Display control method and apparatus for virtual character, editing method and apparatus for virtual character, and electronic device

By setting the component hook position and pre-edited component objects in the virtual role, and displaying component objects in the virtual scene based on the hook state parameters, the problem of monotonous virtual character image in the existing technology is solved, and rich and changeable character image and personalized editing needs are achieved.

WO2025119029A1PCT designated stage expired Publication Date: 2025-06-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/134347
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-05
Filing Date
2024-11-25
Publication Date
2025-06-12

AI Technical Summary

Technical Problem

The existing technology is difficult to meet the personalized and diversified editing needs of virtual characters, resulting in the visual performance of the character image being relatively monotonous.

Method used

By obtaining the virtual role, including at least one component hook position and a pre-edited component object, the hook state parameters of the component object and the component hook position are controlled, the component object is displayed in the virtual scene based on these parameters, and the role actions are performed in response to the virtual role to maintain the hook state.

Benefits of technology

The character image of virtual characters is rich and varied, which meets the personalized editing needs of characters, and improves the diversity and editability of character images.

✦ Generated by Eureka AI based on patent content.

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Abstract

A display control method and apparatus for a virtual character, an editing method and apparatus for a virtual character, and an electronic device. The display control method for a virtual character comprises: acquiring a virtual character, wherein the virtual character comprises at least one component mounting position and a pre-edited component object, the component object is mounted to the component mounting position and has a pre-edited mounting state parameter, and the mounting state parameter is used for controlling the relative position and / or relative posture of the component object and the component mounting position; controlling the virtual character to be located in a virtual scene, and on the basis of the component mounting position and the mounting state parameter, displaying the component object in the virtual scene; and in response to the virtual character executing a character action, controlling the component object and the component mounting position to keep a mounted state corresponding to the mounting state parameter. Therefore, the character image of the virtual character is rich and changeable, and the personalized editing requirements of the character are satisfied.
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Description

Display control method, editing method, device and electronic device for virtual character

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311658853.X, filed on December 5, 2023, entitled “Display control method, editing method, device and electronic device for virtual characters”, the entire contents of which are incorporated by reference into this disclosure. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to a display control method, editing method, device, and electronic device for a virtual character. Background Art

[0004] Game characters typically have a default image. Players can change their character's skin, such as by changing their clothing, hairstyle, and accessories. They can also assign accessories and pets to their characters, which can follow their movements. These skins, accessories, pets, and other items are typically provided by the game system. Players use one or a combination of these items to edit their character's image. However, this method results in a relatively monotonous visual presentation, making it difficult to meet the needs for personalized and diverse character images. Summary of the Invention

[0005] In view of this, the purpose of the present disclosure is to provide a display control method, editing method, device and electronic device for a virtual character, so that the character image of the virtual character is rich and varied, and meets the personalized editing needs of the character.

[0006] In a first aspect, an embodiment of the present disclosure provides a display control method for a virtual character, the method comprising: obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a character action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.

[0007] In a second aspect, an embodiment of the present disclosure provides a method for editing a virtual character, the method comprising: controlling the virtual character to be displayed in a character editing scene; wherein the virtual character comprises at least one component mounting position; determining a target mounting position from the at least one component mounting position, and determining a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain a mounting state corresponding to the mounting state parameters.

[0008] In a third aspect, an embodiment of the present disclosure provides a display control device for a virtual character, the device comprising: a character acquisition module, configured to execute acquisition of a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; a first object display module, configured to execute control of the virtual character being located in a virtual scene, and displaying the component object in the virtual scene based on the component mounting position and the mounting state parameters; a state control module, configured to execute control of the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters in response to the virtual character performing a character action.

[0009] In a fourth aspect, an embodiment of the present disclosure provides an editing device for a virtual character, the device comprising: a character display module, configured to execute control of displaying the virtual character in a character editing scene; wherein the virtual character comprises at least one component mounting position; a second object display module, configured to execute determination of a target mounting position from at least one component mounting position, and determination of a target component object corresponding to the target mounting position; in the character editing scene, controlling the target component object to be displayed at the target mounting position; a state editing module, configured to execute reception of a component editing instruction for a target component object, update the mounting state parameters of the target component object based on the component editing instruction, and display the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain a mounting state corresponding to the mounting state parameters.

[0010] In a fifth aspect, an embodiment of the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned virtual character display control method, or implement the above-mentioned virtual character editing method.

[0011] In a sixth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the above-mentioned virtual character, or implement the editing method of the above-mentioned virtual character.

[0012] The embodiments of the present disclosure bring the following beneficial effects:

[0013] The above-mentioned virtual character display control method, virtual character editing method, device, and electronic device obtain a virtual character; wherein the virtual character includes at least one component mounting location and a pre-edited component object; the component object is mounted on the component mounting location and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting location; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting location and the mounting state parameters; in response to the virtual character performing a role action, control the component object and the component mounting location to maintain a mounting state corresponding to the mounting state parameters. In this method, a user can pre-edit the component object and mounting state parameters of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting location and the mounting state parameters; when the virtual object performs a role action, the component object and the component mounting location maintain a mounting state corresponding to the mounting state parameters. By editing the component object and mounting state parameters, the user can enrich and vary the character image of the virtual character, meeting the personalized editing needs of the character.

[0014] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0015] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0017] FIG1 is a flowchart of a display control method for a virtual character according to an exemplary embodiment of the present disclosure;

[0018] FIG2 is a schematic diagram of an initial role model of a first virtual role provided by an exemplary embodiment of the present disclosure;

[0019] FIG3 is a schematic diagram showing a first type of virtual character's initial role model and component objects displayed simultaneously according to an exemplary embodiment of the present disclosure;

[0020] FIG4 is a schematic diagram of a first virtual character provided by an exemplary embodiment of the present disclosure, wherein the initial appearance is hidden and only component objects are displayed;

[0021] FIG5 is a schematic diagram of an initial role model of a second virtual role provided by an exemplary embodiment of the present disclosure;

[0022] FIG6 is a schematic diagram showing a second type of virtual character's initial role model and component objects displayed simultaneously according to an exemplary embodiment of the present disclosure;

[0023] FIG7 is a schematic diagram of a second virtual character provided by an exemplary embodiment of the present disclosure, in which the initial appearance is hidden and only component objects are displayed;

[0024] FIG8 is a schematic diagram of a component object following a virtual character to perform an action according to an exemplary embodiment of the present disclosure;

[0025] FIG9 is a flowchart of a method for editing a virtual character according to an exemplary embodiment of the present disclosure;

[0026] FIG10 is a schematic diagram of a character editing interface according to an exemplary embodiment of the present disclosure;

[0027] FIG11 is a schematic diagram of obtaining a target component object from a virtual scene according to one exemplary embodiment of the present disclosure;

[0028] FIG12 is a schematic diagram of a method for quickly acquiring characters and component objects from a virtual scene according to an exemplary embodiment of the present disclosure;

[0029] FIG13 is a schematic diagram of a window for editing a character's appearance according to an exemplary embodiment of the present disclosure;

[0030] FIG14 is a schematic diagram of an interface for editing a role through a parameter input control according to an exemplary embodiment of the present disclosure;

[0031] FIG15 is a schematic structural diagram of a display control device for a virtual character according to an exemplary embodiment of the present disclosure;

[0032] FIG16 is a schematic structural diagram of a device for editing a virtual character according to an exemplary embodiment of the present disclosure;

[0033] FIG17 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure.

[0034] Among them, 201-initial character model, 301-component object, 50-initial character model, 501-head component, 502-left arm component, 503-right arm component, 504-torso component, 505-left leg component, 506-right leg component, 601-component object, 602-component object, 603-component object, 1000-character editing interface, 1001-scene display area, 1002-editing control area, 1010-character editing scene, 1011-virtual character, 1012-movement control, 1013-scaling control, 1014-rotation control, 1015-action control, 10021-attachment position selection control, 10022-component adding control, 1101-component object, 1102 -Component object, 1103-Information prompt control, 1104-Scene exit control, 1201-First character, 1202-First component object, 1203-Second component object, 1204-Appearance editing control, 1301-Triangle control, 1302-Confirmation control, 1303-Cancel control, 1401-Character display area, 14011-Virtual object, 1402-Parameter editing area, 1403-Select component control, 1404-Reselect control, 1405-Delete control, 1406-Parameter input box, 150-Character acquisition module, 152-First object display module, 154-State control module, 160-Character display module, 162-Second object display module, 164-State editing module. DETAILED DESCRIPTION

[0035] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0036] In related technologies, the visual presentation of player-edited characters is relatively monotonous, making it difficult to meet the needs for personalized and diversified character images. Therefore, embodiments of the present disclosure provide a method for controlling the display of a virtual character, a method for editing a virtual character, an apparatus, and an electronic device, which can be applied to the editing process of various virtual characters, such as player-controlled characters, non-player-controlled characters, and boss characters.

[0037] In one embodiment of the present disclosure, the virtual character display control method and the virtual character editing method can be executed on a local terminal device or a server. When the virtual character display control method and the virtual character editing method are executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0038] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The display control method of the virtual character and the storage and operation of the virtual character editing method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, it is the cloud gaming server in the cloud that performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0039] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0040] In one possible implementation, an embodiment of the present disclosure provides a method for controlling the display of a virtual character, providing a graphical user interface (GUI) via a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI may be used to display component objects in this embodiment, or a scene image of a virtual scene in which the component objects reside.

