e with the virtual camera 52 to generate a 2D image 81. The user terminal 20 (display means 210) then displays the generated 2D image 81 in the editing area A3. The initial 2D image 81 (immediately after the material icon 79e is selected) is, for example, an image of the entire body of the 3D character 50 taken from the front.

[0071] The positional relationship between the 3D character 50 and the virtual camera 52 at this time is referred to as the "initial state." The body of the 3D character 50 in the initial state faces the virtual camera 52 directly. Furthermore, the face of the 3D character 50 in the initial state faces the front of the body. Furthermore, the pupils of the 3D character 50 in the initial state are positioned in the center of the eyes. As a result, the pupils of the 3D character 50 in the initial state face the virtual camera 52 directly (so-called camera line of sight).

[0072] In response to the selection of the subcategory icon 78b, the user terminal 20 (display means 210) displays material icons 82a, 82b, and 82c in the material area A8, as shown in FIG. 9(B). The material icons 82a to 82c correspond to images of lighting (e.g., daytime, sunset, and night) to be irradiated onto the 3D character 50. Then, in response to the selection of one of the material icons 82a to 82c, the user terminal 20 (editing means 220) irradiates the 3D character 50 with the corresponding lighting. Furthermore, the user terminal 20 (display means 210) captures an image of the 3D character 50 illuminated with the lighting using the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0073] In response to the selection of the [Custom] icon 80, the user terminal 20 (display means 210) displays rotation icons 83a and 83b, an [Eye Line] icon 84, and an [Initial] icon 85 in the outer frame area A4, as shown in FIGS. 10 and 11. The rotation icons 83a and 83b are icons for rotating the 3D character 50 around the Z axis. The [Eye Line] icon 84 is an icon for making the eyes of the 3D character 50 face the virtual camera 52 (i.e., making the 3D character 50 look at the camera). The [Initial] icon 85 is an icon for resetting the positional relationship between the 3D character 50 and the virtual camera 52 to the initial state. The process of changing the positional relationship between the 3D character 50 and the virtual camera 52 will be described later with reference to FIGS. 12 to 18. Furthermore, the user terminal 20 (display means 210) displays category icons 86a and 86b in the category area A6, as shown in FIGS. 10 and 11.

[0074] In response to the selection of the category icon 86a, the user terminal 20 (display means 210) displays subcategory icons 87a, 87b, 87c, and 87d in the subcategory area A7 as shown in FIG. 10(A). The subcategory icons 87a to 87d correspond to the locations (e.g., head, tops, bottoms, etc.) of items worn by the 3D character 50. Furthermore, in response to the selection of the subcategory icon 87a, the user terminal 20 (display means 210) displays material icons 88a, 88b, and 88c in the material area A8. The material icons 88a to 88c correspond to items worn on the head of the 3D character 50. Then, in response to the selection of one of the material icons 88a to 88c, the user terminal 20 (editing means 220) equips the corresponding item on the 3D character 50. Furthermore, the user terminal 20 (display means 210) captures an image of the 3D character 50 wearing the item with the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0075] In response to the selection of the category icon 86b, the user terminal 20 (display means 210) displays subcategory icons 89a, 89b, and 89c in the subcategory area A7, as shown in Figures 10(B) to 11(B). The subcategory icons 89a to 89c correspond to the facial expression, pose, and outline (OL) of the 3D character 50.

