Appearance editing method and apparatus for virtual character, and electronic device

The component model is obtained and attached through the graphical user interface of the terminal device, which solves the problem of cumbersome virtual character appearance editing operations in the existing technology, and realizes diversified editing of the player's personalized character appearance.

WO2025139494A1PCT designated stage expired Publication Date: 2025-07-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/133592
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-28
Filing Date
2024-11-21
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

In the prior art, three-dimensional modeling software is required to edit the appearance of virtual characters, which is cumbersome and professional, making it difficult for ordinary users to achieve personalized and diversified character image requirements.

Method used

Provide a graphical user interface through the terminal device, obtain component models and mount them to the role bones of virtual characters, and update the appearance of component models in response to editing operations, simplifying the virtual character appearance editing process.

Benefits of technology

It reduces the difficulty of virtual character skeleton operation, improves editing efficiency, and allows players to achieve personalized character appearance editing through simple operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

An appearance editing method for a virtual character. The method comprises: performing control to enter a character editing scene for a virtual character (201), and displaying a scene picture of the character editing scene on a graphical user interface, wherein the character editing scene comprises the virtual character (201); acquiring a component model (401), determining from a character skeleton a target skeleton position corresponding to the component model (401), controlling the component model (401) to be attached to the target skeleton position (701), and controlling the component model (401) to be displayed at the target skeleton position (701), wherein the target skeleton position (701) is used for driving the attached component model (401) to move along with the target skeleton position (701); and in response to an editing operation for the component model (401), updating an attachment appearance of the component model (401), wherein the attachment appearance comprises a model appearance of the component model (401), and / or, a relative attachment state of the component model (401) and the target skeleton position (701). In this way, a player can edit a personalized character appearance, thereby meeting diversified character appearance requirements.
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Description

Method, device and electronic device for editing the appearance of virtual characters

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311848712.4, filed on December 28, 2023, entitled “Method, device and electronic device for editing the appearance of a virtual character”, the entire contents of which are incorporated herein by reference. Technical Field

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

[0004] Virtual scenes often contain virtual characters that can move or perform actions, such as avatars and monsters. These virtual characters need to be edited in advance. In related technologies, when editing a virtual character, it is necessary to use 3D modeling software to create an appearance model of the virtual character, then add skeletons to the appearance model, and use the skeletons to drive the appearance model to perform actions. When updating the appearance of a virtual character, the appearance model needs to be re-edited, which is a cumbersome and highly professional operation that is difficult for ordinary users or gamers to implement. This results in a single appearance for the virtual character, making it difficult to meet the needs of personalized and diversified character images. Summary of the Invention

[0005] According to one aspect of the present disclosure, a method for editing the appearance of a virtual character is provided, and a graphical user interface is provided through a terminal device; the method includes: controlling entry into a character editing scene of the virtual character, and displaying a scene screen of the character editing scene on the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple skeleton positions; obtaining a component model, and determining a target skeleton position corresponding to the component model from the character skeleton, controlling the component model to be mounted with the target skeleton position, and controlling the component model to be displayed at the target skeleton position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target skeleton position is used to: drive the mounted component model to move following the target skeleton position; in response to an editing operation on the component model, updating the mounted appearance of the component model; wherein, the mounted appearance includes the model appearance of the component model, and / or the relative mounting state of the component model and the target skeleton position.

[0006] According to one aspect of the present disclosure, a device for editing the appearance of a virtual character is provided, which provides a graphical user interface through a terminal device; the device includes: a screen display module, which is used to control entry into a character editing scene of the virtual character, and display a scene screen of the character editing scene on the graphical user interface; wherein, the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple skeleton positions; a model attachment module, which is used to obtain a component model, and determine the target skeleton position corresponding to the component model from the character skeleton, control the attachment of the component model to the target skeleton position, and control the component model to be displayed at the target skeleton position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target skeleton position is used to: drive the attached component model to move following the target skeleton position; a model editing module, which is used to respond to editing operations on the component model and update the attachment appearance of the component model; wherein the attachment appearance includes the model appearance of the component model, and / or the relative attachment state of the component model and the target skeleton position.

[0007] According to one aspect of the present disclosure, an electronic device is provided, including 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 appearance editing method.

[0008] According to one aspect of the present disclosure, a computer-readable storage medium is provided, 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 appearance editing of the virtual character.

[0009] The embodiments of the present disclosure bring the following beneficial effects:

[0010] The above-mentioned virtual character appearance editing method, device, and electronic device control entering a virtual character character editing scene and displaying a scene screen of the character editing scene on a graphical user interface. The character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; a component model is obtained, and a target bone position corresponding to the component model is determined from the character skeleton, the component model is controlled to be attached to the target bone position, and the component model is controlled to be displayed at the target bone position; wherein the component model has an initial model appearance and is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; in response to an editing operation on the component model, the attached appearance of the component model is updated; wherein the attached appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position. In this method, the virtual character has a character skeleton, and the player can edit the component model, attach the edited component model to the character skeleton, and edit the attached appearance of the component model, thereby enabling the player to edit the appearance of the virtual character. This method allows players to edit personalized character appearances, meeting diverse character appearance requirements.

[0011] 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.

[0012] 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

[0013] FIG1 is a flowchart of a method for editing the appearance of a virtual character provided by an embodiment of the present disclosure;

[0014] FIG2 is a schematic diagram of simultaneously selecting a virtual character and a component model in a game map according to an embodiment of the present disclosure;

[0015] FIG3 is a schematic diagram of an information confirmation window displayed after simultaneously selecting a virtual character and a component model in a game map according to an embodiment of the present disclosure;

[0016] FIG4 is a schematic diagram of direction lines of one component model provided by an embodiment of the present disclosure;

[0017] FIG5 is a schematic diagram of a character skeleton provided by an embodiment of the present disclosure;

[0018] FIG6 is a schematic diagram of displaying an editing window after selecting a virtual character in a map editing scene according to an embodiment of the present disclosure;

[0019] FIG7 is a schematic diagram of adding controls to a display component after selecting a target bone position according to an embodiment of the present disclosure;

[0020] FIG8 is a schematic diagram of a component model for entering a map editing scene and selecting components according to an embodiment of the present disclosure;

[0021] FIG9 is a schematic diagram of one of the editing component models provided by an embodiment of the present disclosure;

[0022] FIG10 is a schematic diagram of a second editing component model provided by an embodiment of the present disclosure;

[0023] FIG11 is a schematic diagram showing the result of one of the virtual character appearance editing devices provided by an embodiment of the present disclosure;

[0024] FIG12 is a schematic diagram of one of the electronic devices provided in an embodiment of the present disclosure.

[0025] Among them, 201-virtual character, 202-component model, 203-component model, 204-unselect control, 301-triangle control, 401-component model, 402-direction line, 403-direction line, 404-direction line, 405-component frame, 501-bone position, 501a-bone line, 601-virtual character, 701-target bone position, 702-middle area, 703-character bone, 7031-bone node, 704-Initial character appearance, 705-Bone node, 706-Bone node, 707-Bone node, 801-Component model, 901-First bone position, 902-Move control, 903-Scale control, 904-Rotation control, 905-Edit operation control, 906-Action control, 1001-Parameter input control, 1002-Sub-control in the X-axis direction, 1003-Sub-control in the Y-axis direction, 1004-Sub-control in the Z-axis direction. DETAILED DESCRIPTION

[0026] 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.

[0027] In related technologies, a virtual character's appearance model can be created using 3D modeling software. Skeletons are then added to the model, and the skeletons are used to drive the model's actions. This method requires manual creation of the appearance model, configuration of the skeletons, and skeletal animation, requiring a high level of experience and skill. The operation is cumbersome and highly specialized, making it difficult for ordinary users or gamers to implement. This results in a monotonous appearance for the virtual character, making it difficult to meet the needs for personalized and diverse character images.

[0028] Based on this, the embodiment of the present disclosure provides a method, device and electronic device for editing the appearance of a virtual character, which can be applied to the editing process of various virtual characters, such as player-controlled characters, non-player-controlled characters, Boss characters, etc.

[0029] In one embodiment of the present disclosure, the virtual character appearance editing method can be run on a local terminal device or a server. When the virtual character appearance editing method is run 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.

[0030] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual character appearance editing method are completed on the cloud game 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.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game 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.

[0031] 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.

[0032] In one possible implementation, embodiments of the present disclosure provide a method for editing the appearance of a virtual character, providing a graphical user interface (GUI) via a terminal device, where the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI can be used to display a character editing scene, including the virtual character and component models.

[0033] As shown in FIG1 , the method for editing the appearance of a virtual character includes the following steps:

[0034] Step S102, controlling the entry into the character editing scene of the virtual character, and displaying the scene screen of the character editing scene on the graphical user interface; wherein the character editing scene includes the virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes a plurality of bone positions;

[0035] The user triggers an edit operation for a virtual character to enter the character editing scene. Alternatively, in the map editing scene, the user selects the virtual character and its associated component models and then enters the virtual editing scene. The character editing scene can be an empty scene containing the virtual character. A virtual camera is provided in the character editing scene, which captures the virtual character, generating a scene image containing the virtual character.

[0036] In this embodiment, the virtual character has an initial appearance, which may be provided by the gaming system. This initial appearance may be a pre-selected and edited appearance model of the virtual character. In one embodiment, this initial appearance may be a complete appearance model, such as an egg-shaped appearance or an animal-shaped appearance. Alternatively, this initial appearance may be composed of multiple separate models, such as a humanoid appearance or an animal-shaped appearance. These separate models may also be edited or replaced.