[0041] As shown in FIG1 , the display control method of the virtual character includes the following steps:

[0042] Step S102: Acquire a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to control the relative position and / or relative posture between the component object and the component mounting position;

[0043] The virtual character can be a relatively complete character model, such as a human character, an animal character, etc.; the component attachment position can be the head, neck, left arm, right hand, left leg, and other model parts of the character model. In the initial state, the virtual character can also be composed of multiple component objects. The character skeleton is pre-set, and the character skeleton is not necessarily displayed. Then, the component attachment positions are set on the character skeleton, such as the head, neck, left arm, right hand, left leg, and other parts of the character skeleton; component objects are attached to the component attachment positions to form the virtual character. The component object can be an object model of a specific shape, such as a sphere, a cuboid, a cube, etc. The component objects contained in the virtual character in the initial state can be provided by the game system.

[0044] The pre-edited component objects described above can be component objects edited by a player or user in an editing scene. These component objects can be composed of one or more object models. For example, a component object such as a helmet can be composed of multiple object models of various shapes, such as a sphere, a cuboid, or a cube. Another example is a pair of wings, which can be composed of multiple feather-shaped object models. In one approach, a player can edit a game scene and, within that scene, edit the component objects using object models provided by the game system.

[0045] In actual implementation, the player can select the component object from the virtual scene or obtain it from a storage tool such as a backpack or warehouse, and then attach it to the component attachment location. After the virtual character is edited, the component object and the corresponding component attachment location are saved, and the attachment state parameters and other parameters are also saved to obtain the edited virtual character.

[0046] When a virtual character needs to be displayed in a virtual scene, the virtual character is first obtained, that is, the component object of the virtual character and the component mounting position where the component object is mounted are obtained. The aforementioned mounting state parameters can control one of the relative position or relative posture between the component object and the component mounting position, or can simultaneously control the relative position and relative posture between the component object and the component mounting position. In one example, the mounting state parameters may include parameters such as the distance and relative direction between the component object and the corresponding component mounting position, thereby controlling the relative position; in another example, the mounting state parameters may include parameters such as the orientation and rotation angle of the component object relative to the corresponding component mounting position, thereby controlling the relative posture.

[0047] When editing a virtual character, users or players can input attachment state parameters through the parameter input control, or adjust the position and posture of component objects in the editing scene through the sliding control control, and generate attachment state parameters based on the final adjusted position and posture.

[0048] Step S104, controlling the virtual character to be located in the virtual scene, and displaying the component object in the virtual scene based on the component mounting position and mounting state parameters;

[0049] During game play, if the virtual character needs to be displayed, the virtual character is first positioned within the virtual scene. At this point, the virtual character's component attachment locations, component objects, attachment state parameters, and other information are obtained. Then, based on the component attachment locations and attachment state parameters, the component objects are displayed within the virtual scene. It should be noted that the virtual character may include an initial character model, which can be displayed or hidden based on user-set parameters. Similarly, the component objects of the virtual character in its initial state can also be displayed or hidden based on user-set parameters, with only the component objects edited by the user being displayed.

[0050] When a virtual character is in a virtual scene, the first thing to do is to determine the component attachment position. This component attachment position can be represented by the scene space coordinates of the virtual scene or the local space coordinates of the virtual character. If the attachment state parameters include position parameters, the display position of the component object can be determined based on the component attachment position and combined with the position parameters, and the component object can be displayed at this display position. If the attachment state parameters include posture parameters, the display position of the component object can be determined based on the component attachment position, and then the orientation, rotation angle, etc. of the component object can be adjusted at this display position according to the posture parameters to obtain the posture corresponding to the aforementioned posture parameters.

[0051] Step S106 , in response to the virtual character performing the character action, controlling the component object and the component attachment position to maintain an attachment state corresponding to the attachment state parameter.

[0052] In the game system, various role actions of the virtual character can be preset, such as walking, running, jumping, attacking, etc. After the virtual character performs the role action, the scene space coordinates of the virtual character's component mounting position may change in the virtual scene, or the component mounting position relative to the local space coordinates of the virtual character may change.

[0053] When the component mounting position changes, in this embodiment, it is necessary to control the mounting state of the component object and the component mounting position to remain unchanged. In actual implementation, the mounting state parameter is used to control the component object and the component mounting position to maintain the mounting state unchanged. For example, the component mounting position is the head of an avatar, and the mounting state parameter indicates that the component object is located 1 cm above the component mounting position. At this time, when the avatar performs a jump action, the component mounting position moves upward, and the component object also moves upward. During the movement, the component object always remains 1 cm above the component mounting position, that is, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameter.

[0054] The above-mentioned virtual character display control method obtains a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters. In this method, a user can pre-edit the component object and mounting state parameters of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameters; when the virtual object performs a role action, the component object and the component mounting position maintain a mounting state corresponding to the mounting state parameters. By editing the component object and mounting state parameters, the user can enrich and vary the character image of the virtual character, meeting the personalized editing needs of the character.

[0055] In a specific embodiment, the virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.

[0056] The initial character model can be provided by the game system, and the user can edit the component objects for the virtual character based on the initial character model. During the editing process, the user can control the display state of the initial character model to be displayed or hidden by operating the control, thereby generating corresponding appearance display parameters. When the appearance display parameters indicate that the display state of the initial character model is displayed, the virtual character will display both the initial character model and the edited component objects in the virtual scene; when the appearance display parameters indicate that the display state of the initial character model is hidden, the virtual character will only display the edited component objects in the virtual scene, without displaying the initial character model.

[0057] The initial character model is the complete model of the virtual character. This model is typically not user-editable. Alternatively, in some games, users can edit the appearance of the character model by changing the skin. The initial character model can also be a default component object attached to a component attachment location. This default component object is typically provided by the game system and can be set to be non-user-editable or editable, for example, by deleting or replacing portions of the default component object.

[0058] When the initial character model includes multiple default component objects, the appearance display parameters for displaying or hiding each default component object can be set separately, so that only some of the default component objects in the initial character model can be displayed.

[0059] The above-mentioned appearance display parameters can be used to control the display or hiding of the character's initial appearance, making the appearance of the virtual character more editable and more varied.

[0060] Figures 2 to 4 are taken as an example, where Figure 2 shows an initial character model 201 of a virtual character, which is a single, complete character model of the virtual character; in Figure 3, the component object 301 is a component object of a rabbit image, which is mounted on the component mounting position of the head of the initial character model 201. In Figure 3, the initial character model 201 of the virtual character and the component object 301 are displayed at the same time. When viewed from the front, the component object is obscured by the character model; Figure 4 is the visual effect of hiding the initial character model and only displaying the component object 301.

[0061] Figures 5 to 7 are another example, where Figure 5 is an initial character model 50 of a virtual character, which is composed of multiple default component objects, including a head component 501, a left arm component 502, a right arm component 503, a torso component 504, a left leg component 505, and a right leg component 506; in Figure 6, component object 601 is a rabbit-shaped component, and component objects 602 and 603 are both carrot-shaped components. Component object 601 is mounted at the mounting position of the virtual character's head component 501, component object 602 is mounted at the mounting position of the virtual character's left arm component 502, and component object 603 is mounted at the mounting position of the virtual character's right arm component 503.

[0062] In FIG6 , the initial character model of the virtual character and the component object are displayed simultaneously, and the component object and the default component object in the initial character model obscure each other; FIG7 shows the visual effect of hiding the initial character model and displaying only the component object.

[0063] There are multiple implementation methods for displaying component objects in a virtual scene based on component mounting positions and mounting state parameters.

[0064] In one embodiment, the above-mentioned attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.

[0065] In actual implementation, the relative position parameter can be a vector. Once the component attachment position is determined, the coordinates of the component attachment position are offset by the vector to obtain the coordinates of the object's display position. As the virtual character performs an action, the component attachment position may change continuously. In this case, the real-time coordinates of the component attachment position can be obtained. These real-time coordinates are offset by the vector to obtain the real-time coordinates of the object's display position, thereby controlling the relative position of the component object and the component attachment position to remain unchanged.

[0066] In another embodiment, the attachment state parameters include: a relative posture parameter between the component object and the component attachment position; determining an object display position of the component object in the virtual scene based on the component attachment position; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameter. When the attachment state parameters also include a relative position parameter, the object display position can be determined based on the relative position parameter; if the attachment state parameters do not include a relative position parameter, the component attachment position can be used as the object display position.

[0067] Specifically, the relative pose parameters may include offset vectors between multiple object positions of the component object and the component mounting location. When the offset vectors between different object positions and the component mounting location change, the orientation and rotation angle of the component object relative to the component mounting location will also change. Alternatively, a default pose between the component object and the component mounting location can be pre-set, such as with a specified model face of the component object facing the component mounting location. Then, the relative resource parameters can be used to set the rotation angles in various dimensions based on the default pose to control the object display pose of the component object.

[0068] In another embodiment, the attachment state parameters include: a scaling parameter for the component object; determining the object display position of the component object in the virtual scene based on the component attachment position; determining the object size of the component object based on the scaling parameter, and displaying the component object at the object display position according to the object size. When the attachment state parameters also include a relative position parameter, the object display position can be determined based on the relative position parameter; if the attachment state parameters do not include a relative position parameter, the component attachment position can be used as the object display position.

[0069] The scaling parameters may include scaling parameters of the component object in each dimensional direction; the default size of the component object in each dimensional direction may be pre-set, and then the default size is calculated with the scaling parameter in the corresponding dimension to obtain the object size in that dimension.

[0070] In the above method, the attachment state parameters can save the relative position parameters, relative posture parameters, scaling parameters, etc. edited by the user, so that the position, posture, size, etc. of the component object have a variety of visual effects, making the character image of the virtual character rich and varied, and meeting the personalized editing needs of the character.

