Electronic device, method, and computer-readable storage medium for displaying in game environment

By changing the distance between character portions and synthesizing postures, the device generates seamless animations of a player character boarding a vehicle character, addressing data complexity and unnatural movements in gaming environments.

WO2025206415A1PCT designated stage Publication Date: 2025-10-02NCSOFT CORP
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Patent Information

Application Number
PCT/KR2024/003724
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-25
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

Existing methods for generating animations of a player character boarding a vehicle character in a gaming environment often result in increased data complexity and unnatural movements due to pre-generated animations or fullbody IK methods.

Method used

An electronic device generates animations by determining at least one posture by changing the distance between a portion of a vehicle character and a portion of a player character, synthesizing first and second postures, and seamlessly transitioning between them using inverse kinematics.

Benefits of technology

This approach reduces data management complexity and minimizes unnatural movements, providing a seamless animation of a player character boarding a vehicle character.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure KR2024003724_02102025_PF_FP_ABST
Patent Text Reader

Abstract

This non-transitory computer-readable storage medium may store one or more programs. The one or more programs may include instructions that, when executed by an electronic device having a display, cause the electronic device to: display a screen on the display; detect an event causing a player character to ride a ride character related to the player character in the screen while the screen is displayed; identify a portion of the player character to be linked to a portion of the ride character when the player character enters the ride character; generate an animation in which the player character entering the ride character is represented by changing the distance between the portion of the ride character and the portion of the player character; and display the animation on the display.
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Description

Electronic devices, methods, and computer-readable storage media for display within a gaming environment

[0001] The present disclosure relates to electronic devices, methods, and computer-readable storage media for display within a gaming environment.

[0002] An electronic device may include a display. The display may be used to display images. The display may be used to provide a gaming environment. For example, the display may display a screen received from a software application for a game. For example, the display may receive data regarding the screen from a processor of the electronic device and display the screen.

[0003] The above information may be provided as background art to aid in understanding the present disclosure.

[0004] No claim or determination is made as to whether any of the above is applicable as prior art to the present disclosure.

[0005] A non-transitory computer-readable storage medium may store one or more programs. The one or more programs may include instructions that, when executed by an electronic device having a display, cause the electronic device to display a screen on the display. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate an animation representing the player character boarding the vehicle character by changing a distance between the portion of the vehicle character and the portion of the player character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation on the display.

[0006] A non-transitory computer-readable storage medium is provided. The non-transitory computer-readable storage medium may store one or more programs. The one or more programs may include instructions that, when executed by an electronic device having a display, cause the electronic device to display a screen on the display. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to determine a first posture of the player character prior to linking the portion of the player character to the portion of the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to determine a second posture of the player character by linking the portion of the player character to the portion of the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate a first image including the player character having the first posture and a second image including the player character having the second posture.The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate at least one third image by synthesizing the first image and the second image. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate an animation using the first image, the second image, and the at least one third image. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation on the display.

[0007] Figure 1 illustrates an example of a player character riding a vehicle character.

[0008] Figure 2 is a simplified block diagram of an exemplary electronic device.

[0009] FIG. 3 is a flowchart illustrating an exemplary method for generating animation by changing the distance between a part of a vehicle character and a part of a player character.

[0010] Figure 4 illustrates an example of a screen including a player character.

[0011] Figure 5 shows an example of the appearance of a vehicle character.

[0012] Figure 6 illustrates an example of an event.

[0013] Figure 7 illustrates an example of a portion of a vehicle character positioned outside the vehicle character and a portion of a player character positioned outside the player character.

[0014] Figure 8 illustrates examples of parts of a vehicle character and parts of a player character that may vary depending on the vehicle's state.

[0015] Figure 9 illustrates an example of position information of a part of a vehicle character and position information of a part of a player character.

[0016] Figure 10 illustrates an example of the distance between a part of a vehicle character and a part of a player character.

[0017] Figure 11 illustrates an example of changing the distance between a part of a vehicle character and a part of a player character.

[0018] Figure 12 shows an example of a pose created using fullbody IK (inverse kinematics) when a player character is riding a vehicle character.

[0019] Figure 13 shows an example of reference data.

[0020] FIG. 14 is a flowchart illustrating an exemplary method for generating an animation using a first image, a second image, and at least one third image.

[0021] Figure 15 shows an example of the weights of the first image and the weights of the second image.

[0022] Figure 16 shows examples of the first image, the second image, and the third image.

[0023] Figure 17 shows an example of reference data.

[0024] FIG. 18 is a flowchart of generating an animation using a first image, a second image, and at least one third image, by generating at least one third image based further on changing the distance between a portion of a vehicle character and a portion of a player character.