[0037] The character skeleton of a virtual character can be associated with the initial character appearance. The character skeleton includes multiple bone positions, such as the head, left arm, left hand, right arm, right hand, etc.; multiple bone positions are connected by bone lines to form the character skeleton; the character skeleton can be used to drive the initial character appearance to perform actions, and can also be used to drive component models attached to the bone positions.

[0038] Step S104: Acquire the component model, determine the target bone position corresponding to the component model from the character skeleton, control the component model to be attached to the target bone position, and control the component model to be displayed at the target bone position; wherein the component model has an initial model appearance and is pre-edited; the target bone position is used to drive the attached component model to move along with the target bone position;

[0039] This component model can be obtained from the game map or from model storage spaces such as the warehouse or backpack. This component model can be a pre-edited component model by the player and can have a specific shape, color, structure, etc. The user can select a target bone position from the bone position and then select a component model for that target bone position; or they can select a component model and then select a target bone position for that component model.

[0040] After determining the component model and target bone position, the component model is attached to the target bone position, establishing a connection relationship between the component model and the target bone position. In the character editing scene, the component model is displayed at the target bone position; in the graphical user interface, the attached component model and target bone position of the virtual character can be displayed in a window, list, or other form.

[0041] The character skeleton can be used to drive the initial character appearance and perform actions, and can also drive the component models attached to the character skeleton's bone positions. Specifically, during the character skeleton's movement, the bone position may shift or rotate, and the component models attached to the bone position will randomly shift or rotate.

[0042] Step S106 , in response to the editing operation on the component model, updating the attachment appearance of the component model; wherein the attachment appearance includes the model appearance of the component model and / or the relative attachment state between the component model and the target skeleton position.

[0043] In this embodiment, after the component model is attached to the target character position, the user can also edit the component model to further change the attachment appearance of the virtual character. In one method, the user can select the component model and then modify the model appearance of the component model, for example, modify the size of the model, modify the shape of the model along a certain dimension, etc.; in another method, the relative attachment state of the component model and the target bone position, such as the relative position, relative direction, rotation angle, etc., can also be modified. When the target bone position is displaced or selected, the relative attachment state of the component model and the target bone position remains unchanged, so that the component model can be controlled to perform the same action by controlling the action of the character skeleton of the control virtual character.

[0044] The above-mentioned virtual character appearance editing method controls entry into a virtual character character editing scene and displays a scene screen of the character editing scene on a graphical user interface; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; a component model is obtained, and a target bone position corresponding to the component model is determined from the character skeleton, the component model is controlled to be attached to the target bone position, and the component model is controlled to be displayed at the target bone position; wherein the component model has an initial model appearance and is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; in response to an editing operation on the component model, the attached appearance of the component model is updated; wherein the attached appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position. In this method, the virtual character has a character skeleton, and the player can edit the component model, attach the edited component model to the character skeleton, and edit the attached appearance of the component model, thereby enabling the player to edit the appearance of the virtual character. This method allows players to edit personalized character appearances, meeting diverse character appearance requirements.

[0045] In one implementation, the character editing scene is entered through the map editing scene.

[0046] Specifically, a map editing scene of a game map is displayed on a graphical user interface; wherein the game map includes a virtual character and a component model; in response to the virtual character and the component model being selected, a character editing control for the virtual character is displayed; in response to a triggering operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.

[0047] In the map editing scene, the game map being edited is displayed. The game map includes virtual characters and component models. The game map is usually composed of multiple component models. The virtual characters in the game map are mostly NPC (Non-Player Character) characters, which can be triggered to perform specified actions under specified trigger conditions.

[0048] In the above method, the user simultaneously selects a virtual character and a component model in the game map. For example, in the example shown in Figure 2, the user can use the "Multi-Select" control to simultaneously select virtual character 201, component model 202, and component model 203 by box selection. Component model 202 is a component model in the shape of a rocket, and component model 203 is a component model in the shape of a pistol. After the user simultaneously selects the virtual character and component model, a character editing control is displayed. By triggering this character editing control, the user can exit the map editing scene and enter the character editing scene.

[0049] Furthermore, in response to a trigger operation on a character editing control, an information confirmation window is displayed; wherein, the information confirmation window includes: a correspondence between a component model and a target bone position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.

[0050] After the user triggers the character editing control, the information confirmation window shown in Figure 3 can be displayed; each component model and the corresponding target bone position are displayed in this window; for example, the target bone position of the component model with a rocket appearance is the left arm, and the target bone position of the component model with a pistol appearance is the right arm; the user can trigger the triangle control 301 on the right side of the bone text to display other bone positions, and can reselect the bone position for the component model.

[0051] Specifically, in response to the selection of the target bone position, the correspondence between the component model and the target bone position is updated. After the target bone position is selected, the aforementioned information can be confirmed by clicking the "OK" control. Then, the window can be exited, and the virtual character and the selected component model can be controlled to enter the character editing scene.

[0052] 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.

[0053] Furthermore, the correspondence between the component model and the target bone position displayed in the information confirmation window can be generated by at least one of the following methods:

[0054] Method 1: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model;

[0055] The model name of the component model can be edited by the user or pre-set by the game system. In actual implementation, a keyword matching each bone position can be set, and the component model corresponding to the model name containing the keyword will be used as the component model matching the bone position.

[0056] Method 2: Obtain the specified direction line of the component model and the skeleton line of the skeleton position; find the skeleton position with the smallest angle between the skeleton line and the specified direction line, and determine the found skeleton position as the target skeleton position corresponding to the component model;

[0057] In the example of FIG4 , taking component model 401 as an example, the component model typically has a component outer frame 405 on the outside. In three-dimensional space, the component outer frame can be a rectangle. A designated direction line of a component model can be a line perpendicular to any two parallel planes in the component outer frame, such as direction lines 402, 403, and 404 in FIG4 . Different direction lines extend along different dimensions. These designated direction lines can extend along any dimension.

[0058] In the example of Figure 5, a skeleton of a humanoid virtual character is shown, wherein black origins represent skeleton positions, and the skeleton positions are connected by skeleton lines. Taking the skeleton position 501 of the left arm as an example, the skeleton line of the skeleton position 501 is skeleton line 501a.

[0059] After obtaining the specified direction line of the component model, determine the extension direction of the specified direction line; obtain the skeleton lines of each skeleton position of the virtual character's character skeleton, and determine the extension direction of the skeleton line; calculate the angle between the specified direction line of the component model and the skeleton line of each skeleton position, and determine the skeleton position corresponding to the skeleton line with the smallest angle with the specified direction line as the target skeleton position.

[0060] In addition, the specified direction lines may include multiple, such as direction line 402, direction line 403 and direction line 404 in Figure 4 above, which are all specified direction lines; for each specified direction line, the angle between the specified direction line and the skeleton line of each skeleton position can be calculated to obtain the angle group corresponding to the specified direction line, and a total of three angle groups are obtained. The minimum angle is obtained from the three angle groups, and the skeleton position of the skeleton line corresponding to the minimum angle is determined as the target skeleton position.

[0061] Method 3: Get the center point of the specified line segment within the bounding box of the component model and the center point of the skeleton line of the skeleton position; find the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.

[0062] As an example, the specified line segment within the bounding box can be the line segment located within the bounding box of direction line 402 in FIG. 4 , or the line segment located within the bounding box of direction line 403 , or the line segment located within the bounding box of direction line 404 , etc. The center point of the specified line segment can be used to indicate the position of the component model in the scene; the center point of the skeleton line of each skeleton position is obtained, the distance between the center point of the specified line segment and the center point of the skeleton line of each skeleton position is calculated, and the skeleton position corresponding to the minimum distance is determined as the target skeleton position.

[0063] In the above method, the correspondence between the component model and the target bone position can be obtained in a variety of ways to achieve automatic matching between the component model and the target bone position, which can improve the efficiency of model attachment.

[0064] In another implementation, the correspondence between the component models and the target bone positions is generated by:

[0065] Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model;

[0066] If no bone position matching the model name of the component model is found, obtain the specified direction line of the component model and the bone line of the bone position; find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model;

[0067] If the bone position with the smallest angle between the skeleton line and the specified direction line cannot be found, obtain the center point of the specified line segment within the bounding box of the component model and the center point of the skeleton line of the bone position; find the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.

[0068] In this method, three methods are provided to determine the target bone position, namely, searching for the target bone position by model name, searching for the target bone position by the angle between the skeleton line and the specified room phenomenon, and searching for the target bone position by the distance between the center point of the skeleton line and the center point of the specified line segment. These three methods have priorities. In the above methods, the target bone position is searched by model name first. If it cannot be found, the target bone position is searched by the angle between the skeleton line and the specified room phenomenon. If it cannot be found, the target bone position is searched by the distance between the center point of the skeleton line and the center point of the specified line segment. This method can further improve the matching degree between the component model and the target bone position, making the target bone position more accurate and reducing the amount of editing operations for the user.

[0069] It should also be noted that the priority of the above three methods of determining the target bone position can be changed. For example, the angle between the skeleton line and the specified room phenomenon is used to find the target bone position. If it cannot be found, the distance between the center point of the skeleton line and the center point of the specified line segment is used to find the target bone position. If it cannot be found, the model name is used to find the target bone position.

[0070] For example, the distance between the center point of the skeleton line and the center point of the specified line segment is used first to find the target skeleton position. If it cannot be found, the target skeleton position is found by using the model name. If it cannot be found, the target skeleton position is finally found by using the angle between the skeleton line and the specified room phenomenon.

[0071] Furthermore, in response to the virtual character and the component model being selected, an object display window is displayed; wherein, the object display window includes: an identifier of the virtual character and an identifier of the component model; the identifier is preset with an uncheck control; in response to a triggering operation for the uncheck control, a target object corresponding to the triggered uncheck control is determined, and the target object is controlled to be unchecked; wherein, the target object is a virtual character or a component model.