[0071] When the virtual character performs a role action, in response to the virtual character performing the role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameter, the component object is controlled to perform displacement and / or posture change, so that the mounting state of the component object and the component mounting position is the same as the mounting state of the component object and the component mounting position before the character action is performed.

[0072] The component attachment position may be constantly changing during the process of the virtual character performing a role action, and after the role action is completed. In actual implementation, when the virtual character begins to perform a role action, the component attachment position can be obtained in real time or at a scheduled time. The component attachment position is the first scene position in the virtual scene, which can be represented by the scene space coordinates of the virtual scene. Based on this, the virtual character usually obtains multiple first scene positions in chronological order during the performance of the role action. For each first scene position, combined with the attachment state parameters, the component object is controlled to move, so that the component object and the component attachment position move at the same time, ensuring that the relative position of the component object and the component attachment position remains unchanged.

[0073] At the same time, after the virtual character performs the role action, the character posture may also change. Based on this, for each first scene position, combined with the attachment state parameters, the component object is controlled to change its posture, such as direction change, rotation angle change, etc., so that the component object and the component attachment position change their posture at the same time, ensuring that the relative posture of the component object and the component attachment position remains unchanged.

[0074] In the example of Figure 8, the avatar performs a greeting action. The avatar raises its right arm, and the component object attached to it also raises its right arm, ensuring that the relative position and posture of the component object and the object to which it is attached remain unchanged. By controlling the avatar's action, the component object can be controlled to perform the same action.

[0075] In the above method, users can make the image of the virtual character rich and varied by editing component objects and attaching state parameters, meeting the personalized editing needs of the character. At the same time, when the virtual character is performing a specified action, the component object also changes its position and posture, making the visual performance of the component object richer.

[0076] Referring to the flowchart of a method for editing a virtual character shown in FIG9 , the virtual character in the aforementioned method for controlling the display of a virtual character is edited by the method for editing a virtual character of this embodiment. The method for editing a virtual character comprises the following steps:

[0077] Step S902, controlling the virtual character to be displayed in the character editing scene; wherein the virtual character includes at least one component attachment position;

[0078] The character editing scene can be a game editing scene or a blank three-dimensional space without a scene model. The editing interface can provide multiple candidate characters. The user selects one candidate character as a virtual character and drags it into the character editing scene to control the display of the virtual character in the character editing scene.

[0079] The component hanging positions of the virtual character can be pre-set by the game system. For example, the specified model parts of the virtual character's character model are used as component hanging positions, such as the head, neck, left arm, right hand, left leg and other model parts of the character model; for another example, the specified bone parts of the virtual character's character skeleton are used as component hanging positions, such as the head, neck, left arm, right hand, left leg and other parts of the character skeleton.

[0080] In other methods, the user can also pre-edit the component hanging position, for example, select a specified model part or a specified bone part of the virtual character as the component hanging position; or, the game system provides multiple alternative hanging positions, and the user selects some of the hanging positions as the component hanging positions of the virtual character.

[0081] Step S904: determining a target mounting position from at least one component mounting position, and determining a target component object corresponding to the target mounting position; and controlling the target component object to be displayed at the target mounting position in the character editing scene;

[0082] The editing interface may provide a selection control for at least one component mounting location of the virtual character, for example, providing a list of component mounting locations, or a control corresponding to each component mounting location. The user may select a target mounting location from the at least one component mounting location. Then, for the target mounting location, the corresponding target component object is obtained. In one method, the target component object may be obtained from a storage tool such as a backpack or warehouse corresponding to the user account, or the target component object may be obtained from a virtual scene or game scene. The target component object may be a single component object or a component group consisting of multiple component objects.

[0083] After the target component object is determined, the target component object is controlled to be displayed at the target mounting position for further editing by the user. In an initial state, the target component object can be displayed at the target mounting position in a default posture.

[0084] Step S906, receiving a component editing instruction for the target component object, updating the attachment state parameters of the target component object based on the component editing instruction, and displaying the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.

[0085] The editing interface can provide an editing control, through which the aforementioned component editing instructions can be received. The editing control can be a parameter input control, which receives relative position parameters, posture parameters, scaling parameters, etc. for the target component object. In the character editing scene, the target component object can adjust its position or posture under the control of the component editing instruction.

[0086] The editing control can also be a joystick control controlled by sliding or clicking; by operating the joystick control, the user can adjust the position, posture, scale, and other attachment states of the target component object in the character editing scene. The aforementioned attachment state parameters are generated based on the final attachment state of the target component object.

[0087] The above-mentioned virtual character editing method controls the display of the virtual character in a character editing scene. The virtual character includes at least one component mounting position. A target mounting position is determined from the at least one component mounting position, and a target component object corresponding to the target mounting position is determined. In the character editing scene, the target component object is controlled to be displayed at the target mounting position. A component editing instruction for the target component object is received, and mounting state parameters of the target component object are updated based on the component editing instruction, and the target component object is displayed under the mounting state parameters. The mounting state parameters are used to control the relative position and / or relative posture between the target component object and the target mounting position. When the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters. In this method, a user can pre-edit the component objects and mounting state parameters of the virtual character. When the virtual character is in the virtual scene, the component objects are displayed based on the component mounting position and the mounting state parameters. When the virtual object performs a character action, the component objects and the component mounting position maintain the mounting state corresponding to the mounting state parameters. By editing the component objects and mounting state parameters, the user can enrich and vary the character image of the virtual character, meeting the personalized editing needs of the character.

[0088] Before editing a virtual character, you must first determine the virtual character to be edited and display it. Specifically, confirm that the virtual character is selected and obtain the character type of the virtual character. If the character type is the specified type, display the initial character model of the virtual character in the character editing scene. The initial character model is the default component object attached to the component attachment location.

[0089] In one approach, the editing interface can provide a selection control for various virtual character types, such as egg-shaped characters, humanoid characters, and animal-shaped characters. The user selects the character by clicking, dragging, or other operations, and the selected character becomes the aforementioned virtual character. In another approach, the user can access a virtual character's character properties page, where they can set the character's basic attributes, physical attributes, and performance attributes, such as the character's name and whether the character can respawn infinitely. The character properties page also provides an appearance editing control, which, when triggered, selects the virtual character.

[0090] The initial character models of virtual characters of different character types are different. For some types of virtual characters, the virtual character has a relatively complete character model, and the initial character model of the virtual character is the model appearance of the character model. For the aforementioned specified types, the virtual character is composed of default component objects, and the initial character model of the virtual character is the default component objects. For virtual characters of a specified type, subtypes can be further divided according to the virtual character's shape, for example, human, animal, bird, etc., and the default component objects make up the virtual character of the corresponding shape. The combination of default component objects varies for virtual characters of different shapes.

[0091] For the initial character model, the appearance display parameters of the initial character model are set; the appearance display parameters are used to indicate whether the initial character model is displayed or hidden. An edit control for the appearance display parameters of the initial character model can be provided in the editing interface, and the appearance display parameters can be set using this edit control. Furthermore, if the virtual character includes multiple default component objects, the appearance display parameters can be set for each default component object, thereby controlling whether some default component objects are displayed and others are hidden.

[0092] The above-mentioned appearance display parameters can be used to control the display or hiding of the character's initial appearance, making the appearance of the virtual character more editable and more varied.

[0093] The following embodiments provide implementations for determining target component objects.

[0094] Specifically, the control enters a first designated virtual scene, and determines a target component object corresponding to the target attachment position in the first designated virtual scene.

[0095] Figure 10 is a schematic diagram of a character editing interface. Character editing interface 1000 includes a scene display area 1001 and an edit control area 1002. Scene display area 1001 displays a character editing scene 1010, with a virtual character 1011 displayed within the character editing scene 1010. Edit control area 1002 includes information identifiers, such as an avatar identifier and a name identifier for virtual character 1011. Edit control area 1002 also includes a mounting position selection control 10021 for each component mounting position, and a component add control 10022. In response to a touch operation on mounting position selection control 10021, the name of the component object mounted at the component mounting position corresponding to the mounting position selection control 10021 is displayed.

[0096] In one method, the user clicks on the component adding control 10022 to enter the aforementioned first specified virtual scene. It should be noted that the first specified virtual scene can be a virtual scene pre-edited by the user, or it can be a virtual scene specified in the game system. In one example, the virtual character is located in the first virtual scene, and the scene screen of the first virtual scene is displayed in the game interface; the user triggers to enter the character editing scene through the designated function entrance, for example, the user triggers to enter the character editing scene through the control in the character property page of the virtual character, and the character editing interface as shown in Figure 10 is displayed. Afterwards, the component adding control 10022 in the character editing interface is triggered to enter the first virtual scene, so that the user can easily select the component object to be attached from the first virtual scene. At this time, the game interface displays the scene screen of the first virtual scene, as shown in Figure 11.

[0097] In the example of Figure 11, the game interface displays a scene screen of the first designated virtual scene, which includes various component objects, such as a helmet-shaped component object 1101, a sword-shaped component object 1102, etc.; the interface also displays an information prompt control 1103 of "Click to select the target you want to add" to remind the user to select the operation method of the target component object.

[0098] In a specific implementation, in response to a selection operation on a scene element in a first specified virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.

[0099] The above-mentioned selection operation can be a click operation acting on the scene element, or it can be a sliding operation after the click. A selection area is generated during the execution of the sliding operation. After the sliding operation is completed, the scene element in the selection area is selected as the target component object; a single component can be a component provided by the game system, such as a table component, a chair component, a gear component, etc.; a single component usually has an overall component model; the single component can also be pre-edited, for example, the component size, color, etc. of the single component have been edited.