[0076] In response to the selection of the subcategory icon 89a, the user terminal 20 (display means 210) displays material icons 90a, 90b, 90c, and 90d in the material area A8, as shown in FIG. 10(B). The material icons 90a to 90d correspond to the facial expressions of the 3D character 50. The user terminal 20 (editing means 220) then changes the facial expression of the 3D character 50 to match the selected material icons 90a to 90d. The user terminal 20 (display means 210) also captures an image of the 3D character 50 with the changed facial expression using the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0077] In response to the selection of the subcategory icon 89b, the user terminal 20 (display means 210) displays material icons 91a, 91b, 91c, and 91d in the material area A8, as shown in FIG. 11(A). The material icons 91a to 91d correspond to the poses of the 3D objects. The user terminal 20 (editing means 220) then changes the pose of the 3D character 50 to match the selected material icons 91a to 91d. The user terminal 20 (display means 210) also captures an image of the 3D character 50 whose pose has been changed with the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0078] In response to the selection of the subcategory icon 89c, the user terminal 20 (display means 210) displays icons for selecting the thickness and color of the outline (contour line) of the 3D character 50 in the material area A8, as shown in FIG. 11(B). Then, the user terminal 20 (editing means 220) changes the outline of the 3D character 50 in accordance with the operation of the icon displayed in the material area A8. In addition, the user terminal 20 (display means 210) captures an image of the 3D character 50 with the changed outline using the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0079] Specific methods for changing the positional relationship (relative position, relative distance, relative angle) between the 3D character 50 and the virtual camera 52 will be described with reference to Figs. 12 to 16. Fig. 12 is a table showing the correspondence between change operations and change methods. Fig. 13 is a diagram showing an example in which the 3D character 50 is enlarged and translated. Fig. 14 is a diagram showing an example in which the 3D character 50 is rotated around the Y axis and the line of sight is directed toward the virtual camera 52. Fig. 15 is a diagram showing an example in which the 3D character 50 is rotated around the X axis and the line of sight is directed toward the virtual camera 52. Fig. 16 is a diagram showing an example in which the 3D character 50 is rotated around the Z axis.

[0080] The user terminal 20 (change means 221) changes the positional relationship between the 3D character 50 and the virtual camera 52 using a first method in response to a touch operation on the editing area A3. The user terminal 20 (change means 221) also changes the positional relationship between the 3D character 50 and the virtual camera 52 using a second method in response to a tap operation on icons 83a, 83b, 84, and 85 displayed in the outer frame area A4 (an example of an area different from the editing area A3). Then, every time the positional relationship between the 3D character 50 and the virtual camera 52 is changed, the user terminal 20 (display means 210) captures an image of the changed 3D character 50 with the virtual camera 52, and displays a new 2D image 81 in the editing area A3.

[0081] First, the user terminal 20 (modification means 221) translates the 3D character 50 on the XY plane (an example of the first modification method) in response to a two-finger swipe on the 2D image 81 displayed in the editing area A3, as shown in FIGS. 13(B) and 13(C). More specifically, the user terminal 20 (modification means 221) translates the 3D character 50 in a direction corresponding to the swipe direction. That is, when the swipe direction is up or down, the 3D character 50 translates along the Y axis, and when the swipe direction is left or right, the 3D character 50 translates along the X axis. Furthermore, the movement distance of the 3D character 50 corresponds to the swipe distance.

[0082] Furthermore, the user terminal 20 (modification means 221) rotates the 3D character 50 around the first axis (another example of the first method of modification) in response to a one-finger swipe on the 2D image 81 displayed in the editing area A3. More specifically, the user terminal 20 (modification means 221) rotates the 3D character 50 in a direction corresponding to the swipe direction. That is, when the swipe direction is up or down, the 3D character 50 rotates around the X axis (FIGS. 13(C) and 15(A)), and when the swipe direction is left or right, the 3D character 50 rotates around the Y axis (FIGS. 13(C) and 14(A)). Furthermore, the rotation angle of the 3D character 50 corresponds to the swipe distance.

[0083] Furthermore, the user terminal 20 (change means 221) enlarges the 3D character 50 (another example of the first method of change) in response to a pinch-out operation on the 2D image 81 displayed in the editing area A3, as shown in Figures 13(A) and 13(B). Furthermore, the user terminal 20 (change means 221) reduces the 3D character 50 (another example of the first method of change) in response to a pinch-in operation on the 2D image 81 displayed in the editing area A3. The enlargement ratio (reduction ratio) of the 3D character 50 corresponds to the swipe distance of two fingers.