[0072] Please refer to Figure 2. In the map editing scene, the user selects multiple objects through a multi-select operation. At this time, an object display window of the selected object will be provided, as shown in the right area of ​​Figure 2. The window marked with "Selected Object" is the object display window; each selected object corresponds to an identifier, which can be in the form of a thumbnail or text, such as a virtual character corresponding to a thumbnail of the virtual character, and a component model corresponding to a thumbnail of the component model. A deselection control 204 is provided in the upper right corner of the thumbnail.

[0073] If an error occurs, you can deselect the control and the corresponding target object, allowing the user to select the desired component model and virtual object. This method makes object selection more convenient and accurate.

[0074] 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.

[0075] In addition, there is another way to enter the character editing scene. As shown in Figure 6, after the user selects the virtual character 601, the editing window of the virtual character can be displayed in the right area of ​​the interface. In this editing window, the character attributes of the virtual character can be edited. The character attributes can be divided into basic attributes, such as appearance, name, whether it is invincible, whether it has infinite rebirths, etc. The character attributes can also include physical attributes and performance attributes, such as the performance of the virtual character after a collision, the actions performed by the virtual character, etc.

[0076] In the editing window, a control for entering the character editing scene can be provided, such as the custom appearance control in Figure 6. By triggering this control, you can enter the character editing scene and display the selected virtual character 601 in the character editing scene. It should be noted that when entering the character editing scene in this way, only the virtual character is selected, and the component model is not selected. Therefore, you need to enter the character editing scene first and then select the component model for the virtual character.

[0077] After entering the character editing scene, you need to obtain the component model and determine the target bone position corresponding to the component model from the character skeleton. In one method, if the virtual character enters the character editing scene and there is a component model that also enters the character editing scene, the component model that also enters the character editing scene is obtained; the correspondence between the component model and the target bone position is obtained, and based on this correspondence, the target bone position corresponding to the component model is determined from the character skeleton.

[0078] This method corresponds to the way a user enters the character editing scene after simultaneously selecting a virtual character and a component model in the game map. In this method, the virtual character and the component model enter the character editing scene together, and the virtual character and the component model have a corresponding relationship. This corresponding relationship is the one displayed and confirmed in the aforementioned information confirmation window. In this correspondence, each component model corresponds to a target bone position. Therefore, based on this correspondence, the target bone position corresponding to the component model can be determined; in the character editing scene, the corresponding component model can be displayed at the target bone position.

[0079] In another way, if the virtual character enters the character editing scene and there is no component model entering at the same time, or the user wants to add other component models for the virtual character, in this case, in response to the component addition operation for the virtual character, the control enters the game map; in response to the selection operation for the component model in the game map, the selected component model is controlled to enter the character editing scene, and the target bone position corresponding to the component model is determined from the character skeleton.

[0080] A component adding control for a virtual character may be provided in the graphical user interface, and the above-mentioned component adding operation may be performed by triggering the component adding control. Alternatively, a component adding control for a virtual character's bone position may be provided in the graphical user interface, and the component adding operation may be performed by triggering the component adding control, thereby adding a component to the corresponding bone position.

[0081] After executing the component adding operation, the map editing interface of the above-mentioned game map can be displayed in the graphical user interface; select the component model from the game map, and then return to the character editing scene to attach the selected component model to the corresponding bone position.

[0082] In a specific operation mode, in response to the skeleton position selection operation for the virtual character, the selected target skeleton position is determined, and a component adding control for the target skeleton position is provided; in response to the triggering operation for the component adding control, entry into the game map is controlled.

[0083] In the example of FIG7 , the right area of ​​the graphical user interface provides trigger controls for multiple skeletal positions of the virtual character, such as the head, chest, left hand, and left hand 2. When the user selects one of the skeletal positions, the selected skeletal position becomes the target skeletal position, such as the left hand in target skeletal position 701 in FIG7 . Then, information about the component model attached to the target skeletal position is displayed in the middle area 702 of the graphical user interface. If no component model is attached, only a component adding control is displayed, such as the "Add from Scene" control in FIG7 . Triggering the component adding control can control the graphical user interface to cancel the display of the character editing scene and display the map editing scene of the game map.

[0084] Furthermore, in response to the selection operation of the component model in the game map, the selected component model is determined; in response to the bone position update operation of the component model, the updated target bone position is determined; in response to the attachment confirmation operation, the selected component model is controlled to enter the character editing scene, and the component model is controlled to be attached to the updated target bone position.

[0085] In the game map, users can click on a component model to select it, and the selected component model will be highlighted. In Figure 7, the user first selects the target bone position and then enters the game map. After entering the game map, as shown in Figure 8, the right area of ​​the graphical user interface provides trigger controls for multiple bone positions of the virtual character. Based on these trigger controls, the target bone position can be changed. For example, if the target bone position is updated from the left hand to the head, the prompt message "Click the component model to attach to the head" will be displayed in the graphical user interface.

[0086] For example, if the user selects component model 801, which is the component model of the rocket appearance, then by triggering the "attachment control", the aforementioned attachment confirmation operation can be performed. At this time, component model 801 is the selected component model, and the selected component model will be copied. Then the copied component model will be brought into the character editing scene, and the component model will be controlled to be attached to the updated target bone position.

[0087] It should be noted that when a component model is selected from the map editing scene and brought into the character editing scene, it is usually necessary to copy the component model and bring the copied component model into the character editing scene. In the map editing scene, the component model still exists.

[0088] In a specific implementation method, the above-mentioned character editing scene displays the initial character appearance and character skeleton of the virtual character; the character skeleton includes bone nodes and bone lines; the bone lines connect the bone nodes; the bone position contains at least one bone node; the target node is determined from the target bone position, the component model is controlled to be attached to the target node, and the component model is controlled to be displayed at the target node in the target bone position.

[0089] In the example of FIG7 , a character skeleton 703 is displayed superimposed on the initial character appearance 704. The character skeleton includes multiple skeletal nodes 7031, which are connected by skeletal lines, as shown by the dotted lines in the character skeleton. Bone locations are typically named after the part of the virtual character, such as the head, chest, or left hand. When skeletal nodes are sparse, a skeletal location includes one skeletal node; when skeletal nodes are dense, a skeletal location may include multiple skeletal nodes. Typically, the relative positions of skeletal nodes in the same skeletal location vary.

[0090] As shown in Figure 7, when the user selects the left hand as the target bone position, the target bone position has three bone nodes, such as bone node 705, bone node 706, and bone node 707 in Figure 7; at the same time, the bone nodes in the target bone position are displayed in an enlarged manner. Usually, the relative positions of the bone nodes in the same bone position are different. For example, bone node 705 is closer to the chest of the virtual character, while bone node 707 is farthest from the chest of the virtual character, and bone node 706 is located in the center; by adjusting the bone nodes of the component model in the target bone position, the relative position of the component model with respect to the virtual character can be adjusted, so that the component model and the virtual character are more matched.

[0091] The skeleton node can be triggered, for example, the user clicks the skeleton node 707, which is displayed in white. At this time, the skeleton node 707 is selected and determined as the target node. After the component model is obtained from the game scene, the component model is controlled to be attached to the target node.

[0092] Furthermore, the above-mentioned target bone position includes multiple bone nodes; in response to the selection operation of the first node in the target bone position, the component model is controlled to be attached to the first node, and the component model is controlled to be displayed at the first node in the target bone position; wherein, the relative positions of the first node and the target node in the target bone position are different.

[0093] After the component model has been attached to the target node of the target bone position, the user can also change the bone node. Specifically, the bone node on the virtual character can be triggered, for example, by clicking. By triggering the bone node, the triggered bone node is the first node. Then, the component model at the target bone position is transformed from the target node to the first node, so that the attachment position of the component model changes.

[0094] In the above method, the skeleton position includes multiple skeleton nodes, and the relative positions of the skeleton nodes are different. The user can control the component model to be attached to a certain skeleton node in the skeleton position, thereby more accurately adjusting the attachment position of the component model relative to the virtual character, making the component model more matched with the virtual character, and improving the visual effect of the virtual character's appearance.

[0095] After a component model is attached to a virtual character, it can be edited to further change its attachment state. Specifically, in response to a bone position selection operation, the selected first bone position is determined, and the model identifier of the component model attached to the first bone position is displayed. In response to a trigger operation on the model identifier, the triggered first component model is determined, and an edit control for the first component model is displayed.

[0096] In the example of Figure 9, the user can select the identifier of the bone position in the right area of ​​the graphical user interface to perform the above-mentioned bone position selection operation. For example, the first bone position 901 is the left hand, and then the model identifier of the component model mounted on the first bone position is displayed, including the thumbnail and name of the component model; by clicking on the model identifier, the component model corresponding to the triggered model identifier is the first component model, and the editing control for the first component model is displayed. As shown in Figure 9, the editing control includes a move control 902, a zoom control 903 and a rotation control 904.

[0097] A second editing control is provided in the graphical user interface for the triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model equivalent to the target bone position, and the model size of the first component model; for example, the model parameter corresponding to the movement control 902 is the relative position of the first component model and the target bone position, the model parameter corresponding to the zoom control 903 is the model size of the first component model, and the model parameter corresponding to the rotation control 904 is the rotation angle of the first component model equivalent to the target bone position.

[0098] In response to a trigger operation on a joystick trigger control, a parameter adjustment joystick is generated on a first component model in the character editing scene. In response to the trigger operation on the parameter adjustment joystick, the model parameters of the component model are updated, and the component model's attachment appearance is updated. The joystick trigger control can specifically be a movement control, a zoom control, a rotation control, etc. The parameter adjustment joystick can specifically include a movement control control, a rotation control control, a zoom control, etc.