[0100] The above-mentioned component group is usually composed of multiple single components, and the multiple components involved in the splicing have a combination binding relationship. After the component group is selected, the combination binding relationship between the multiple components is maintained, for example, the relative position relationship and connection relationship between the multiple components are maintained.

[0101] Referring to FIG11 , after the user selects a target component object from the first designated virtual scene, they exit the first designated virtual scene and return to the editing interface shown in FIG10 . In the editing interface, the selected target component object is displayed in the character editing scene, and the name of the target component object is displayed in the list of component objects on the right. Alternatively, by clicking the “×” in the information prompt control 1103 in FIG11 , the user can exit the first designated virtual scene without selecting a target component object.

[0102] In another operation mode, the interface of Figure 11 also provides a scene exit control 1104; when the user triggers the "×" in the information prompt control 1103, only the information prompt control 1103 is closed, but the scene picture of the first specified virtual scene is still displayed in the interface; when the user triggers the scene exit control 1104, the first specified virtual scene is exited.

[0103] Furthermore, it is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.

[0104] For example, some scene elements may only have decorative properties, are two-dimensional images, and do not have object models. In this case, they cannot be mounted as component objects at the component mounting position of the virtual object. If the selected scene element does not have an object model, a prompt message can be displayed in the interface to prompt the user to reselect. If the selected scene element has an object model, it is determined that the scene element is selected, and the first designated virtual scene can be directly exited, and the object model corresponding to the selected scene element can be determined as the target component object corresponding to the target mounting position.

[0105] In addition to obtaining the target component object from the scene, you can also control access to the display interface of the object storage tool and determine the target component object corresponding to the target mounting location from the object storage tool. This object storage tool can be a backpack, warehouse, safe, etc. For example, you can add an 'Add from Warehouse' control to the interface shown in Figure 10. Clicking this control will enter the warehouse and select the target component object. The component objects in the warehouse can be edited by the user and placed in the warehouse.

[0106] In the above method, users can obtain target component objects from virtual scenes or object storage tools. There are various ways to obtain component objects, which allows users to obtain component objects of various types and sources, making the component objects attached to virtual objects more diverse.

[0107] In a specific method, it is determined whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; if it is determined that the sum of the numbers is less than the preset number threshold, in the character editing scene, the target component object is controlled to be displayed at the target mounting position.

[0108] If too many component objects are attached to a virtual character, the number of model faces corresponding to the virtual character will be large, which may cause the virtual character's display to freeze. In order to ensure the display performance of the virtual character in the virtual scene, it is necessary to pre-set a preset number threshold, for example, 10; if the sum of the number of component objects already attached to the component attachment position of the virtual character and the number of target component objects exceeds the preset number threshold, the control of attaching the target component object to the target attachment position fails, and a corresponding prompt message is generated to prompt the user that if they want to successfully attach the target component object to the target attachment position, they need to delete some component objects from the attached component objects.

[0109] In the above manner, by displaying the number of component objects attached to the virtual character, the display performance of the virtual character can be guaranteed, ensuring that the virtual character is displayed smoothly in the virtual scene.

[0110] This embodiment also provides another way to edit a virtual character.

[0111] Specifically, a scene screen of a second designated virtual scene is displayed; in response to a selection operation for the second designated virtual scene, a selection object is determined; if the selection object includes a first character and a first component object, in response to an appearance editing operation for the first character, the first component object is controlled to be displayed at the designated attachment position of the first character.

[0112] In this method, the interface first displays the scene screen of the second designated virtual scene. In the second designated virtual scene, the player can select a virtual character and one or more component objects. The above-mentioned selection operation can be a click operation, a sliding operation, etc.; after the selection operation is completed, the selected object is determined. If the selection object includes the first character and the first component object, and in most cases, the first character is one character, and the first component object can be one or more, then the appearance editing operation can be performed on the first character; the appearance editing operation can be implemented in the editing interface shown in Figure 10, or in the form of a window list for the user to edit the attachment position of each first component object. After the editing is completed, the window list is closed, and in the second designated virtual scene, the control is used to display the first component object at the designated attachment position of the first character.

[0113] In a specific implementation method, an appearance editing control of a first character is displayed; in response to a trigger operation on the appearance editing control, an appearance editing interface of the first character is displayed; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, the specified mounting position is determined as the component mounting position of the first component object; in response to an edit confirmation operation, the first character is displayed in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.

[0114] After the selected object is determined, an appearance editing control is displayed in the interface. Clicking or double-clicking this appearance editing control displays the appearance editing interface for the first character. In the example of Figure 12 , the interface displays a scene of a second designated virtual scene. The user performs a selection operation, and the selected object is the first character 1201, as shown in Figure 12 , along with a first component object 1202 in the shape of a helmet and a second component object 1203 in the shape of a sword. At this point, the interface displays an appearance editing control 1204 for "Edit Character Appearance."

[0115] After the user triggers the appearance editing control 1204, the window shown in Figure 13 can be displayed; each first component object and the corresponding component mounting position are displayed in the window; the default mounting position of the first component object can be first displayed in the list of component mounting positions, for example, the default mounting position of the helmet is the head; the user can trigger the triangle control 1301 on the right to display other alternative mounting positions, and reselect the component mounting position for the first component object in the shape of a helmet. The selected component mounting position is the specified mounting position mentioned above.

[0116] After the component mounting position is selected, the editing confirmation operation can be performed by clicking the confirmation control 1302, and then the window can be exited; the scene picture of the second specified virtual scene is displayed again in the interface; by clicking the cancel control 1303, the editing of the virtual character can be stopped, and the scene picture of the second specified virtual scene is displayed again in the interface.

[0117] In the above method, by simultaneously selecting objects and component objects from the scene and quickly editing the attachment positions of the component objects through the window, the virtual character can be quickly edited, thereby improving the editing efficiency of the virtual character.

[0118] This embodiment also provides another method for editing the attachment status parameters.

[0119] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.

[0120] The parameter input control may include input controls for position parameters, selection parameters, scaling parameters, and other parameters. Each parameter may be further divided into multiple sub-parameters, and a corresponding input control may be set for each sub-parameter. For example, for position parameters, including position parameters of the X dimension, Y dimension, and Z dimension, an input control may be set for each position parameter to input the position parameter of the corresponding dimension.

[0121] After the user inputs the attachment state parameters through the parameter input control, the attachment state of the target component object is updated in the character editing scene so that the attachment state corresponds to the attachment state parameters.

[0122] Furthermore, the interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.

[0123] In the example of Figure 14, the editing interface includes a character display area 1401 and a parameter editing area 1402; a virtual object 14011 is shown in the character display area 1401; in the parameter editing area 1402, two component mounting positions of the head and the left hand are illustrated. For the component mounting positions, by triggering the selection component control 1403, you can enter the specified virtual scene or object storage tool to obtain the component object; as shown in Figure 14, the component mounting position of the head is mounted with component objects in the shapes of a helmet and a feather; the component mounting position of the left hand is mounted with a component object in the shape of a sword.

[0124] For each component object, by reselecting control 1404, you can re-enter the specified virtual scene or object storage tool to obtain the component object to replace the current component object; by deleting control 1405, you can delete the component object. For each component object, parameter input controls for three types of parameters are set: position parameters, rotation parameters, and scale parameters. For each parameter, parameter input boxes 1406 are also set for the three dimensions of X, Y, and Z. Through these parameter input boxes, you can enter the parameters corresponding to each dimension.

[0125] In the above method, by inputting parameters, the attachment status of the component object can be edited more accurately, which better meets the user's editing needs.

[0126] This embodiment also provides another method for editing the attachment status parameters, which is more suitable for the client of mobile terminal devices such as mobile phones and tablets.

[0127] Specifically, a position list of at least one component attachment position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target attachment position is selected from the position list, and a component object attached to the target attachment position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to set attachment state parameters of the target component object.

[0128] Continuing to refer to Figure 10, the attachment position selection control 10021 provides three component attachment positions of the virtual character. The above position selection operation can be implemented by clicking. For example, click on component attachment position 2, then component attachment position 2 is the selected target attachment position; at this time, the component objects attached to component attachment position 2 are displayed in the interface, namely component object 1 and component object 2.

[0129] By clicking the name of a component object, you can perform an object selection operation. For example, if you select component object 1, which is in the shape of a sword, in the character editing scene, the sword-shaped component object 1 is selected, and the three-dimensional coordinate axes centered on component object 1 are displayed. Then, you can select the parameter setting control corresponding to component object 1, such as the move control 1012, scale control 1013, and rotate control 1014 in Figure 10.

[0130] Furthermore, in response to the object replacement operation for the second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment status parameters of the second component object are recorded; control is performed to enter the third specified virtual scene, and a replacement component object is selected from the third specified virtual scene; according to the attachment status parameters of the second component object, the replacement component object is displayed at the object attachment position of the second component object.

[0131] The above-mentioned object replacement operation can be implemented through the replacement control of the second component object. For example, in Figure 10, after clicking the five-pointed star-shaped control, the replacement control is displayed. Clicking the replacement control will display the scene screen of the third specified virtual scene in the interface, and select the replacement component object in accordance with the method in the aforementioned embodiment. It should be noted that after selecting the replacement component object, the second component object is deleted, but the attachment state parameters set for the second component object are retained. After selecting the replacement component object, the attachment state parameters of the second component object are used to control the attachment state of the replacement component object and display it at the object attachment position of the second component object.