[0025] Electronic devices (or external electronic devices) according to various embodiments disclosed in this document may take various forms. Electronic devices may include, for example, portable communication devices (e.g., smartphones), computer devices, portable multimedia devices, portable medical devices, cameras, wearable devices, servers, or home appliances. Electronic devices (or external electronic devices) according to embodiments of this document are not limited to the aforementioned devices.

[0026] The various embodiments of this document and the terminology used herein are not intended to limit the technical features described in this document to specific embodiments, but should be understood to include various modifications, equivalents, or substitutes of the embodiments. In connection with the description of the drawings, similar reference numerals may be used for similar or related components. The singular form of a noun corresponding to an item may include one or more items, unless the context clearly indicates otherwise. In this document, phrases such as "A or B," "at least one of A and B," "at least one of A or B," "A, B, or C," "at least one of A, B, and C," and "at least one of A, B, or C" can each include any one of the items listed together in that phrase, or all possible combinations thereof. Terms such as "first," "second," or "first" or "second" may be used merely to distinguish the corresponding component from other corresponding components, and do not limit the corresponding components in any other respect (e.g., importance or order). When a component (e.g., a first component) is referred to as being “coupled” or “connected” to another component (e.g., a second component), with or without the terms “functionally” or “communicatively,” it means that the component can be connected to the other component directly (e.g., wired), wirelessly, or through a third component.

[0027] The term "module" as used herein may include a unit implemented in hardware, software, or firmware, and may be used interchangeably with terms such as logic, logic block, component, or circuit. A module may be an integral component, or a minimum unit or part of a component that performs one or more functions. For example, according to one embodiment, a module may be implemented in the form of an application-specific integrated circuit (ASIC).

[0028] Various embodiments of the present document may be implemented as software (e.g., a program) including one or more instructions stored in a storage medium that can be read by a machine (e.g., an electronic device (100)). For example, a processor of the machine (e.g., an electronic device (100)) may call at least one instruction among the one or more instructions stored from the storage medium and execute it. This enables the machine to operate to perform at least one function according to the at least one instruction called. The one or more instructions may include code generated by a compiler or code that can be executed by an interpreter. The machine-readable storage medium may be provided in the form of a non-transitory storage medium. Here, 'non-transitory' only means that the storage medium is a tangible device and does not contain a signal (e.g., an electromagnetic wave), and this term does not distinguish between cases where data is stored semi-permanently and cases where it is stored temporarily in the storage medium.

[0029] According to one embodiment, the method according to various embodiments disclosed in the present document may be provided as a computer program product. The computer program product may be traded between sellers and buyers as a product. The computer program product may be distributed in the form of a device-readable storage medium (e.g., compact disc read-only memory (CD-ROM)) or may be provided through an application store (e.g., Play Store). TM , or the App Store TM ) or directly between two user devices (e.g., smartphones), online distribution (e.g., downloading or uploading). In the case of online distribution, at least a portion of the computer program product may be at least temporarily stored or temporarily created in a machine-readable storage medium, such as the memory of a manufacturer's server, an application store's server, or an intermediary server.

[0030] According to various embodiments, each component (e.g., a module or a program) of the described components may include one or more entities. According to various embodiments, one or more components or operations of the aforementioned components may be omitted, or one or more other components or operations may be added. Alternatively or additionally, a plurality of components (e.g., a module or a program) may be integrated into a single component. In such a case, the integrated component may perform one or more functions of each of the plurality of components identically or similarly to those performed by the corresponding component among the plurality of components prior to integration. According to various embodiments, the operations performed by a module, program, or other component may be executed sequentially, in parallel, iteratively, or heuristically, or one or more of the operations may be executed in a different order, omitted, or one or more other operations may be added.

[0031] Figure 1 illustrates an example of a player character riding a vehicle character.

[0032] Referring to FIG. 1, the electronic device (100) can display a screen (130) on which a vehicle character (140) and a player character (PC) (150) are displayed on a display (120).

[0033] For example, the player character (150) may include a playable character, which is a visual object that performs available actions within the game environment based on user input related to account information (or an electronic device) corresponding to the player character (150). For example, the player character (150) may be different from a non-player character (NPC) that the user cannot control. For example, the NPC may represent a server providing the virtual space or a character preset during the design of the virtual space. For example, the NPC may interact with the player character (150). For example, the NPC may include a monster. The descriptions below exemplify a player character riding a vehicle character, but this is merely exemplary. The player character riding a vehicle character exemplified below may be replaced with an NPC riding a vehicle character.

[0034] For example, a vehicle character (140) may include a visual object that a player character (150) can ride. For example, the vehicle character (140) may assist the movement of the player character (150). For example, the vehicle character (140) may move separately from the player character (150) before the player character (150) rides the vehicle character. For example, the vehicle character (140) may move together with the player character (150) riding the vehicle character (140). For example, the vehicle character (140) and the player character (150) may be visual objects expressed in three dimensions.