[0099] Specifically, when the joystick trigger control is the aforementioned mobile control, the corresponding parameter adjustment joystick is a mobile control control; in response to the trigger operation on the mobile control 902, mobile control controls in multiple dimensional directions are displayed on the first component model; in response to the sliding operation on the first mobile control in the mobile control control, the first component model is controlled to move along the dimensional direction corresponding to the first mobile control; in response to the end of the sliding operation, based on the end of the sliding operation, the relative position of the first component model and the first bone position is determined, and the updated relative position of the first component model and the target bone position is obtained, that is, the updated model parameters, and then the hanging appearance of the first component model is updated.

[0100] In one example, the aforementioned sliding operation is a sliding operation acting on the X-dimensional axis, then the first component model moves along the direction indicated by the X-dimensional axis, and the relative position of the first component model and the first bone position in the X-dimensional axis changes. When the sliding operation ends, the relative position of the first component model and the first bone position is determined.

[0101] In other implementations, when the mobile control 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 first component model is performed to control the first component model to move along the target dimensional direction. When the sliding operation is completed, the relative position of the first component model and the first bone position is determined.

[0102] In another manner, in response to the triggering operation of the rotation control 904, rotation control controls in multiple dimensional directions are displayed on the first component model; in response to the sliding operation of the first control in the rotation control controls in multiple dimensional directions, the rotation in the dimensional direction corresponding to the first control is controlled according to the sliding path of the sliding operation; and the rotated first component model is displayed.

[0103] The rotation control controls in the above-mentioned multiple dimensional directions may include rotation control controls in the X-dimensional, Y-dimensional and Z-dimensional directions; if a sliding operation is performed on the rotation control control in the X-dimensional direction, the first component model rotates in the X-dimensional direction, and the posture of the rotated first component model is displayed.

[0104] In another way, by triggering the above-mentioned rotation control, 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, rotation is only performed along the X dimension.

[0105] There is another method, in response to the triggering operation of the zoom control, determining the zoom mode, and displaying zoom control controls in multiple dimensional directions on the first component model; wherein the zoom mode includes specifying a spatial dimension; in response to the sliding control operation, controlling the first component model to be zoomed along the specified spatial dimension; in response to the end of the sliding control operation, generating the zoom parameters of the first component model based on the object size of the first component model at the end of the sliding control operation.

[0106] The above-mentioned multiple-dimensional zoom control controls may include zoom control in the X-, Y-, and Z-dimensional directions; and may also include zoom control in a combination of multiple dimensional directions, for example, zoom control in the XY-, XZ-, and YZ-dimensional directions.

[0107] The user performs a trigger operation such as clicking or long pressing on the zoom control. For example, a click operation on the zoom control 903 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, Y, Z, XY, XZ, YZ, or free-dimensional zoom. The zoom control control for multiple dimensional directions may be a dimensional axis in three directions: X, Y, and Z.

[0108] If the determined scaling method is X-dimension, then during the user's sliding control operation, the first component model is scaled only along the X-dimension direction, the object size of the first component model 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 sliding control operation, the plane composed of the XY dimensions of the first component model is scaled, the object size of the plane composed of the XY dimensions of the first component model 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 sliding control operation, the user can decompose the operation path of the sliding 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 first component model is controlled to scale in the dimensional direction, and the object size changes.

[0109] In the above manner, the user can set the attachment state of the first component model through the editing control, so that the first component model has rich and diverse visual effects, meeting the user's personalized role editing needs.

[0110] In another component model editing method, a first editing control is provided in a graphical user interface for a triggered first component model; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model equivalent to the target bone position, and the model size of the first component model; the parameter input control includes a dimensional parameter input sub-control corresponding to at least one dimensional direction; in response to a triggering operation on the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated.

[0111] Referring to Figure 10, the parameter input controls 1001 include three types, namely, the parameter input control of the world coordinates, the corresponding model parameter is the relative position of the first component model and the target bone position; the parameter input control of the rotation, the corresponding model parameter is the rotation angle of the first component model equivalent to the target bone position; the parameter input control of the scaling, the corresponding model parameter is the rotation angle of the first component model equivalent to the target bone position.

[0112] Each parameter input control includes sub-controls for inputting dimensional parameters in multiple dimensional directions. For example, the scale parameter input control includes sub-controls 1002 for the X-axis, 1003 for the Y-axis, and 1004 for the Z-axis. These sub-controls allow you to enter the dimensional parameters corresponding to a particular dimensional direction. Entering these dimensional parameters changes the appearance of the component model in the character editing scene. For example, entering a dimensional parameter for the world coordinate's X-axis changes the component model's position along that axis.

[0113] In the above method, by inputting parameters, the hooking appearance of the component object can be edited more accurately, which better meets the editing needs of the user.

[0114] In further editing operations, in response to the model replacement operation for the model identifier of the second component model, the second component model is deleted, and the relative attachment status of the second component model and the first skeleton position is recorded; control is performed to enter the game map, and a replacement component model is selected from the game map; and the replacement component model is displayed at the first skeleton position according to the recorded relative attachment status.

[0115] Taking Figure 9 as an example, after the user selects the left-hand component model, which is the second component model mentioned above, the model identifier of the second component model displays an edit operation control 905. Triggering this edit operation control can display a replace control and a delete control. By triggering the replace control, the above-mentioned model replacement operation can be performed. In addition, in Figure 9, if the delete control is triggered, the second component model can be controlled to be deleted from the first skeletal position.

[0116] After executing the model replacement operation, the map editing scene screen is displayed in the interface, and the replacement component model is selected in accordance with the method in the aforementioned embodiment. It should be noted that after selecting the replacement component model, the second component model is deleted, but the attachment state set for the second component model is retained. After selecting the replacement component model, the attachment state of the replacement component object is controlled by the attachment state of the second component model and displayed at the first bone position of the second component model.

[0117] Through the above method, the component model can be replaced while maintaining the hanging state, thereby improving the efficiency of the model editing operation.

[0118] Before attaching a component model to a bone, the component model can be pre-edited. Specifically, in response to a selection operation on the component model, an edit control for the component model is displayed; wherein the edit control is used to update specified model parameters of the component model; in response to a trigger operation on the edit control, the specified model parameters of the component model are updated.

[0119] In the map editing scene, selecting a component model displays its edit window, which provides edit controls, such as name and color, for editing specific model parameters like name and color. By triggering the corresponding edit control, you can change the component model's specific model parameters. This is especially useful when the specific model parameters involve the component model's appearance, such as color.

[0120] In addition to editing a single component model, you can also combine multiple component models to obtain a component model with a more complex structure. Specifically, in response to the selection operation of multiple initial components in the map editing scene, the combination control for the multiple initial components is displayed; in response to the trigger operation of the combination control, the multiple initial components are combined to generate a component model.

[0121] Specifically, multiple initial components can be selected from the game map at the same time. A combination control for multiple initial components is provided in the graphical user interface. By triggering the combination control, multiple initial components can be combined to obtain a component model. The component model can be understood as a complete, separate model and can perform operations similar to a single initial component model, such as moving, enlarging, rotating, etc. after selection.

[0122] By combining components, a component model with a more complex structure and a more personalized appearance can be obtained. After the component model is attached to the virtual character, the appearance of the virtual character becomes richer and more varied.

[0123] Furthermore, in the character editing scene, in response to the triggering operation of the specified action, the virtual character is controlled to perform the specified action; in the process of performing the specified action, the component model is controlled to maintain a relative attachment state with the target bone position, and the component model is driven to move through the target bone position.

[0124] For example, in Figure 9, when the action control 906 displaying the "hand-shaking dance" is triggered, a list of alternative character actions is displayed, from which the user can select a character action. The selected character action is the aforementioned designated action. By clicking the list location or control for the designated action, the aforementioned triggering operation for the designated action is executed, and the virtual object in the character editing scene performs the designated action. Since the virtual object is attached to a component model, based on the edited relative attachment state, the component model is controlled to move in accordance with the designated action; for example, the component model is controlled to maintain a relative attachment state with the corresponding target bone position.

[0125] Through the above method, when editing the relative attachment status of the component model, the user can view the display status of the component object during the role's specified action, which makes it convenient for the user to adjust the relative attachment status of the component object in real time and improves the efficiency of the user in editing the role.

[0126] The virtual character appearance editing method of this embodiment reduces the difficulty of operating the virtual character's skeleton and improves editing efficiency: users can use existing model components in the game system to splice and build the virtual character's appearance without having to build the virtual character's appearance from scratch, which reduces the difficulty of designing the virtual character's appearance.

[0127] Corresponding to the above method embodiment, referring to FIG11 , a result diagram of a virtual character appearance editing device is shown, in which a graphical user interface is provided by a terminal device; the device includes:

[0128] The screen display module 110 is used to control the entry into the character editing scene of the virtual character and display the scene screen of the character editing scene on the graphical user interface; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions;

[0129] The model attachment module 112 is used to obtain a component model, determine a target bone position corresponding to the component model from the character skeleton, control the attachment of the component model to the target bone position, and control the display of the component model at the target bone position; wherein the component model has an initial model appearance and is pre-edited; the target bone position is used to drive the attached component model to move along with the target bone position;

[0130] The model editing module 114 is used to respond to the editing operation on the component model and update the attachment appearance of the component model; wherein the attachment appearance includes the model appearance of the component model and / or the relative attachment state between the component model and the target skeleton position.