[0132] In another implementation, the attachment state parameters include: relative position parameters between the target component object and the target attachment position; parameter setting controls for the relative position parameters are provided in the interface where the character editing scene is located; in response to a trigger operation of the parameter setting controls for the relative position parameters, movement control controls in multiple dimensional directions are displayed on the target component object; in response to a sliding operation on the first movement control in the movement control controls, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target attachment position at the end of the sliding operation.

[0133] After selecting the target component object, three-dimensional axes, namely, movement control controls, are usually displayed in the character editing scene; at the same time, parameter setting controls are displayed, such as the movement control 1012 in Figure 10, which is the parameter setting control for the aforementioned relative position parameter.

[0134] In one example, the aforementioned sliding operation is a sliding operation acting on the X-dimensional axis, then the target component object moves along the direction indicated by the X-dimensional axis, and the relative position of the target component object and the target attachment position in the X-dimension changes. When the sliding operation ends, the relative position of the target component object and the target attachment position can be saved as the relative position parameter of the target component object.

[0135] In other implementation methods, when the parameter setting control of the relative position parameter is triggered, multiple alternative dimensional directions can be displayed, and the target dimensional direction can be selected from the multiple dimensional directions; then, a sliding operation starting from the target component object is performed to control the target component object to move along the target dimensional direction. When the sliding operation is completed, the relative position of the target component object and the target hanging position can be saved as the relative position parameter of the target component object.

[0136] Furthermore, the above-mentioned virtual object is preset with a local spatial range; the local spatial range surrounds the virtual object; in response to the end of the sliding operation, it is determined that when the sliding operation ends, the target component object is outside the local spatial range, and the target component object is controlled to be displayed at a preset position within the local spatial range; a prompt message indicating that the position setting failed is displayed.

[0137] The local spatial range can be a cube or sphere that surrounds the virtual object. The virtual object is located at the center or bottom center of the local spatial range. When the sliding operation ends, the relative position relationship between the target component object and the local spatial range is detected. If the target component object is completely or partially outside the local spatial range, the target component object is controlled to return to the position before the sliding operation was performed, and then a prompt message indicating that the position setting failed is displayed. At the same time, a prompt box indicating the local spatial range can be displayed around the virtual object to facilitate the user to perform the sliding operation again to move the target component object within the local spatial range.

[0138] In another implementation, the above-mentioned attachment state parameters include: relative posture parameters between the target component object and the target attachment position; providing parameter setting controls for the relative posture parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, displaying rotation controls for multiple dimensional directions on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; displaying the rotated target component object, and generating relative posture parameters based on the posture of the rotated target component object.

[0139] When the target component object is selected, the parameter setting control of the relative posture parameter is displayed, such as the rotation control 1014 in Figure 10; the rotation controls in multiple dimensions may include rotation controls in the X-dimensional, Y-dimensional, and Z-dimensional directions; if a sliding operation is performed on the X-dimensional rotation control, the target component object is rotated in the X-dimensional direction, and the posture of the target component object after rotation is displayed, and then the relative posture parameters are generated.

[0140] In another way, by triggering the parameter setting control of the relative posture parameter, multiple alternative dimensional directions can be displayed, and the user can select the dimension to be rotated, for example, the X dimension; in this case, when the user performs a sliding operation, the target component object is rotated only along the X dimension.

[0141] Furthermore, the above-mentioned attachment state parameters include: scaling parameters of the target component object; providing parameter setting controls for scaling parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for scaling parameters, determining the scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes a specified spatial dimension; in response to a sliding control operation, controlling the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.

[0142] When the target component object is selected, the parameter setting control of the zoom parameter is displayed, such as the zoom control 1013 in Figure 10; the above-mentioned zoom control controls in multiple dimensional directions may include zoom controls in the X dimension, Y dimension and Z dimension directions; and may also include zoom controls in a combination of multiple dimensional directions, for example, zoom controls in the XY dimension, XZ dimension and YZ dimension.

[0143] The user performs a trigger operation such as clicking or long pressing on the parameter setting control of the zoom parameter. For example, a click operation on the zoom control 1013 may display a list or control of multiple zoom modes, where the zoom mode indicates a specific spatial dimension to be zoomed, such as X dimension, Y dimension, Z dimension, XY dimension, XZ dimension, YZ dimension, or free dimension zoom. The zoom control control for multiple dimensional directions may be the dimensional axes of the three directions of X dimension, Y dimension, and Z dimension in FIG10 .

[0144] If the determined scaling method is X-dimension, then during the user's slide control operation, the target component object is scaled only along the X-dimension direction, the object size of the target component object along the X-dimension direction changes, and the object size in other dimensional directions remains unchanged. If the determined scaling method is XY-dimension, then during the user's slide control operation, the plane composed of the XY dimensions of the target component object is scaled, the object size of the plane composed of the XY dimensions of the target component object changes, and the object size in the Z-dimension direction remains unchanged. If the determined scaling method is free dimensional scaling, then during the user's slide control operation, the user can decompose the operation path of the slide control operation into three dimensional directions: X-dimension, Y-dimension, and Z-dimension, and obtain the path components corresponding to each dimensional direction. For dimensional directions where the path components are not zero, the target component object is controlled to scale in that dimensional direction, and the object size changes.

[0145] In the above method, the user can set the attachment state parameters of the target component object through the parameter setting control, so that the target component object has rich and diverse visual effects, meeting the user's personalized role editing needs.

[0146] Furthermore, in the character editing scene, in response to a trigger operation for a specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attached state parameters to follow the specified character action. The specified character action can include a hand-shaking dance, a roll, a jump, and other actions.

[0147] For example, in the editing interface of FIG10 , after the action control 1015 displaying the "hand-swinging dance" is triggered, a list of alternative character actions may be displayed, from which the user may select a character action. The selected character action is the aforementioned designated character action. By clicking on the list position or control for the designated character action, the aforementioned triggering operation for the designated character action may be executed, and the virtual object in the character editing scene may execute the designated character action. Since the virtual object is attached to a target component object, based on the edited attachment state parameters, the target component object is controlled to move in accordance with the designated character action; for example, through the relative position parameters, the target component object is controlled to maintain the relative position indicated by the relative position parameters with the corresponding target attachment position.

[0148] Through the above method, when editing the attachment state parameters, the user can view the display state of the component object during the character's specified action, which makes it convenient for the user to adjust the attachment state parameters of the component object in real time and improves the efficiency of the user in editing the role.

[0149] Corresponding to the above method embodiment, referring to FIG15 , a schematic diagram of a display control device for a virtual character is shown. The device includes:

[0150] The character acquisition module 150 is configured to acquire a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to control the relative position and / or relative posture between the component object and the component mounting position;

[0151] The first object display module 152 is configured to control the virtual character to be located in the virtual scene and display the component object in the virtual scene based on the component attachment position and attachment state parameters;

[0152] The state control module 154 is configured to control the component object and the component attachment position to maintain an attachment state corresponding to the attachment state parameter in response to the virtual character performing the character action.

[0153] The above-mentioned virtual character display control device obtains a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; in response to the virtual character performing a role action, control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameters. In this method, the user can pre-edit the component object and mounting state parameters of the virtual character; when the virtual character is located in the virtual scene, the component object is displayed based on the component mounting position and the mounting state parameters; when the virtual object performs a role action, the component object and the component mounting position maintain the mounting state corresponding to the mounting state parameters. By editing the component object and mounting state parameters, the user can enrich and vary the character image of the virtual character, meeting the personalized editing needs of the character.

[0154] The above-mentioned virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden; the above-mentioned device also includes an initial appearance display control module, which is used to control the display state of the initial character model in the virtual scene based on the appearance display parameters.

[0155] The initial role model includes a default component object mounted on the component mounting position.

[0156] The above-mentioned attachment state parameters include: relative position parameters between the component object and the component attachment position; the above-mentioned first object display module is also configured to execute: taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.

[0157] The above-mentioned hanging state parameters include: relative posture parameters between the component object and the component hanging position; the above-mentioned first object display module is also configured to execute: based on the component hanging position, determine the object display position of the component object in the virtual scene; display the component object at the object display position; based on the relative posture parameters, adjust the object display posture of the component object.

[0158] The above-mentioned hanging state parameters include: scaling parameters of the component object; the above-mentioned first object display module is also configured to execute: determining the object display position of the component object in the virtual scene based on the component hanging position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size.

[0159] The above-mentioned state control module is also configured to execute: in response to the virtual character performing a role action, obtain the first scene position of the component hanging position in the virtual scene; the first scene position is: the scene position where the component hanging position is located when the virtual character performs the role action; based on the first scene position and the hanging state parameters, control the component object to move and / or change the posture so that the hanging state of the component object and the component hanging position is the same as the hanging state of the component object and the component hanging position before the character action is performed.

[0160] Referring to FIG16 , a schematic diagram of a virtual character editing device is shown, the device includes:

[0161] The character display module 160 is configured to execute control of displaying a virtual character in the character editing scene; wherein the virtual character includes at least one component attachment position;

[0162] The second object display module 162 is configured to determine a target mounting position from at least one component mounting position, determine a target component object corresponding to the target mounting position; and control the target component object to be displayed at the target mounting position in the character editing scene;

[0163] The state editing module 164 is configured to execute and receive component editing instructions for the target component object, update the attachment state parameters of the target component object based on the component editing instructions, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.