[0035] For example, the electronic device (100) may move the vehicle character (140) toward the player character (150) based on an event. For example, the event may be an input to a specific part of the screen. For example, the electronic device (100) may display the vehicle character (140) on the screen (130) and move the vehicle character (140) toward the player character (150) based on the event.

[0036] For example, the posture of the player character (150) on the screen (130) may vary depending on whether the player character (150) rides a vehicle character (140). For example, the first posture (155) of the player character (150) before (or immediately before) riding the vehicle character (140) and the second posture (170) of the player character (150) after (or immediately after) riding the vehicle character (140) may be different from each other. For example, the posture of the player character (150) may change from the first posture (155) to the second posture (170) while the player character (150) rides the vehicle character (140). For example, the first posture (155) may change to the second posture (170) through at least one posture (160) (e.g., an intermediate posture between the first posture (155) and the second posture (170).

[0037] For example, the electronic device (100) may generate an animation of a player character (150) boarding a vehicle character (140). As a non-limiting example, a method may be considered of pre-generating an animation of a player character (150) boarding a vehicle character (140) and displaying the pre-generated animation when an event of the player character (150) boarding the vehicle character (140) occurs. However, such a method may increase the complexity of data management for the game. As a non-limiting example, a method may be considered of generating and displaying an animation of a player character (150) boarding a vehicle character (140) using fullbody IK (inverse kinematics) when an event of the player character (150) boarding the vehicle character (140) occurs. However, such a method may cause unnatural movements of the player character (150) and / or the vehicle character (140).

[0038] An electronic device exemplified below can generate an animation in which a player character (150) boards a vehicle character (140) based on determining at least one posture (160) by changing a distance between a portion (190) of a vehicle character (140) and a portion (180) of a player character (150). An electronic device exemplified below can generate an animation in which a player character (150) boards a vehicle character (140) based on determining at least one posture (160) by synthesizing a first posture (155) of the player character (150) and a second posture (170) of the player character (150).

[0039] The electronic device (100) exemplified below may include components for the above operations. The components are exemplified within the description of FIG. 2.

[0040] Figure 2 is a simplified block diagram of an exemplary electronic device.

[0041] Referring to FIG. 2, the electronic device (100) may include a display (120), at least one processor (210), a memory (220), and a communication circuit (250). The components illustrated above (e.g., the display (120) and the communication circuit (250)) are merely exemplary. For example, the electronic device (100) may include other components (e.g., a power management integrated circuitry (PMIC) or a rechargeable battery). For example, some components may be omitted from the electronic device (100). For example, some components may be integrated into a single component.

[0042] At least one processor (210) may be used to control at least a portion of the display (120), the memory (220), and the communication circuit (250). The at least one processor (210) may be configured to cause the electronic device (100) to perform at least some of the operations illustrated in the descriptions of FIGS. 3 to 18 below. For example, the at least one processor (210) may perform at least some of the operations illustrated in the descriptions of FIGS. 3 to 18 below by executing instructions stored in the memory (220).

[0043] At least one processor (210) may be implemented as one or more integrated circuit (IC) chips and may perform various data processing operations. At least one processor (210) may include at least one electrical circuit and may individually or collectively perform distributed processing of instructions (or programs, data, etc.) stored in a memory (220). At least one processor (210) may include a processor assembly including one or more processing circuits. At least one processor (210) may include any processing circuit operative to control the execution and operations of one or more components of the electronic device (100).

[0044] For example, at least one processor (210) may include a central processing unit (CPU) (or central processing circuit). For example, at least one processor (210) may include a graphic processing unit (GPU) (or graphic processing circuit). For example, at least one processor (210) may include a neural processing unit (NPU) (or neural processing circuit, or AI (artificial intelligence) chip). For example, at least one processor (210) may include a display processing unit (DPU) (or display control circuit) for the display (120). For example, at least one processor (210) may include a memory controller (or memory control circuit) for a memory (220) (e.g., a volatile memory) and / or a storage controller (or storage control circuit) for the memory (220) (e.g., a non-volatile memory).

[0045] The display (120) may be used to display screens (e.g., visual information, visual data, and / or images) provided from a software application for a game. For example, the display (120) may be used to display the screens obtained (or generated) (or rendered) by at least one processor (210). For example, the display (120) may be used to display the screens provided from at least one processor (210).