[0131] The above-mentioned virtual character appearance editing device controls entry into a virtual character character editing scene and displays a scene screen of the character editing scene on a graphical user interface; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions; a component model is obtained, and a target bone position corresponding to the component model is determined from the character skeleton, the component model is controlled to be attached to the target bone position, and the component model is controlled to be displayed at the target bone position; wherein the component model has an initial model appearance and is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position; respond to editing operations on the component model, and update the attached appearance of the component model; wherein the attached appearance includes the model appearance of the component model and / or the relative attachment state of the component model to the target bone position. Through the virtual character appearance editing device, the virtual character has a character skeleton, and the player can edit the component model, attach the edited component model to the character skeleton, and edit the attached appearance of the component model, thereby enabling the player to edit the appearance of the virtual character. This method allows players to edit personalized character appearances and meets diverse character appearance requirements. The device also reduces the difficulty of operating the virtual character's skeleton and improves editing efficiency: users can use existing model components in the game system to splice and build the appearance of the virtual character, without having to build the appearance of the virtual character from scratch, which reduces the difficulty of designing the appearance of the virtual character.

[0132] In an optional embodiment of the present disclosure, the above-mentioned screen display module is also used to: display a map editing scene of the game map in a graphical user interface; wherein the game map includes virtual characters and component models; in response to the virtual character and the component model being selected, display a character editing control for the virtual character; in response to a triggering operation on the character editing control, control the virtual character and the selected component model to enter the character editing scene.

[0133] In an optional embodiment of the present disclosure, the above-mentioned screen display module is also used to: respond to a trigger operation on the character editing control, display an information confirmation window; wherein the information confirmation window includes: the correspondence between the component model and the target bone position; in response to the information confirmation operation, control the virtual character and the selected component model to enter the character editing scene.

[0134] Based on the screen display module in the above device, 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.

[0135] In an optional embodiment of the present disclosure, the apparatus further comprises a relationship updating module configured to update the corresponding relationship between the component model and the target bone position in response to a selection operation on the target bone position.

[0136] In an optional embodiment of the present disclosure, the above-mentioned device also includes a relationship generation module, which is used to: generate a corresponding relationship between the component model and the target bone position by at least one of the following methods: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining the specified direction line of the component model, and the skeleton line of the skeleton position; searching for the bone position with the smallest angle between the skeleton line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of the specified line segment in the bounding box of the component model, and the center point of the skeleton line of the skeleton position; searching for the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. Based on the relationship generation module in the above-mentioned device, the corresponding relationship between the component model and the target bone position can be obtained in a variety of ways, and automatic matching of the component model and the target bone position can be achieved, which can improve the efficiency of model hanging.

[0137] In an optional embodiment of the present disclosure, the above-mentioned device also includes a relationship generation module, which is used to generate a correspondence between the component model and the target bone position in the following manner: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; if the bone position that matches the model name of the component model cannot be found, obtaining the specified direction line of the component model and the skeleton line of the bone position; searching for the bone position with the smallest angle between the skeleton line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; if the bone position with the smallest angle between the skeleton line and the specified direction line cannot be found, obtaining the center point of the specified line segment in the bounding box of the component model, and the center point of the skeleton line of the skeleton position; searching for the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. Based on the relationship generation module in the above-mentioned device, the model name is used first to find the target bone position. If it cannot be found, the angle between the skeleton line and the specified room phenomenon is used to find the target bone position. If it cannot be found, the distance between the center point of the skeleton line and the center point of the specified line segment is finally used to find the target bone position. This method can further improve the matching degree between the component model and the target bone position, making the target bone position more accurate and reducing the user's editing operations.

[0138] In an optional embodiment of the present disclosure, the above-mentioned device also includes an object deselection module, which is used to: in response to the virtual character and the component model being selected, display an object display window; wherein the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier is preset with a deselection control; in response to a trigger operation for the deselection control, determine the target object corresponding to the triggered deselection control, and control the deselection of the target object; wherein the target object is a virtual character or a component model. Based on the object deselection module in the above-mentioned device, by simultaneously selecting objects and component objects from the scene, and quickly editing the attachment position of the component object through the window, the virtual character can be quickly edited, thereby improving the editing efficiency of the virtual character. And if an error selection occurs, the corresponding target object can be deselected by operating the deselection control, so that the user can select the component model and virtual object that he wants to select. This method can make the object selection operation more convenient and accurate.

[0139] In an optional embodiment of the present disclosure, the above-mentioned model attachment module is also used for: if there is a component model that enters the character editing scene at the same time when the virtual character enters the character editing scene, obtaining the component model that enters the character editing scene at the same time; obtaining the correspondence between the component model and the target bone position, and based on the correspondence, determining the target bone position corresponding to the component model from the character skeleton.

[0140] In an optional embodiment of the present disclosure, the above-mentioned model attachment module is also used to: respond to the component addition operation for the virtual character, control the entry into the game map; respond to the selection operation for the component model in the game map, control the selected component model to enter the character editing scene, and determine the target bone position corresponding to the component model from the character skeleton.

[0141] In an optional embodiment of the present disclosure, the above-mentioned model attachment module is also used to: respond to the skeleton position selection operation for the virtual character, determine the selected target skeleton position, and provide a component adding control for the target skeleton position; respond to the triggering operation for the component adding control, and control entry into the game map.

[0142] In an optional embodiment of the present disclosure, the above-mentioned model attachment module is also used to: respond to the selection operation of the component model in the game map, determine the selected component model; respond to the bone position update operation of the component model, determine the updated target bone position; respond to the attachment confirmation operation, control the selected component model to enter the character editing scene, and control the component model to be attached to the updated target bone position.

[0143] In an optional embodiment of the present disclosure, the initial character appearance and character skeleton of the virtual character are displayed in the above-mentioned character editing scene; the character skeleton includes skeleton nodes and skeleton lines; the skeleton lines connect the skeleton nodes; the skeleton position contains at least one skeleton node; the above-mentioned model attachment module is also used to: determine the target node from the target skeleton position, control the component model to be attached to the target node, and control the component model to be displayed at the target node in the target skeleton position.

[0144] In an optional embodiment of the present disclosure, the above-mentioned target bone position includes multiple bone nodes; the above-mentioned device also includes a node update module, which is used to: respond to a selection operation on the first node in the target bone position, control the component model to be attached to the first node, and control the component model to be displayed at the first node in the target bone position; wherein the relative positions of the first node and the target node in the target bone position are different.

[0145] Based on the modules of the above-mentioned device, the skeleton position includes multiple skeleton nodes, and the relative positions of the skeleton nodes are different. The user can control the component model to be attached to a certain skeleton node in the skeleton position, thereby more accurately adjusting the attachment position of the component model relative to the virtual character, making the component model more matched with the virtual character, and improving the visual effect of the virtual character's appearance.

[0146] In an optional embodiment of the present disclosure, the above-mentioned device also includes an editing control display module, which is used to: in response to a bone position selection operation, determine the selected first bone position, and display the model identifier of the component model attached to the first bone position; in response to a triggering operation on the model identifier, determine the triggered first component model, and display the editing control of the first component model.

[0147] In an optional embodiment of the present disclosure, the above-mentioned model editing module is also used to: provide a first editing control for the triggered first component model in the graphical user interface; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model equivalent to the target bone position, and the model size of the first component model; the parameter input control includes a dimensional parameter input sub-control corresponding to at least one dimensional direction; in response to the triggering operation for the parameter input control, the model parameters of the component model are updated, and the hanging appearance of the component model is updated. Based on the model editing module of the above-mentioned device, the hanging appearance of the component object can be edited more accurately by inputting parameters, so as to better meet the editing needs of the user.

[0148] In an optional embodiment of the present disclosure, the above-mentioned model editing module is also used to: provide a second editing control for the triggered first component model in the graphical user interface; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model equivalent to the target bone position, and the model size of the first component model; in response to the triggering operation for the joystick trigger control, generate a parameter adjustment joystick on the first component model in the character editing scene; in response to the triggering operation for the parameter adjustment joystick, update the model parameters of the component model, and update the attachment appearance of the first component model. Based on the model editing module of the above-mentioned device, the user can set the attachment status of the first component model through the editing control, so that the first component model has rich and diverse visual effects, meeting the user's personalized character editing needs.

[0149] In an optional embodiment of the present disclosure, the device further includes a component replacement module for: responding to a model replacement operation for a model identifier of a second component model, deleting the second component model, and recording the relative attachment state of the second component model to the first skeletal position; controlling access to a game map, selecting a replacement component model from the game map; and displaying the replacement component model at the first skeletal position according to the recorded relative attachment state. Based on the component replacement module of the device, component models can be replaced while maintaining the attachment state, thereby improving the efficiency of model editing operations.

[0150] In an optional embodiment of the present disclosure, the above-mentioned device also includes a component editing module, which is used to: display an editing control of the component model in response to a selection operation on the component model; wherein the editing control is used to update specified model parameters of the component model; and update the specified model parameters of the component model in response to a triggering operation on the editing control.

[0151] In an optional embodiment of the present disclosure, the device further includes a component combination module configured to: display a combination control for the multiple initial components in response to a selection operation on the multiple initial components in the map editing scene; and, in response to a trigger operation on the combination control, combine the multiple initial components to generate a component model. This component combination module can generate component models with more complex structures and more personalized appearances. When the component models are attached to avatars, the avatars' appearances become more diverse and rich.

[0152] In an optional embodiment of the present disclosure, the device further includes an action execution module for controlling the virtual character to execute the specified action in response to a trigger operation of the specified action; controlling the component model to maintain a relative attachment state with the target skeletal position during the execution of the specified action, and driving the component model to move via the target skeletal position. Based on the action execution module, when editing the relative attachment state of the component model, the user can view the display state of the component object during the character's specified action, making it easier for the user to instantly adjust the relative attachment state of the component object, thereby improving the efficiency of the user's character editing.