[0164] The aforementioned virtual character editing device controls the display of the virtual character in a character editing scene. The virtual character includes at least one component attachment location. A target attachment location is determined from the at least one component attachment location, and a target component object corresponding to the target attachment location is determined. In the character editing scene, the target component object is controlled to be displayed at the target attachment location. A component editing instruction for the target component object is received, and attachment state parameters of the target component object are updated based on the component editing instruction, and the target component object is displayed based on the attachment state parameters. The attachment state parameters are used to control the relative position and / or relative posture between the target component object and the target attachment location. When the virtual character performs a character action, the target component object and the target attachment location maintain the attachment state corresponding to the attachment state parameters. In this method, a user can pre-edit the component objects and attachment state parameters of the virtual character. When the virtual character is in the virtual scene, the component objects are displayed based on the component attachment location and attachment state parameters. When the virtual character performs a character action, the component objects and the component attachment location maintain the attachment state corresponding to the attachment state parameters. By editing the component objects and attachment state parameters, the user can enrich and vary the virtual character's image, satisfying personalized character editing needs.

[0165] The above-mentioned second object display module is also configured to execute: determining that a virtual character is selected, obtaining the role type of the virtual character; if the role type is a specified type, displaying the initial role model of the virtual character in the role editing scene; wherein the initial role model is: the default component object mounted on the component mounting position.

[0166] The above-mentioned device further includes: an appearance parameter setting module configured to execute: setting appearance display parameters of the initial character model; wherein the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden.

[0167] The second object display module is further configured to execute: controlling entry into a first designated virtual scene, and determining a target component object corresponding to a target attachment position in the first designated virtual scene.

[0168] The above-mentioned second object display module is also configured to execute: in response to a selection operation on a scene element in the first specified virtual scene, the selected scene element is determined as a target component object corresponding to the target hanging position; wherein the target component object includes: a single component, or a component group consisting of multiple components.

[0169] The second object display module is further configured to execute: determining whether the selected scene element has an object model;

[0170] If the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.

[0171] The second object display module is further configured to execute: controlling access to a display interface of an object storage tool, and determining a target component object corresponding to a target mounting position from the object storage tool.

[0172] The above-mentioned second object display module is also configured to execute: judging whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; determining that the sum of the numbers is less than the preset number threshold, in the character editing scene, controlling the target component object to be displayed at the target mounting position.

[0173] The above-mentioned device also includes an object selection and editing module, which is configured to execute: displaying a scene screen of a second specified virtual scene; determining a selected object in response to a selection operation on the second specified virtual scene; if the selected object includes a first character and a first component object, responding to an appearance editing operation on the first character, controlling the display of the first component object at a specified attachment position of the first character.

[0174] The above-mentioned selection and editing module is also configured to execute: displaying the appearance editing control of the first character; in response to a trigger operation on the appearance editing control, displaying the appearance editing interface of the first character; wherein the appearance editing interface includes: a first component object, and alternative mounting positions of the first component object; in response to a selection operation of a specified mounting position in the alternative mounting positions, determining the specified mounting position as the component mounting position of the first component object; in response to an edit confirmation operation, displaying the first character in a second specified virtual scene; wherein the first component object is displayed at the specified mounting position of the first character.

[0175] A parameter input control is provided in the interface where the above-mentioned character editing scene is located; the above-mentioned state editing module is also configured to execute: responding to the parameter input operation for the parameter input control, receiving the attachment state parameter through the parameter input control, and displaying the target component object under the attachment state parameter.

[0176] The interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.

[0177] A location list of at least one component attachment location of a virtual character is provided in the interface where the above-mentioned character editing scene is located; the above-mentioned device also includes a location object selection module, which is configured to perform: in response to a location selection operation, select a target attachment location from the location list, and display the component object attached to the target attachment location; in response to an object selection operation, select a target component object, set the target component object to a selected state in the character editing scene, and display a parameter setting control of the target component object; wherein the parameter setting control is used to: set the attachment state parameters of the target component object.

[0178] The above-mentioned device also includes an object replacement module, which is configured to perform: responding to an object replacement operation on a second component object, deleting the second component object, and recording the object attachment position of the second component object and the attachment status parameters of the second component object; controlling entry into a third specified virtual scene, selecting a replacement component object from the third specified virtual scene; and displaying the replacement component object at the object attachment position of the second component object according to the attachment status parameters of the second component object.

[0179] The above-mentioned attachment state parameters include: the relative position parameters between the target component object and the target attachment position; the parameter setting control for the relative position parameters is provided in the interface where the character editing scene is located; the above-mentioned state editing module is also configured to execute: in response to the trigger operation of the parameter setting control for the relative position parameters, display multiple dimensional direction movement control controls on the target component object; in response to the sliding operation of the first movement control in the movement control control, control the target component object to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, generate the relative position parameters of the target component object based on the relative position of the target component object and the target attachment position at the end of the sliding operation.

[0180] The above-mentioned virtual object is preset with a local spatial range; the local spatial range surrounds the virtual object; the above-mentioned device also includes: a position judgment module, which is configured to execute: in response to the end of the sliding operation, determining that when the sliding operation ends, the target component object is outside the local spatial range, controlling the target component object to be displayed at a preset position within the local spatial range; and displaying a prompt message that the position setting failed.

[0181] The above-mentioned attachment state parameters include: relative posture parameters between the target component object and the target attachment position; parameter setting controls for relative posture parameters are provided in the interface where the character editing scene is located; the above-mentioned state editing module is also configured to execute: in response to the triggering operation of the parameter setting control for the relative posture parameters, rotation controls for multiple dimensional directions are displayed on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, the target component object is controlled to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; the rotated target component object is displayed, and relative posture parameters are generated based on the posture of the rotated target component object.

[0182] The above-mentioned attachment state parameters include: the scaling parameters of the target component object; the parameter setting controls for the scaling parameters are provided in the interface where the character editing scene is located; the above-mentioned state editing module is also configured to execute: in response to the triggering operation of the parameter setting controls for the scaling parameters, determine the scaling method, and display scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes a specified spatial dimension; in response to the sliding control operation, control the target component object to scale along the specified spatial dimension; in response to the end of the sliding control operation, generate the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.

[0183] The above-mentioned device also includes a movement control module, which is configured to execute: responding to a trigger operation for a specified character action, controlling the virtual object to perform the specified character action, and controlling the target component object to move following the specified character action according to the attachment state parameters.

[0184] This embodiment further provides an electronic device including a processor and a memory, wherein the memory stores computer-executable instructions executable by the processor, and the processor executes the computer-executable instructions to implement the aforementioned virtual character display control method and virtual character editing method. The electronic device can be a server or a terminal device.

[0185] As shown in FIG17 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores computer executable instructions that can be executed by the processor 100 . The processor 100 executes the computer executable instructions to implement the above-mentioned virtual character display control method and virtual character editing method.

[0186] Furthermore, the electronic device shown in FIG17 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0187] Memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may use the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. Buses can be divided into address buses, data buses, control buses, etc. For ease of representation, only one bidirectional arrow is used in Figure 17, but this does not mean that there is only one bus or one type of bus.

[0188] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0189] The processor in the electronic device can implement the following operations in the virtual character display control method and the virtual character editing method by executing computer-executable instructions:

[0190] A method for controlling the display of a virtual character comprises obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; and in response to the virtual character performing a character action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.

[0191] The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.

[0192] The above-mentioned initial role model includes: a default component object mounted on the component mounting position.

[0193] The attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.

[0194] The attachment state parameters include: relative posture parameters between the component object and the component attachment position; determining the object display position of the component object in the virtual scene based on the component attachment position; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameters.

[0195] The attachment state parameters include: scaling parameters of the component object; determining the object display position of the component object in the virtual scene based on the component attachment position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size.

[0196] In response to the virtual character performing a role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameter, the component object is controlled to perform displacement and / or posture change so that the mounting state of the component object and the component mounting position is the same as the mounting state of the component object and the component mounting position before the character action is performed.

[0197] A method for editing a virtual character, comprising controlling the virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component mounting position; determining a target mounting position from the at least one component mounting position, and determining a target component object corresponding to the target mounting position; controlling the target component object to be displayed at the target mounting position in the character editing scene; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters.

[0198] Determine whether the virtual character is selected and obtain the role type of the virtual character; if the role type is the specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.

[0199] The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.

[0200] The control enters a first designated virtual scene, and determines a target component object corresponding to a target attachment position in the first designated virtual scene.

[0201] In response to a selection operation on a scene element in the first specified virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.

[0202] It is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.

[0203] The control enters the display interface of the object storage tool, and determines the target component object corresponding to the target mounting position from the object storage tool.

[0204] Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; determine that the sum of the numbers is less than the preset number threshold, and in the character editing scene, control the target component object to be displayed at the target mounting position.

[0205] Display a scene screen of a second specified virtual scene; in response to a selection operation on the second specified virtual scene, determine a selection object; if the selection object includes a first character and a first component object, in response to an appearance editing operation on the first character, control the first component object to be displayed at a specified attachment position of the first character.

[0206] Displaying an appearance editing control for a first character; in response to a triggering operation on the appearance editing control, displaying an appearance editing interface for the first character; wherein the appearance editing interface includes: a first component object, and alternative attachment positions for the first component object; in response to a selection operation of a specified attachment position in the alternative attachment positions, determining the specified attachment position as the component attachment position of the first component object; in response to an edit confirmation operation, displaying the first character in a second specified virtual scene; wherein the first component object is displayed at the specified attachment position of the first character.

[0207] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.

[0208] The interface where the character editing scene is located includes at least one component mounting position of a virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.

[0209] A position list of at least one component attachment position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target attachment position is selected from the position list, and the component object attached to the target attachment position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to: set the attachment state parameters of the target component object.

[0210] In response to the object replacement operation for the second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment state parameters of the second component object are recorded; control entry into a third specified virtual scene, select a replacement component object from the third specified virtual scene; and display the replacement component object at the object attachment position of the second component object according to the attachment state parameters of the second component object.