[0084] Furthermore, the user terminal 20 (modification means 221) rotates the 3D character 50 around the Z axis (an example of the second method of modification) in response to a tap operation on the rotation icons 83a and 83b. More specifically, the rotation icon 83a corresponds to counterclockwise rotation (FIGS. 16(A) and 16(B)), and the rotation icon 83b corresponds to clockwise rotation (FIGS. 16(A) and 16(C)). Furthermore, the user terminal 20 (modification means 221) rotates the 3D character 50 by a predetermined rotation angle (e.g., 15°) each time the rotation icons 83a and 83b are tapped. On the other hand, the user terminal 20 (modification means 221) may continuously rotate the 3D character 50 while the rotation icons 83a and 83b are continuously tapped.

[0085] Furthermore, the user terminal 20 (facing means 222) makes the 3D character 50 look at the camera in response to a tap operation on the [eye line] 84 (another example of the change in the second method). This process will be described later with reference to Figures 14, 15, and 17. Furthermore, the user terminal 20 (change means 221) returns the positional relationship between the 3D character 50 and the virtual camera 52 to the initial state in response to a tap operation on the [initial] icon 85 (another example of the change in the second method).

[0086] The movement of the 3D character 50 shown in Figure 12 is performed while maintaining the relative positions of the multiple parts that make up the 3D character 50. For example, when the 3D character 50 looking at the camera shown in Figure 13(C) is rotated, the line of sight of the 3D character 50 moves away from the virtual camera 52, as shown in Figure 14(A) or Figure 15(A) (i.e., the body, head, and eyeballs of the 3D character 50 rotate in unison).

[0087] At this time, in response to the selection of the [eye line] icon 84, the user terminal 20 (facing means 222) causes the eyes of the 3D character 50 to face the virtual camera 52 (i.e., to look at the camera). Then, the user terminal 20 (display means 210) captures an image of the 3D character 50 looking at the camera with the virtual camera 52, generates a 2D image 81, and displays the generated 2D image 81 in the editing area A3. Tapping the [eye line] icon 84 is an example of satisfying a predetermined condition. However, the predetermined condition for making the 3D character 50 look at the camera is not limited to the above example, and may be, for example, double-tapping the editing area A3.

[0088] The user terminal 20 (orientation means 222) faces the pupils of the 3D character 50 directly toward the virtual camera 52 while fixing the orientation of the 3D character's body. That is, the user terminal 20 (orientation means 222) rotates only some of the multiple features that make up the 3D character 50 (for example, the eyeballs and face) in order to have the 3D character 50 look at the camera. Here, with reference to FIG. 17, a process for switching whether to rotate the eyeballs or the face in order to have the 3D character 50 look at the camera in a natural pose will be described. FIG. 17 is a flowchart of the camera-looking process.

[0089] As an example, as shown in FIG. 17(A), the user terminal 20 (the facing means 222) compares the rotation angle of the 3D character 50 required to orient the pupils directly toward the virtual camera 52 with a predetermined threshold (e.g., 30°) (S11). Then, when the rotation angle is less than the threshold (S11: Yes), the user terminal 20 (the facing means 222) rotates only the eyeballs without changing the relative positions of the face and body, as shown in FIGS. 14(B) and 15(B), to make the 3D character 50 look toward the camera (S12). On the other hand, when the rotation angle is equal to or greater than the threshold (S11: No), the user terminal 20 (the facing means 222) rotates the face relative to the body while keeping the pupils fixed at the center of the eyes (i.e., directing the gaze forward), as shown in FIGS. 14(C) and 15(C), to make the 3D character 50 look toward the camera (S13). In addition, in FIG. 15(C), as the face turns upward, the hair falls back and the ears are exposed.

[0090] As another example, the user terminal 20 (the facing means 222) determines the rotation direction of the 3D character 50 required to make the pupils face the virtual camera 52 (S21), as shown in FIG. 17(B). Then, when the rotation direction is up-down (S21: up-down), the user terminal 20 (the facing means 222) rotates only the eyeballs without changing the relative positions of the face and body, as shown in FIG. 15(B), to make the 3D character 50 look at the camera (S22). On the other hand, when the rotation direction is left-right (S21: left-right no), the user terminal 20 (the facing means 222) rotates the face relative to the body while keeping the pupils fixed in the center of the eyes (i.e., the gaze is directed straight ahead), as shown in FIG. 14(C), to make the 3D character 50 look at the camera (S23).