[0153] 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 method for editing the appearance of a virtual character. The electronic device may be a server or a terminal device.

[0154] As shown in FIG12 , 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 method for editing the appearance of a virtual character.

[0155] Furthermore, the electronic device shown in FIG12 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 .

[0156] 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 utilize 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 classified as address buses, data buses, control buses, etc. For ease of illustration, FIG12 uses only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.

[0157] 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.

[0158] The processor in the electronic device can implement the following operations in the method for editing the appearance of a virtual character by executing computer-executable instructions:

[0159] A method for editing the appearance of a virtual character comprises providing a graphical user interface through a terminal device; controlling entry into a character editing scene of the virtual character, and displaying a scene screen of the character editing scene on the graphical user interface; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple skeleton positions; obtaining a component model, and determining a target skeleton position corresponding to the component model from the character skeleton, controlling the component model to be attached to the target skeleton position, and controlling the component model to be displayed at the target skeleton position; wherein the component model has an initial model appearance and is pre-edited; the target skeleton position is used to: drive the attached component model to move following the target skeleton position; respond to editing operations on the component model, and update the attached appearance of the component model; wherein the attached appearance includes the model appearance of the component model, and / or the relative attachment state of the component model to the target skeleton position.

[0160] In the above method, the virtual character has a character skeleton. Players can edit component models, attach the edited component models to the character skeleton, and edit the appearance of the attached component models, thereby enabling players to edit the appearance of the virtual character. This method allows players to customize the appearance of their characters, meeting diverse character appearance requirements. It also reduces the difficulty of manipulating the virtual character skeleton and improves editing efficiency: users can use existing model components in the game system to assemble the virtual character's appearance, eliminating the need to build the virtual character's appearance from scratch, reducing the difficulty of designing the virtual character's appearance.

[0161] In an optional embodiment of the present disclosure, a map editing scene of a game map is displayed on a graphical user interface; wherein the game map includes a virtual character and a component model; in response to the virtual character and the component model being selected, a character editing control for the virtual character is displayed; in response to a triggering operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.

[0162] In an optional embodiment of the present disclosure, in response to a trigger operation on a character editing control, an information confirmation window is displayed; wherein the information confirmation window includes: a correspondence between a component model and a target bone position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.

[0163] Based on the above embodiment, 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.

[0164] In an optional embodiment of the present disclosure, in response to a selection operation on a target bone position, the correspondence between the component model and the target bone position is updated.

[0165] In an optional embodiment of the present disclosure, the correspondence between the above-mentioned component model and the target bone position is generated by at least one of the following methods: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining the specified direction line of the component model, and the skeleton line of the skeleton position; searching for the bone position with the smallest angle between the skeleton line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of the specified line segment within the bounding box of the component model, and the center point of the skeleton line of the skeleton position; searching for the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. In the above method, the correspondence between the component model and the target bone position can be obtained in a variety of ways, and automatic matching of the component model and the target bone position can be achieved, which can improve the efficiency of model attachment.

[0166] In an optional embodiment of the present disclosure, the correspondence between the above-mentioned component model and the target bone position is generated in the following manner: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; if the bone position that matches the model name of the component model cannot be found, obtaining the specified direction line of the component model and the skeleton line of the bone position; searching for the bone position with the smallest angle between the skeleton line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; if the bone position with the smallest angle between the skeleton line and the specified direction line cannot be found, obtaining the center point of the specified line segment in the bounding box of the component model and the center point of the skeleton line of the bone position; searching for the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. In this method, the model name is used first to find the target bone position. If it cannot be found, the angle between the skeleton line and the specified room phenomenon is used to find the target bone position. If it cannot be found, the distance between the center point of the skeleton line and the center point of the specified line segment is used to find the target bone position. This method can further improve the matching degree between the component model and the target bone position, making the target bone position more accurate and reducing the user's editing operations.

[0167] In an optional embodiment of the present disclosure, in response to a virtual character and a component model being selected, an object display window is displayed; wherein, the object display window includes: an identifier of the virtual character and an identifier of the component model; the identifier is preset with a deselection control; in response to a trigger operation for the deselection control, the target object corresponding to the triggered deselection control is determined, and the target object is controlled to be deselected; wherein, the target object is a virtual character or a component model. In the above method, by simultaneously selecting objects and component objects from the scene, and quickly editing the attachment position of the component object through the window, the virtual character can be quickly edited, thereby improving the editing efficiency of the virtual character. And if an error selection occurs, the control can be deselected by operating the deselection control to deselect the corresponding target object, thereby allowing the user to select the component model and virtual object that they want to select. This method can make the object selection operation more convenient and accurate.

[0168] In an optional embodiment of the present disclosure, if a component model simultaneously enters the character editing scene when a virtual character enters the character editing scene, the component model simultaneously entering the character editing scene is obtained; the correspondence between the component model and the target bone position is obtained, and based on the correspondence, the target bone position corresponding to the component model is determined from the character skeleton.

[0169] In an optional embodiment of the present disclosure, in response to a component adding operation for a virtual character, the control enters the game map; in response to a selection operation for a component model in the game map, the selected component model is controlled to enter the character editing scene, and the target bone position corresponding to the component model is determined from the character skeleton.

[0170] In an optional embodiment of the present disclosure, in response to a skeleton position selection operation for a virtual character, the selected target skeleton position is determined, and a component adding control for the target skeleton position is provided; in response to a triggering operation for the component adding control, entry into the game map is controlled.

[0171] In an optional embodiment of the present disclosure, in response to a selection operation on a component model in a game map, the selected component model is determined; in response to a bone position update operation on the component model, the updated target bone position is determined; in response to a hook confirmation operation, the selected component model is controlled to enter the character editing scene, and the component model is controlled to be hooked to the updated target bone position.

[0172] In an optional embodiment of the present disclosure, the initial character appearance and character skeleton of the virtual character are displayed in the character editing scene; the character skeleton includes skeleton nodes and skeleton lines; the skeleton lines connect the skeleton nodes; the skeleton position contains at least one skeleton node; the target node is determined from the target skeleton position, the component model is controlled to be attached to the target node, and the component model is controlled to be displayed at the target node in the target skeleton position.

[0173] In an optional embodiment of the present disclosure, the target bone position includes multiple bone nodes; in response to a selection operation on a first node in the target bone position, the component model is controlled to be attached to the first node, and the component model is controlled to be displayed at the first node in the target bone position; wherein the relative positions of the first node and the target node in the target bone position are different.

[0174] In the above method, the skeleton position includes multiple skeleton nodes, and the relative positions of the skeleton nodes are different. The user can control the component model to be attached to a certain skeleton node in the skeleton position, thereby more accurately adjusting the attachment position of the component model relative to the virtual character, making the component model more matched with the virtual character, and improving the visual effect of the virtual character's appearance.

[0175] In an optional embodiment of the present disclosure, in response to a bone position selection operation, the selected first bone position is determined, and the model identifier of the component model attached to the first bone position is displayed; in response to a trigger operation on the model identifier, the triggered first component model is determined, and the editing control of the first component model is displayed.

[0176] In an optional embodiment of the present disclosure, a first editing control for a triggered first component model is provided in a graphical user interface; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes a dimensional parameter input sub-control corresponding to at least one dimensional direction; in response to a triggering operation on the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated. In this way, by inputting parameters, the attachment appearance of the component object can be edited more accurately, which better meets the editing needs of the user.

[0177] In an optional embodiment of the present disclosure, a second editing control is provided in a graphical user interface for a triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; in response to a triggering operation on the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; in response to the triggering operation on the parameter adjustment joystick, the model parameters of the component model are updated, and the attachment appearance of the first component model is updated.

[0178] In the above manner, the user can set the attachment state of the first component model through the editing control, so that the first component model has rich and diverse visual effects, meeting the user's personalized role editing needs.

[0179] In an optional embodiment of the present disclosure, in response to a model replacement operation for a model identifier of a second component model, the second component model is deleted, and the relative attachment state of the second component model to the first skeletal position is recorded. A control is provided to enter a game map, select a replacement component model from the game map, and display the replacement component model at the first skeletal position according to the recorded relative attachment state. In this manner, component models can be replaced while maintaining the attachment state, improving the efficiency of model editing operations.

[0180] In an optional embodiment of the present disclosure, in response to a selection operation on a component model, an edit control of the component model is displayed; wherein the edit control is used to update specified model parameters of the component model; in response to a trigger operation on the edit control, the specified model parameters of the component model are updated.

[0181] In an optional embodiment of the present disclosure, in response to a selection operation on multiple initial components in a map editing scene, a combination control for the multiple initial components is displayed; in response to a triggering operation on the combination control, the multiple initial components are combined to generate a component model. This combination of components can produce a component model with a more complex structure and a more personalized appearance. When the component model is attached to a virtual character, the virtual character's appearance becomes more diverse and rich.

[0182] In an optional embodiment of the present disclosure, in response to a triggering operation for a specified action, a virtual character is controlled to perform the specified action. During the execution of the specified action, the component model is controlled to maintain a relative attachment state with the target skeletal position, and the component model is driven to move by the target skeletal position. In this way, while editing the relative attachment state of the component model, the user can view the display state of the component object during the character's specified action, facilitating the user's immediate adjustment of the relative attachment state of the component object, thereby improving the efficiency of user editing of the character.

[0183] 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 appearance editing method.