[0211] The attachment state parameters include: the relative position parameters between the target component object and the target attachment position; a parameter setting control for the relative position parameters is provided in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting control for the relative position parameters, a movement control control in multiple dimensional directions is displayed on the target component object; in response to the sliding operation of the first movement control in the movement control control, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target attachment position at the end of the sliding operation.

[0212] The virtual object is preset with a local spatial range; the local spatial range surrounds the virtual object; in response to the end of the sliding operation, it is determined that the target component object is outside the local spatial range when the sliding operation ends, and the target component object is controlled to be displayed at a preset position within the local spatial range; a prompt message indicating that the position setting failed is displayed.

[0213] The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; parameter setting controls for the relative posture parameters are provided in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, rotation controls for multiple dimensional directions are displayed on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, the target component object is controlled to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; the rotated target component object is displayed, and the relative posture parameters are generated based on the posture of the rotated target component object.

[0214] The attachment state parameters include: scaling parameters of the target component object; providing parameter setting controls for scaling parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for scaling parameters, determining the scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes specifying spatial dimensions; in response to the sliding control operation, controlling the target component object to scale along the specified spatial dimensions; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.

[0215] In response to the trigger operation for the specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attachment state parameters and follow the specified character action.

[0216] In this approach, users can pre-edit the component objects and attachment state parameters of a virtual character. When the virtual character is in a virtual scene, the component objects are displayed based on the component attachment positions and attachment state parameters. When the virtual character performs character actions, the component objects and the component attachment positions maintain the attachment state corresponding to the attachment state parameters. By editing component objects and attachment state parameters, users can enrich and vary the virtual character's image, meeting the needs of personalized character editing.

[0217] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned virtual character display control method and virtual character editing method.

[0218] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the above-mentioned virtual character display control method and virtual character editing method by executing the computer executable instructions:

[0219] A method for controlling the display of a virtual character comprises obtaining a virtual character; wherein the virtual character comprises at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; control the virtual character to be located in a virtual scene, and display the component object in the virtual scene based on the component mounting position and the mounting state parameters; and in response to the virtual character performing a character action, control the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameters.

[0220] The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; and based on the appearance display parameters, control the display state of the initial character model in the virtual scene.

[0221] The initial role model includes: a default component object mounted on the component mounting position.

[0222] The attachment state parameters include: relative position parameters between the component object and the component attachment position; taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameters to obtain the object display position; and displaying the component object at the object display position.

[0223] The attachment state parameters include: relative posture parameters between the component object and the component attachment position; determining the object display position of the component object in the virtual scene based on the component attachment position; displaying the component object at the object display position; and adjusting the object display posture of the component object based on the relative posture parameters.

[0224] The attachment state parameters include: scaling parameters of the component object; determining the object display position of the component object in the virtual scene based on the component attachment position; determining the object size of the component object based on the scaling parameters, and displaying the component object at the object display position according to the object size.

[0225] In response to the virtual character performing a role action, a first scene position of the component mounting position in the virtual scene is obtained; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; based on the first scene position and the mounting state parameter, the component object is controlled to perform displacement and / or posture change so that the mounting state of the component object and the component mounting position is the same as the mounting state of the component object and the component mounting position before the character action is performed.

[0226] A method for editing a virtual character, comprising controlling the virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component mounting position; determining a target mounting position from the at least one component mounting position, and determining a target component object corresponding to the target mounting position; controlling the target component object to be displayed at the target mounting position in the character editing scene; receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters; wherein the mounting state parameters are used to: control the relative position and / or relative posture between the target component object and the target mounting position; when the virtual character performs a character action, the target component object and the target mounting position maintain the mounting state corresponding to the mounting state parameters.

[0227] Determine whether the virtual character is selected and obtain the role type of the virtual character; if the role type is the specified type, display the initial role model of the virtual character in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.

[0228] The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.

[0229] The control enters a first designated virtual scene, and determines a target component object corresponding to a target attachment position in the first designated virtual scene.

[0230] In response to a selection operation on a scene element in the first specified virtual scene, the selected scene element is determined as a target component object corresponding to a target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.

[0231] It is determined whether the selected scene element has an object model; if the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.

[0232] The control enters the display interface of the object storage tool, and determines the target component object corresponding to the target mounting position from the object storage tool.

[0233] Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; determine that the sum of the numbers is less than the preset number threshold, and in the character editing scene, control the target component object to be displayed at the target mounting position.

[0234] Display a scene screen of a second specified virtual scene; in response to a selection operation on the second specified virtual scene, determine a selection object; if the selection object includes a first character and a first component object, in response to an appearance editing operation on the first character, control the first component object to be displayed at a specified attachment position of the first character.

[0235] Displaying an appearance editing control for a first character; in response to a triggering operation on the appearance editing control, displaying an appearance editing interface for the first character; wherein the appearance editing interface includes: a first component object, and alternative attachment positions for the first component object; in response to a selection operation of a specified attachment position in the alternative attachment positions, determining the specified attachment position as the component attachment position of the first component object; in response to an edit confirmation operation, displaying the first character in a second specified virtual scene; wherein the first component object is displayed at the specified attachment position of the first character.

[0236] A parameter input control is provided in the interface where the role editing scene is located; in response to the parameter input operation on the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.

[0237] The interface where the character editing scene is located includes at least one component mounting position of a virtual object and at least one component object corresponding to the component mounting position; the component object is preset with a parameter input control.

[0238] A position list of at least one component attachment position of a virtual character is provided in the interface where the character editing scene is located; in response to a position selection operation, a target attachment position is selected from the position list, and the component object attached to the target attachment position is displayed; in response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to: set the attachment state parameters of the target component object.

[0239] In response to the object replacement operation for the second component object, the second component object is deleted, and the object attachment position of the second component object and the attachment state parameters of the second component object are recorded; control entry into a third specified virtual scene, select a replacement component object from the third specified virtual scene; and display the replacement component object at the object attachment position of the second component object according to the attachment state parameters of the second component object.

[0240] The attachment state parameters include: the relative position parameters between the target component object and the target attachment position; a parameter setting control for the relative position parameters is provided in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting control for the relative position parameters, a movement control control in multiple dimensional directions is displayed on the target component object; in response to the sliding operation of the first movement control in the movement control control, the target component object is controlled to move along the dimensional direction corresponding to the first movement control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target attachment position at the end of the sliding operation.

[0241] The virtual object is preset with a local spatial range; the local spatial range surrounds the virtual object; in response to the end of the sliding operation, it is determined that the target component object is outside the local spatial range when the sliding operation ends, and the target component object is controlled to be displayed at a preset position within the local spatial range; a prompt message indicating that the position setting failed is displayed.

[0242] The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; parameter setting controls for the relative posture parameters are provided in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for the relative posture parameters, rotation controls for multiple dimensional directions are displayed on the target component object; in response to the sliding operation of the first rotation control in the rotation controls for multiple dimensional directions, the target component object is controlled to rotate in the dimensional direction corresponding to the first rotation control according to the sliding path of the sliding operation; the rotated target component object is displayed, and the relative posture parameters are generated based on the posture of the rotated target component object.

[0243] The attachment state parameters include: scaling parameters of the target component object; providing parameter setting controls for scaling parameters in the interface where the character editing scene is located; in response to the triggering operation of the parameter setting controls for scaling parameters, determining the scaling method, and displaying scaling control controls in multiple dimensional directions on the target component object; wherein the scaling method includes specifying spatial dimensions; in response to the sliding control operation, controlling the target component object to scale along the specified spatial dimensions; in response to the end of the sliding control operation, generating the scaling parameters of the target component object based on the object size of the target component object when the sliding control operation ends.

[0244] In response to the trigger operation for the specified character action, the virtual object is controlled to perform the specified character action, and the target component object is controlled to move according to the attachment state parameters and follow the specified character action.

[0245] In this approach, users can pre-edit the component objects and attachment state parameters of a virtual character. When the virtual character is in a virtual scene, the component objects are displayed based on the component attachment positions and attachment state parameters. When the virtual character performs character actions, the component objects and the component attachment positions maintain the attachment state corresponding to the attachment state parameters. By editing component objects and attachment state parameters, users can enrich and vary the virtual character's image, meeting the needs of personalized character editing.

[0246] The computer program products of the virtual character display control method, virtual character editing method, device and electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0247] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0248] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0249] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0250] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0251] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A method for controlling display of a virtual character, the method comprising: Acquire a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; Controlling the virtual character to be located in a virtual scene, and displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter; In response to the virtual character performing a character action, the component object and the component mounting position are controlled to maintain a mounting state corresponding to the mounting state parameter.

2. The method according to claim 1, wherein: The virtual character also includes an initial character model and appearance display parameters of the initial character model; the appearance display parameters are used to: indicate whether the display state of the initial character model is displayed or hidden; After the step of controlling the virtual character to be located in the virtual scene, the method further comprises: Based on the appearance display parameters, the display state of the initial character model is controlled in the virtual scene.

3. The method according to claim 2, wherein: The initial role model includes: a default component object mounted on the component mounting position.

4. The method according to claim 1, wherein: The mounting state parameters include: relative position parameters between the component object and the component mounting position; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Taking the component attachment position of the virtual character as the starting point, performing position offset according to the relative scene parameter to obtain the object display position; and displaying the component object at the object display position.

5. The method according to claim 1, wherein: The attachment state parameters include: relative posture parameters between the component object and the component attachment position; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Based on the component mounting position, determining an object display position of the component object in the virtual scene; and displaying the component object at the object display position; Based on the relative posture parameter, the object display posture of the component object is adjusted.