[0091] Note that the [eye line] icon 84 according to this embodiment is a so-called "alternate type" icon. More specifically, when the [eye line] icon 84 is tapped, the selected state (i.e., a state in which a predetermined condition is satisfied) is maintained, as shown in FIGS. 14(B), 14(C), 15(B), and 15(C). Furthermore, when the selected [eye line] icon 85 is tapped again, the selected state is canceled, as shown in FIGS. 14(A) and 15(A). Then, the user terminal 20 (change means 221) can rotate the 3D character 50 as follows, in accordance with a one-finger swipe performed while the [eye line] icon 84 remains selected.

[0092] As one example, the user terminal 20 (modification means 221) rotates the 3D character 50 without changing the relative positions of all of the features, including the pupils, in accordance with a one-finger swipe executed while the [eye line] icon 84 is selected. In other words, the line of sight of the 3D character 50 moves away from the virtual camera 52. As another example, the user terminal 20 (modification means 221) rotates the 3D character 50 while keeping the pupils facing the virtual camera 52 (i.e., maintaining the camera gaze) in accordance with a one-finger swipe executed while the [eye line] icon 84 is selected. In other words, the user terminal 20 (modification means 221) rotates only the body while keeping the face fixed.

[0093] 9A is selected after editing the 2D image 81 corresponding to the material icon 79e, the edits made to the 2D image 81 corresponding to the material icon 79e are carried over to the 2D image corresponding to the material icon 79b. Also, if the [Save] icon 70 is selected in this state, only the 2D image corresponding to the material icon 79b is saved, and the 2D image 81 corresponding to the material icon 79e is discarded.

[0094] [Other examples of change operations] 18 shows another example of an interface for changing the positional relationship between the 3D character 50 and the virtual camera 52. As shown in Fig. 18(A), the user terminal 20 (display means 210) may display change icons 92a, 92b, 92c, and 92d at the vertices of a dashed rectangular frame surrounding the 2D image 81. That is, the change icons 92a to 92d are displayed in the editing area A3 in association with the 2D image 81.

[0095] The change icon 92a is an icon for rotating the 3D character 50 around the X axis. The change icon 92b is an icon for deleting the 3D character 50 (2D image 81) from the profile picture. The change icon 92c is an icon for enlarging or reducing the 3D character 50. The change icon 92d is an icon for rotating the 3D character 50 around the Y axis. Furthermore, the change operation for moving the 3D character 50 on the XY plane is a two-finger swipe on the editing area A3. Furthermore, rotation icons 83a and 83b for rotating the 3D character 50 around the Z axis are arranged in the outer frame area A4.

[0096] Furthermore, the user terminal 20 (display means 210) moves the change icons 92a to 92d in accordance with the 2D image 81 moving within the editing area A3 due to the two-finger swipe. Then, as shown in FIG. 18(B), the user terminal 20 (display means 210) moves the change icons 92c and 92d to the outer frame area A4 in response to the change icons 92c and 92d moving out of the editing area A3. That is, the change icons 93a and 93b in FIG. 18(B) correspond to the change icon 92c in FIG. 18(A). Furthermore, the change icons 93c and 93d in FIG. 18(B) correspond to the change icon 92d in FIG. 18(A).

[0097] It should be noted that the change icons 92a to 92d are not limited to those that are displayed in the editing area A3 in association with the 2D image 81. As another example, the layer icons 77a to 77d shown in Fig. 8 may be displayed in association with the 2D image 81. Furthermore, the specific method for displaying the change icons 92a to 92d in association with the 2D image 81 is not limited to the example in Fig. 18, and the change icons 92a to 92d may be displayed adjacent to the 2D image 81 as in Fig. 8.

[0098] [Example of placing multiple 3D characters] 19 shows an example of an interface for arranging multiple 3D characters in the editing area A3. As shown in FIG. 19(A), the user terminal 20 (display means 210) may display layout icons 94a, 94b, 94c, 94d, and 94e in the material area A8. The layout icons 94a to 94e correspond to the number and layout of the 3D characters to be arranged in the editing area A3.