[0184] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the above-mentioned method for editing the appearance of a virtual character by executing the computer executable instructions:

[0185] A method for editing the appearance of a virtual character comprises providing a graphical user interface through a terminal device; controlling entry into a character editing scene of the virtual character, and displaying a scene screen of the character editing scene on the graphical user interface; wherein the character editing scene includes a virtual character; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple skeleton positions; obtaining a component model, and determining a target skeleton position corresponding to the component model from the character skeleton, controlling the component model to be attached to the target skeleton position, and controlling the component model to be displayed at the target skeleton position; wherein the component model has an initial model appearance and is pre-edited; the target skeleton position is used to: drive the attached component model to move following the target skeleton position; respond to editing operations on the component model, and update the attached appearance of the component model; wherein the attached appearance includes the model appearance of the component model, and / or the relative attachment state of the component model to the target skeleton position.

[0186] In this embodiment, the virtual character appearance editing method comprises a virtual character skeleton. Players can edit component models, attach the edited component models to the character skeleton, and edit the appearance of the attached component models, thereby enabling players to edit the virtual character's appearance. This method allows players to edit personalized character appearances, meeting diverse character appearance requirements. Furthermore, this method reduces the difficulty of manipulating the virtual character skeleton and improves editing efficiency: users can use existing model components in the game system to assemble the virtual character's appearance, eliminating the need to build the virtual character's appearance from scratch, thus reducing the difficulty of designing the virtual character's appearance.

[0187] In an optional embodiment of the present disclosure, a map editing scene of a game map is displayed on a graphical user interface; wherein the game map includes a virtual character and a component model; in response to the virtual character and the component model being selected, a character editing control for the virtual character is displayed; in response to a triggering operation on the character editing control, the virtual character and the selected component model are controlled to enter the character editing scene.

[0188] In an optional embodiment of the present disclosure, in response to a trigger operation on a character editing control, an information confirmation window is displayed; wherein the information confirmation window includes: a correspondence between a component model and a target bone position; in response to the information confirmation operation, the virtual character and the selected component model are controlled to enter the character editing scene.

[0189] Based on the above embodiment, 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.

[0190] In an optional embodiment of the present disclosure, in response to a selection operation on a target bone position, the correspondence between the component model and the target bone position is updated.

[0191] In an optional embodiment of the present disclosure, the correspondence between the above-mentioned component model and the target bone position is generated by at least one of the following methods: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; obtaining the specified direction line of the component model, and the bone line of the bone position; searching for the bone position with the smallest angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; obtaining the center point of the specified line segment within the bounding box of the component model, and the center point of the bone line of the bone position; searching for the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. In this method, the correspondence between the component model and the target bone position can be obtained in a variety of ways, and automatic matching of the component model and the target bone position can be achieved, which can improve the efficiency of model attachment.

[0192] In an optional embodiment of the present disclosure, the correspondence between the above-mentioned component model and the target bone position is generated in the following manner: searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model; if the bone position that matches the model name of the component model cannot be found, obtaining the specified direction line of the component model and the skeleton line of the bone position; searching for the bone position with the smallest angle between the skeleton line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model; if the bone position with the smallest angle between the skeleton line and the specified direction line cannot be found, obtaining the center point of the specified line segment in the bounding box of the component model and the center point of the skeleton line of the bone position; searching for the bone position with the smallest distance between the center point of the skeleton line and the center point of the specified line segment, and determining the found bone position as the target bone position corresponding to the component model. In this method, the model name is used first to find the target bone position. If it cannot be found, the angle between the skeleton line and the specified room phenomenon is used to find the target bone position. If it cannot be found, the distance between the center point of the skeleton line and the center point of the specified line segment is used to find the target bone position. This method can further improve the matching degree between the component model and the target bone position, making the target bone position more accurate and reducing the user's editing operations.

[0193] In an optional embodiment of the present disclosure, in response to a virtual character and a component model being selected, an object display window is displayed; wherein, the object display window includes: an identifier of the virtual character and an identifier of the component model; the identifier is preset with a deselection control; in response to a trigger operation for the deselection control, the target object corresponding to the triggered deselection control is determined, and the target object is controlled to be deselected; wherein, the target object is a virtual character or a component model. In the above method, by simultaneously selecting objects and component objects from the scene, and quickly editing the attachment position of the component object through the window, the virtual character can be quickly edited, thereby improving the editing efficiency of the virtual character. And if an error selection occurs, the control can be deselected by operating the deselection control to deselect the corresponding target object, thereby allowing the user to select the component model and virtual object that they want to select. This method can make the object selection operation more convenient and accurate.

[0194] In an optional embodiment of the present disclosure, if a component model simultaneously enters the character editing scene when a virtual character enters the character editing scene, the component model simultaneously entering the character editing scene is obtained; the correspondence between the component model and the target bone position is obtained, and based on the correspondence, the target bone position corresponding to the component model is determined from the character skeleton.

[0195] In an optional embodiment of the present disclosure, in response to a component adding operation for a virtual character, the control enters the game map; in response to a selection operation for a component model in the game map, the selected component model is controlled to enter the character editing scene, and the target bone position corresponding to the component model is determined from the character skeleton.

[0196] In an optional embodiment of the present disclosure, in response to a skeleton position selection operation for a virtual character, the selected target skeleton position is determined, and a component adding control for the target skeleton position is provided; in response to a triggering operation for the component adding control, entry into the game map is controlled.

[0197] In an optional embodiment of the present disclosure, in response to a selection operation on a component model in a game map, the selected component model is determined; in response to a bone position update operation on the component model, the updated target bone position is determined; in response to a hook confirmation operation, the selected component model is controlled to enter the character editing scene, and the component model is controlled to be hooked to the updated target bone position.

[0198] In an optional embodiment of the present disclosure, the initial character appearance and character skeleton of the virtual character are displayed in the character editing scene; the character skeleton includes skeleton nodes and skeleton lines; the skeleton lines connect the skeleton nodes; the skeleton position contains at least one skeleton node; the target node is determined from the target skeleton position, the component model is controlled to be attached to the target node, and the component model is controlled to be displayed at the target node in the target skeleton position.

[0199] In an optional embodiment of the present disclosure, the target bone position includes multiple bone nodes; in response to a selection operation on a first node in the target bone position, the component model is controlled to be attached to the first node, and the component model is controlled to be displayed at the first node in the target bone position; wherein the relative positions of the first node and the target node in the target bone position are different.

[0200] In the above method, the skeleton position includes multiple skeleton nodes, and the relative positions of the skeleton nodes are different. The user can control the component model to be attached to a certain skeleton node in the skeleton position, thereby more accurately adjusting the attachment position of the component model relative to the virtual character, making the component model more matched with the virtual character, and improving the visual effect of the virtual character's appearance.

[0201] In an optional embodiment of the present disclosure, in response to a bone position selection operation, the selected first bone position is determined, and the model identifier of the component model attached to the first bone position is displayed; in response to a trigger operation on the model identifier, the triggered first component model is determined, and the editing control of the first component model is displayed.

[0202] In an optional embodiment of the present disclosure, a first editing control for a triggered first component model is provided in a graphical user interface; wherein the first editing control includes a parameter input control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; the parameter input control includes a dimensional parameter input sub-control corresponding to at least one dimensional direction; in response to a triggering operation on the parameter input control, the model parameters of the component model are updated, and the attachment appearance of the component model is updated. In this way, by inputting parameters, the attachment appearance of the component object can be edited more accurately, which better meets the editing needs of the user.

[0203] In an optional embodiment of the present disclosure, a second editing control is provided in a graphical user interface for a triggered first component model; wherein the second editing control includes a joystick trigger control for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model; in response to a triggering operation on the joystick trigger control, a parameter adjustment joystick is generated on the first component model in the character editing scene; in response to the triggering operation on the parameter adjustment joystick, the model parameters of the component model are updated, and the attachment appearance of the first component model is updated.

[0204] In the above manner, the user can set the attachment state of the first component model through the editing control, so that the first component model has rich and diverse visual effects, meeting the user's personalized role editing needs.

[0205] In an optional embodiment of the present disclosure, in response to a model replacement operation for a model identifier of a second component model, the second component model is deleted, and the relative attachment state of the second component model to the first skeletal position is recorded. A control is provided to enter a game map, select a replacement component model from the game map, and display the replacement component model at the first skeletal position according to the recorded relative attachment state. In this manner, component models can be replaced while maintaining the attachment state, improving the efficiency of model editing operations.

[0206] In an optional embodiment of the present disclosure, in response to a selection operation on a component model, an edit control of the component model is displayed; wherein the edit control is used to update specified model parameters of the component model; in response to a trigger operation on the edit control, the specified model parameters of the component model are updated.

[0207] In an optional embodiment of the present disclosure, in response to a selection operation on multiple initial components in a map editing scene, a combination control for the multiple initial components is displayed; in response to a trigger operation on the combination control, the multiple initial components are combined to generate a component model.

[0208] By combining components in the above manner, a component model with a more complex structure and a more personalized appearance can be obtained. After the component model is attached to a virtual character, the appearance of the virtual character becomes richer and more varied.

[0209] In an optional embodiment of the present disclosure, in response to a triggering operation for a specified action, a virtual character is controlled to perform the specified action. During the execution of the specified action, the component model is controlled to maintain a relative attachment state with the target skeletal position, and the component model is driven to move by the target skeletal position. In this way, while editing the relative attachment state of the component model, the user can view the display state of the component object during the character's specified action, facilitating the user's immediate adjustment of the relative attachment state of the component object, thereby improving the efficiency of user editing of the character.

[0210] The computer program product of the virtual character appearance editing method, device and electronic device provided in the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method in the previous method embodiment. The specific implementation can be found in the method embodiment and will not be repeated here.

[0211] 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.

[0212] 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.

[0213] 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.

[0214] 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.