6. The method according to claim 1, wherein: The attachment state parameters include: scaling parameters of the component object; The step of displaying the component object in the virtual scene based on the component mounting position and the mounting state parameter comprises: Based on the component mounting position, the object display position of the component object is determined in the virtual scene; based on the scaling parameter, the object size of the component object is determined, and the component object is displayed at the object display position according to the object size.

7. The method according to claim 1, wherein: In response to the virtual character performing a character action, the step of controlling the component object and the component mounting position to maintain a mounting state corresponding to the mounting state parameter comprises: In response to the virtual character performing a role action, obtaining a first scene position of the component mounting position in the virtual scene; the first scene position is: the scene position where the component mounting position is located when the virtual character performs the role action; Based on the first scene position and the attachment state parameters, the component object is controlled to move and / or change its posture so that the attachment state between the component object and the component attachment position is the same as the attachment state between the component object and the component attachment position before the character action is performed.

8. A method for editing a virtual character, the method comprising: Controlling a virtual character to be displayed in a character editing scene; wherein the virtual character includes at least one component attachment position; Determine a target mounting position from the at least one component mounting position, and determine a target component object corresponding to the target mounting position; in the character editing scene, control the target component object to be displayed at the target mounting position; Receive a component editing instruction for the target component object, update the attachment state parameters of the target component object based on the component editing instruction, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.

9. The method according to claim 8, wherein: The steps to control the virtual character to be displayed in the character editing scene include: Determining that the virtual character is selected, and obtaining a role type of the virtual character; If the role type is a specified type, an initial role model of the virtual role is displayed in the role editing scene; wherein the initial role model is: a default component object mounted on the component mounting position.

10. The method according to claim 9, wherein: After the step of displaying the initial role model of the virtual role in the role editing scene, the method further comprises: The appearance display parameters of the initial character model are set; wherein the appearance display parameters are used to indicate whether the display state of the initial character model is displayed or hidden.

11. The method according to claim 8, wherein: The step of determining the target component object corresponding to the target mounting position includes: Controlling entry into a first designated virtual scene, and determining a target component object corresponding to the target attachment position from the first designated virtual scene.

12. The method according to claim 11, wherein: The step of determining the target component object corresponding to the target attachment position from the first designated virtual scene comprises: In response to a selection operation on a scene element in the first designated virtual scene, the selected scene element is determined as a target component object corresponding to the target attachment position; wherein the target component object includes: a single component, or a component group consisting of multiple components.

13. The method according to claim 12, wherein: The step of determining the selected scene element as the target component object corresponding to the target mounting position comprises: Determine whether the selected scene element has an object model; If the selected scene element has an object model, the object model corresponding to the selected scene element is determined as the target component object corresponding to the target attachment position.

14. The method according to claim 8, wherein: The step of determining the target component object corresponding to the target mounting position comprises: Controlling access to a display interface of an object storage tool, and determining a target component object corresponding to the target mounting position from the object storage tool.

15. The method according to claim 8, wherein: In the character editing scene, the step of controlling the target component object to be displayed at the target attachment position comprises: Determine whether the sum of the number of component objects mounted on the component mounting position of the virtual character and the number of target component objects is less than or equal to a preset number threshold; It is determined that the sum of the quantities is less than a preset quantity threshold, and in the character editing scene, the target component object is controlled to be displayed at the target attachment position.

16. The method according to claim 8, wherein: The method further comprises: Displaying a scene picture of a second designated virtual scene; In response to a selection operation on the second designated virtual scene, determining a selection object; If the selected objects include a first character and a first component object, in response to an appearance editing operation on the first character, the first component object is controlled to be displayed at a designated attachment position of the first character.

17. The method according to claim 16, wherein: In response to the appearance editing operation for the first character, the step of controlling the first component object to be displayed at the designated attachment position of the first character comprises: displaying an appearance edit control for the first character; In response to a trigger operation on the appearance editing control, displaying the appearance editing interface of the first character; wherein the appearance editing interface includes: the first component object, and an alternative attachment position of the first component object; In response to a selection operation of a designated mounting position among the candidate mounting positions, determining the designated mounting position as a component mounting position of the first component object; In response to the edit confirmation operation, the first character is displayed in the second designated virtual scene; wherein the first component object is displayed at the designated attachment position of the first character.

18. The method according to claim 8, wherein: A parameter input control is provided in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to the parameter input operation for the parameter input control, the attachment state parameter is received through the parameter input control, and the target component object under the attachment state parameter is displayed.

19. The method according to claim 18, wherein: The interface where the character editing scene is located includes at least one component mounting position of the virtual object and at least one component object corresponding to the component mounting position; the component object is preset with the parameter input control.

20. The method according to claim 8, wherein: A position list of at least one component attachment position of the virtual character is provided in the interface where the character editing scene is located; Before the steps of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters, the method further comprises: In response to the position selection operation, a target mounting position is selected from the position list, and component objects mounted on the target mounting position are displayed; In response to an object selection operation, a target component object is selected, and in the character editing scene, the target component object is set to a selected state, and a parameter setting control of the target component object is displayed; wherein the parameter setting control is used to set a hook state parameter of the target component object.

21. The method according to claim 8, wherein: The method further comprises: In response to the object replacement operation on the second component object, the second component object is deleted, and the object mounting position of the second component object and the mounting state parameters of the second component object are recorded; Controlling entry into a third designated virtual scene, and selecting a replacement component object from the third designated virtual scene; The replacement component object is displayed at the object mounting position of the second component object according to the mounting state parameter of the second component object.

22. The method according to claim 8, wherein: The attachment state parameters include: a relative position parameter between the target component object and the target attachment position; a parameter setting control for providing the relative position parameter in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of a parameter setting control for the relative position parameter, a movement control control in multiple dimensional directions is displayed on the target component object; In response to a sliding operation on a first mobile control in the mobile control control, the target component object is controlled to move along the dimensional direction corresponding to the first mobile control; in response to the end of the sliding operation, the relative position parameters of the target component object are generated based on the relative position of the target component object and the target hanging position when the sliding operation ends.

23. The method according to claim 22, wherein: The virtual object is preset with a local space range; the local space range surrounds the virtual object; and the method further includes: In response to the end of the sliding operation, determining that when the sliding operation ends, the target component object is outside the local space range, and controlling the target component object to be displayed at a preset position within the local space range; Displays a prompt message indicating that the location setting failed.

24. The method according to claim 8, wherein: The attachment state parameters include: relative posture parameters between the target component object and the target attachment position; a parameter setting control for the relative posture parameters is provided in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of the parameter setting control of the relative posture parameter, displaying rotation controls in multiple dimensional directions on the target component object; In response to a sliding operation of a first rotation control among the rotation controls for the multiple dimensional directions, controlling the target component object to rotate in the dimensional direction corresponding to the first rotation control according to a sliding path of the sliding operation; The rotated target component object is displayed, and the relative posture parameter is generated based on the posture of the rotated target component object.

25. The method according to claim 8, wherein: The attachment state parameters include: a scaling parameter of the target component object; a parameter setting control for providing the scaling parameter in the interface where the character editing scene is located; The step of receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters comprises: In response to a triggering operation of a parameter setting control of the scaling parameter, a scaling mode is determined, and scaling control controls in multiple dimensional directions are displayed on the target component object; wherein the scaling mode includes specifying a spatial dimension; In response to the sliding control operation, the target component object is controlled to be scaled along the specified spatial dimension; in response to the end of the sliding control operation, a scaling parameter of the target component object is generated based on the object size of the target component object when the sliding control operation ends.

26. The method according to claim 8, wherein: After receiving a component editing instruction for the target component object, updating the mounting state parameters of the target component object based on the component editing instruction, and displaying the target component object under the mounting state parameters, the method further includes: In response to a trigger operation for a designated character action, the virtual object is controlled to execute the designated character action, and the target component object is controlled to move following the designated character action according to the attachment state parameters.

27. A display control device for a virtual character, the device comprising: The character acquisition module is configured to execute acquisition of a virtual character; wherein the virtual character includes at least one component mounting position and a pre-edited component object; the component object is mounted on the component mounting position and has pre-edited mounting state parameters; the mounting state parameters are used to: control the relative position and / or relative posture between the component object and the component mounting position; A first object display module is configured to execute control of the virtual character to be located in a virtual scene, and to display the component object in the virtual scene based on the component mounting position and the mounting state parameter; The state control module is configured to control the component object and the component mounting position to maintain the mounting state corresponding to the mounting state parameter in response to the virtual character performing a role action.

28. A virtual character editing device, the device comprising: A character display module is configured to execute control of displaying a virtual character in a character editing scene; wherein the virtual character includes at least one component mounting position; The second object display module is configured to determine a target mounting position from the at least one component mounting position, determine a target component object corresponding to the target mounting position; and control the target component object to be displayed at the target mounting position in the character editing scene; A state editing module is configured to execute and receive component editing instructions for the target component object, update the attachment state parameters of the target component object based on the component editing instructions, and display the target component object under the attachment state parameters; wherein the attachment state parameters are used to: control the relative position and / or relative posture between the target component object and the target attachment position; when the virtual character performs a character action, the target component object and the target attachment position maintain the attachment state corresponding to the attachment state parameters.

29. An electronic device comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the display control method of the virtual character described in any one of claims 1-7, or implement the editing method of the virtual character described in any one of claims 8-26.

30. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the virtual character described in any one of claims 1-7, or implement the editing method of the virtual character described in any one of claims 8-26.

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