[0099] Then, in response to the selection of the layout icon 94c, the user terminal 20 (display means 210) displays in the editing area A3 the number (two) of layout frames 95a, 95b corresponding to the selected layout icon 94c. The layout frames 95a, 95b are frames in which 2D images 81a, 81b of 3D characters captured by the virtual camera 52 are placed. The layout frames 95a, 95b are placed so as not to overlap each other. Furthermore, the user terminal 20 (display means 210) displays a [character selection] icon 96 in association with the selected layout icon 94c.

[0100] In response to the selection of the [Character Selection] icon 96, the user terminal 20 (display means 210) displays material icons 79a to 79e corresponding to the 3D characters in the material area 8A, as shown in FIG. 19(B). Then, in response to the selection of material icons 79d and 79e, the user terminal 20 (display means 210) captures images of the 3D characters corresponding to the selected material icons 79d and 79e with the virtual camera 52 to generate 2D images 81a and 81b, and displays the generated 2D images 81a and 81b in the arrangement frames 95a and 95b. Furthermore, the user terminal 20 (display means 210) displays [Custom] icons 80a and 80b in association with the selected material icons 79d and 79e.

[0101] The change operation on the 2D images 81a and 81b in the layout frames 95a and 95b is the same as in the example of FIG. 12 or 18. Furthermore, the user terminal 20 (editing means 220) may move the layout frame 95a within the editing area A3 in accordance with a two-finger swipe performed on the layout frame 95a. At this time, the 2D image 81a in the layout frame 95a moves together with the layout frame 95a. Furthermore, the user terminal 20 (editing means 220) may swap the positions of the layout frames 95a and 95b when the moved layout frame 95a overlaps with the adjacent layout frame 95b. Furthermore, the processing when the [Custom] icons 80a and 80b are selected is the same as in the examples of FIG. 9(B) to FIG. 11(B).

[0102] [Material layer operations] Fig. 20 is an example of a screen for manipulating layers of materials that make up a profile image. In response to selection of the [Layer Operation] icon 71, the user terminal 20 (display means 210) displays multiple layer icons 97a, 97b, 97c, and 97d in the selection area A5, as shown in Fig. 20. The layer icons 97a to 97d correspond to materials that have already been edited (for example, background, 2D characters, text, and 3D characters). The display order of the layer icons 97a to 97d indicates the overlapping order of each material (the higher the layer, the more back-facing the material).

[0103] Furthermore, operation icons 98a, 98b, and 98c are associated with the layer icon 97a. The operation icon 98a is an icon for deleting the material corresponding to the layer icon 97a. The operation icon 98b is an icon for switching between displaying and hiding the material corresponding to the layer icon 97a. The operation icon 98c is an icon for switching between locking and unlocking the layer of the material corresponding to the layer icon 97a. The same applies to the operation icons associated with the other layer icons 97b to 97d.

[0104] The user terminal 20 (editing means 220) then changes the overlapping order of the elements in the profile image in accordance with swipe operations on the layer icons 97a to 97d. The user terminal 20 (editing means 220) also deletes, displays / hides, or locks / unlocks the corresponding elements in accordance with tap operations on the operation icons 98a to 98d. Furthermore, the user terminal 20 (display means 210) updates the profile image displayed in the editing area A3 in accordance with operations on the selection area A5.

[0105] [Action and effect] According to the above embodiment, changing the positional relationship between the 3D character 50 and the virtual camera 52 is divided and assigned to touch operations on the editing area A3 and touch operations on the outer frame area A4, allowing for intuitive and simple customization of the 3D character 50.

[0106] Furthermore, according to the above embodiment, translation, enlargement and reduction, rotation in the X-axis direction, and rotation in the Y-axis direction of the 3D character 50 are realized by touch operations on the editing area A3. Meanwhile, rotation in the Z-axis direction of the 3D character 50 is realized by rotation icons 83a and 83b arranged in the outer frame area A4. In this way, by dividing and allocating the operation of rotating the 3D character 50 between touch operations on the editing area A3 and touch operations on the outer frame area A4, unintended movement (malfunction) of the 3D character 50 can be prevented.