[0215] 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 editing the appearance of a virtual character, which provides a graphical user interface through a terminal device; the method includes: Controlling to enter the character editing scene of the virtual character, and displaying the scene picture of the character editing scene on the graphical user interface; wherein, the virtual character is included in the character editing scene; the virtual character has an initial character appearance and a character skeleton; the character skeleton includes multiple bone positions. Obtaining a component model, determining the target bone position corresponding to the component model on the character skeleton, controlling the component model to be attached to the target bone position, and controlling the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance, and the component model is pre-edited; the target bone position is used for: driving the attached component model to move following the target bone position. Responding to an editing operation on the component model, and updating the attached appearance of the component model; wherein, the attached appearance includes the model appearance of the component model, and / or, the relative attachment state between the component model and the target bone position.

2. The method according to claim 1, wherein The step of controlling to enter the character editing scene of the virtual character includes: Displaying the map editing scene of the game map on the graphical user interface; wherein, the game map includes a virtual character and a component model. Responding to the selection of the virtual character and the component model, and displaying a character editing control for the virtual character. Responding to a trigger operation on the character editing control, and controlling the virtual character and the selected component model to enter the character editing scene.

3. The method according to claim 2, wherein The step of responding to a trigger operation on the character editing control and controlling the virtual character and the selected component model to enter the character editing scene includes: Responding to a trigger operation on the character editing control, and displaying an information confirmation window; wherein, the information confirmation window includes: the correspondence between the component model and the target bone position. Responding to an information confirmation operation, and controlling the virtual character and the selected component model to enter the character editing scene.

4. The method according to claim 3, wherein, Before the step of controlling the virtual character and the selected component model to enter the character editing scene, the method further includes: Responding to a selection operation on the target bone position, and updating the correspondence between the component model and the target bone position.

5. The method according to claim 3, wherein, The correspondence between the component model and the target bone position is generated by at least one of the following methods: Searching for a bone position that matches the model name of the component model, and determining the found bone position as the target bone position corresponding to the component model. Obtaining the specified direction line of the component model and the bone line of the bone position. Searching for the bone position with the smallest included angle between the bone line and the specified direction line, and determining the found bone position as the target bone position corresponding to the component model. Obtaining the center point of the specified line segment inside the bounding box of the component model and the center point of the bone line of the bone position. Find the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.

6. The method according to claim 3, wherein The corresponding relationship between the component model and the target bone position is generated in the following manner: Find the bone position that matches the model name of the component model, and determine the found bone position as the target bone position corresponding to the component model; If no bone position that matches the model name of the component model is found, obtain the specified direction line of the component model and the bone line of the bone position; Find the bone position with the smallest angle between the bone line and the specified direction line, and determine the found bone position as the target bone position corresponding to the component model; If no bone position with the smallest angle between the bone line and the specified direction line is found, obtain the center point of the specified line segment within the bounding box of the component model and the center point of the bone line of the bone position; find the bone position with the smallest distance between the center point of the bone line and the center point of the specified line segment, and determine the found bone position as the target bone position corresponding to the component model.

7. The method according to claim 2, wherein The method further includes: In response to the virtual character and the component model being selected, display an object display window; wherein, the object display window includes: the identifier of the virtual character and the identifier of the component model; the identifier is preset with a deselection control; In response to a trigger operation on the deselection control, determine the target object corresponding to the triggered deselection control, and control the target object to be deselected; wherein, the target object is the virtual character or the component model.

8. The method according to claim 1, wherein The steps of obtaining a component model and determining the target bone position corresponding to the component model from the character bones include: If there is a component model that enters the character editing scene simultaneously when the virtual character enters the character editing scene, obtain the component model that enters the character editing scene simultaneously; Obtain the corresponding relationship between the component model and the target bone position, and based on the corresponding relationship, determine the target bone position corresponding to the component model from the character bones.

9. The method according to claim 1, wherein The steps of obtaining a component model and determining the target bone position corresponding to the component model from the character bones include: In response to a component addition operation on the virtual character, control to enter the game map; In response to a selection operation on the component model in the game map, control the selected component model to enter the character editing scene, and determine the target bone position corresponding to the component model from the character bones.

10. The method according to claim 9, wherein, The steps of controlling to enter the game map in response to a component addition operation on the virtual character include: In response to a bone position selection operation on the virtual character, determine the selected target bone position, and provide a component addition control for the target bone position; In response to a trigger operation on the component addition control, control to enter the game map.

11. The method according to claim 9, wherein, The steps of controlling the selected component model to enter the character editing scene in response to a selection operation on the component model in the game map include: In response to a selection operation for a component model in the game map, determine the selected component model; in response to a bone position update operation for the component model, determine the updated target bone position; In response to a hooking confirmation operation, control the selected component model to enter the character editing scene, and control the component model to be hooked to the updated target bone position.

12. The method according to claim 1, wherein In the character editing scene, the initial character appearance of the virtual character and the character bones are displayed; the character bones include bone nodes and bone lines; the bone lines connect the bone nodes; the bone position includes at least one bone node; The step of controlling the component model to be hooked to the target bone position and controlling the component model to be displayed at the target bone position includes: Determine a target node from the target bone position, control the component model to be hooked to the target node, and control the component model to be displayed at the target node in the target bone position.

13. The method according to claim 12, wherein, The target bone position includes multiple bone nodes; After the step of determining a target node from the target bone position, controlling the component model to be hooked to the target node, and controlling the component model to be displayed at the target node, the method further includes: In response to a selection operation for a first node in the target bone position, control the component model to be hooked to the first node, and control the component model to be displayed at the first node in the target bone position; wherein, the relative position of the first node and the target node in the target bone position is different.

14. The method according to claim 1, wherein Before the step of updating the hooking appearance of the component model in response to an editing operation for the component model, the method further includes: In response to a bone position selection operation, determine the selected first bone position, and display the model identifier of the component model hooked above the first bone position; In response to a triggering operation for the model identifier, determine the triggered first component model, and display the editing control of the first component model.

15. The method according to claim 1, wherein, The step of updating the hooking appearance of the component model in response to an editing operation for the component model includes: Provide a first editing control for the triggered first component model in the graphical user interface; wherein, the first editing control includes parameter input controls for at least one model parameter; the model parameters include: the relative position of the first component model and the target bone position, the rotation angle of the first component model relative to the target bone position, the model size of the first component model; the parameter input control includes dimension parameter input sub-controls corresponding to at least one dimension direction; In response to a triggering operation for the parameter input control, update the model parameters of the component model, and update the hooking appearance of the component model.

16. The method according to claim 1, wherein, The step of updating the hooking appearance of the component model in response to an editing operation for the component model includes: Provide a second editing control for the triggered first component model in the graphical user interface; wherein, the second editing control includes a rocker trigger control for at least one model parameter; the model parameters include: the relative position of the first component model to the target bone position, the rotation angle of the first component model relative to the target bone position, and the model size of the first component model. In response to a trigger operation on the rocker trigger control, generate a parameter adjustment rocker on the first component model in the character editing scene. In response to a trigger operation on the parameter adjustment rocker, update the model parameters of the component model and update the attached appearance of the first component model.

17. The method according to claim 14, wherein After the step of determining the selected first bone position in response to a bone position selection operation and displaying the model identifier of the component model attached above the first bone position, the method further includes: In response to a model replacement operation on the model identifier of the second component model, delete the second component model and record the relative attachment state between the second component model and the first bone position. Control to enter the game map and select a replacement component model from the game map. Display the replacement component model at the first bone position according to the recorded relative attachment state.

18. The method according to claim 2, wherein Before the step of displaying a character editing control for the virtual character in response to the virtual character and the component model being selected, the method further includes: In response to a selection operation on the component model, display an editing control for the component model; wherein, the editing control is used to update the specified model parameters of the component model. In response to a trigger operation on the editing control, update the specified model parameters of the component model.

19. The method according to claim 2, wherein, Before the step of displaying a character editing control for the virtual character in response to the virtual character and the component model being selected, the method further includes: In response to a selection operation on multiple initial components in the map editing scene, display a combination control for the multiple initial components. In response to a trigger operation on the combination control, combine the multiple initial components to generate the component model.

20. The method according to claim 1, wherein After the step of controlling the attachment of the component model to the target bone position and controlling the display of the component model at the target bone position, the method further includes: In response to a trigger operation of a specified action, control the virtual character to perform the specified action. During the execution of the specified action, control the component model to maintain the relative attachment state with the target bone position and drive the movement of the component model through the target bone position.

21. An appearance editing device for a virtual character, which provides a graphical user interface through a terminal device; the device includes: A screen display module, configured to execute control to enter the character editing scene of the virtual character and display the scene picture of the character editing scene in the graphical user interface; wherein, the character editing scene includes the virtual character; the virtual character has an initial character appearance and character bones; the character bones include multiple bone positions. The model attachment module is configured to execute operations including obtaining a component model, determining a target bone position corresponding to the component model on the character skeleton, controlling the attachment of the component model to the target bone position, and controlling the component model to be displayed at the target bone position; wherein, the component model has an initial model appearance and is pre-edited; the target bone position is used to: drive the attached component model to move following the target bone position. The model editing module is configured to execute operations including responding to an editing operation on the component model and updating the attachment appearance of the component model; wherein, the attachment appearance includes the model appearance of the component model and / or the relative attachment state between the component model and the target bone position.

22. An electronic device, comprising a processor and a memory, the memory storing computer-executable instructions capable of being executed by the processor, and the processor executing the computer-executable instructions to implement the virtual character appearance editing method according to any one of claims 1-20.

23. A computer-readable storage medium storing computer-executable instructions, which, when called and executed by a processor, cause the processor to implement the virtual character appearance editing method according to any one of claims 1-20.

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