[0107] Furthermore, according to the embodiment of Figure 18, the operability of customizing the 3D character 50 is improved by switching between displaying change icons 92a to 92d that follow the 2D image 81 in the editing area A3 or displaying change icons 93a to 93d at fixed positions in the outer frame area A4 depending on the position of the 2D image 81.

[0108] Furthermore, according to the above embodiment, the 3D character 50 can be made to look at the camera simply by tapping the [eye line] icon 84. In this way, by providing an icon that makes a specific part of the multiple parts that make up the 3D object face the virtual camera 52, the 3D character 50 can be customized to suit the player's preferences with a simple operation. As a result, the player's goals and preferences can be succinctly expressed through the profile picture.

[0109] Furthermore, according to the above embodiment, the system switches between rotating only the eyeballs or rotating the face depending on the rotation angle required to make the 3D character 50 look at the camera. This allows the character to look at the camera in a natural posture. Note that, although the example in FIG. 17 describes an example in which either the eyeballs or the face are rotated, both the eyeballs and the face may be rotated.

[0110] Furthermore, according to the above embodiment, the rotation of only the eyeballs or the entire face can be switched depending on the rotation direction required to make the 3D character 50 look at the camera. This allows, for example, an upturned or condescending expression to be realized with a simple operation.

[0111] However, the specific method for switching between rotating only the eyeballs and rotating the face in order to make the 3D character 50 look at the camera is not limited to the above example. For example, an icon for rotating the eyeballs and an icon for rotating the face may be displayed on the monitor 31.

[0112] The program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to one executed by a single device, but may be shared and executed by multiple devices. Furthermore, the division of roles between the server 10 and the user terminal 20 is not limited to the above example. That is, part of the processing of the server 10 may be executed by the user terminal 20, or part of the processing of the user terminal 20 may be executed by the server 10.

[0113] Furthermore, some or all of the means implemented by the program can be implemented by hardware such as an integrated circuit. Furthermore, the program may be provided in a form recorded on a non-transitory recording medium that can be read by a computer. Examples of recording media include hard disks, SD cards, DVDs, and servers on the Internet. [Explanation of symbols]

[0114] 1...system, 2...communication network, 10...server, 20...user terminal, 21...processor, 22...memory, 23...storage, 23P...terminal program, 25...communication interface, 26...computer, 29...communication bus, 31...monitor, 33, 34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 50...3D character, 51...virtual space, 52...virtual camera, 53...imaging range

Claims

1. A computer equipped with a touch panel display, a display means for displaying a 2D image generated by capturing an image of a 3D object with a virtual camera in an editing area of ​​the display unit; a change unit that changes the positional relationship between the 3D object and the virtual camera; The change means is changing a positional relationship between the 3D object and the virtual camera using a first method in accordance with a touch operation performed on the editing area; changing a positional relationship between the 3D object and the virtual camera using a second method different from the first method in accordance with a touch operation performed on an area different from the editing area; the display means displays a new 2D image on the display unit every time a positional relationship between the 3D object and the virtual camera is changed; The change means is the first method includes rotating one of the 3D object and the virtual camera around a first axis; the second method rotating one of the 3D object and the virtual camera around a second axis intersecting the first axis.

2. A computer equipped with a touch panel display, a display means for displaying a 2D image generated by capturing an image of a 3D object with a virtual camera in an editing area of ​​the display unit; a change unit that changes the positional relationship between the 3D object and the virtual camera; The change means is changing a positional relationship between the 3D object and the virtual camera using a first method in accordance with a touch operation performed on the editing area; changing a positional relationship between the 3D object and the virtual camera using a second method different from the first method in accordance with a touch operation performed on an area different from the editing area; The display means displaying a new 2D image on the display unit each time a positional relationship between the 3D object and the virtual camera is changed; a change icon for changing a positional relationship between the 3D object and the virtual camera is displayed in the editing area in association with the 2D image; moving the change icon to follow the 2D image moving within the editing area; a program for displaying the change icon in an area different from the editing area in response to the change icon being moved out of the editing area;

Citation Information

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