[0046] The memory (220) may include one or more storage media (or one or more storage devices). For example, the memory (220) may include a memory assembly including one or more storage media. For example, the one or more storage media may include a semi-permanent memory such as a hard drive, flash memory, a permanent memory such as a read-only memory (ROM), any other suitable type of storage (or storage assembly), or any combination thereof. The memory (220) may include a cache memory, which is one or more different types of memory used to temporarily store data for a function or feature of the electronic device (100). As a non-limiting example, the cache memory may be included within the processor (210). The memory (220) may be fixedly embedded within the electronic device (100) or incorporated into one or more suitable types of components (e.g., a subscriber identity module (SIM) card and / or a secure digital (SD) card) that can be repeatedly inserted into and removed from the electronic device (100).

[0047] For example, the memory (220) may store one or more software applications, such as an operating system (or system) software application, a firmware software application, a driver software application, a plug-in (e.g., add-in, add-on, and / or applet) software application, and / or any other suitable software applications. For example, the one or more software applications may include instructions executable by the processor (210). For example, the memory (220) may store instructions callable by an application programming interface (API). For example, the memory (220) may store instructions within a library.

[0048] The memory (220) may be configured to store instructions that cause the electronic device (100) to perform at least some of the operations illustrated in the descriptions of FIGS. 3 through 18 below. The instructions may be executable by at least one processor (210).

[0049] For example, the electronic device (100) can execute various operations related to a vehicle character and / or a player character using the components illustrated in the description of FIG. 2.

[0050] For example, the electronic device (100) can generate an animation representing a player character riding a vehicle character and display the animation on the screen. This operation is exemplified in the description of FIG. 3.

[0051] FIG. 3 is a flowchart illustrating an exemplary method for generating animation by changing the distance between a part of a vehicle character and a part of a player character.

[0052] Referring to FIG. 3, in operation 300, at least one processor (210) may display a screen including a player character on a display (120). The screen is exemplified in the description of FIG. 4.

[0053] Figure 4 illustrates an example of a screen including a player character.

[0054] Referring to FIG. 4, for example, a screen (130) provided from a software application for a game may include a player character (410) (e.g., corresponding to a player character (150)). For example, the screen (130) provided from the software application may include a player character (410) and a vehicle character (420) (e.g., corresponding to a vehicle character (140). For example, the screen (130) may or may not include a vehicle character (420) before detecting an event exemplified in the description of operation 310. For example, the display of the vehicle character (420) may vary depending on the status of a game service provided through the software application.

[0055] For example, a vehicle character (420) may represent a visual object that moves in conjunction with a player character (410) riding the vehicle character (420). For example, the vehicle character (420) may have various appearances. The appearance of the vehicle character (420) is exemplified in the description of FIG. 5.

[0056] Figure 5 shows an example of the appearance of a vehicle character.

[0057] Referring to FIG. 5, as a non-limiting example, a vehicle character (420) may have a shape representing an animal (510). For example, a player character (410) may ride on the back of a vehicle character (420) having a shape corresponding to an animal (510).

[0058] As a non-limiting example, the vehicle character (420) may have a shape representing a human (520). For example, the player character (410) may ride on the shoulder of the vehicle character (420) having a shape corresponding to the human (520). As a non-limiting example, the size of the vehicle character (420) having a shape corresponding to the human (520) may be larger than the size of the player character (410).

[0059] As a non-limiting example, the vehicle character (420) may have a shape representing an insect (530), for example, the player character (410) may ride on the tail of the vehicle character (420) having a shape corresponding to an insect (530).

[0060] As a non-limiting example, the vehicle character (420) may have a shape representing a crustacean (540). For example, the player character (410) may ride on the back of the vehicle character (420) having a shape corresponding to a crustacean (540). However, this is not limited thereto.

[0061] As a non-limiting example, a method may be considered in which an animation of a player character (410) boarding a vehicle character (420) is generated in advance, and the pre-generated animation is displayed when an event in which the player character (410) boards the vehicle character (420) occurs. However, this method may increase the complexity of data management for the game because an animation of the player character (410) boarding the vehicle character (420) must be generated in advance for each vehicle character (420) with a different shape. This method may also increase the possibility of the data being omitted from modification.

[0062] For example, in the motions illustrated in FIG. 3, an animation of a player character (150) riding a vehicle character (140) can be generated based on determining at least one posture (160) by changing the distance between a portion (190) of a vehicle character (140) and a portion (180) of a player character (150). This method can reduce the complexity of data management for the game. This method can reduce the possibility of data being missed for modification.

[0063] Referring again to FIG. 3, at operation 310, at least one processor (210) may detect an event that causes the player character to board a vehicle character associated with the player character within the screen. The event is exemplified in the description of FIG. 6.

[0064] Figure 6 illustrates an example of an event.

[0065] Referring to FIG. 6, as a non-limiting example, the event may include receiving an input (620) for a predetermined area within the screen (130).

[0066] As a non-limiting example, a menu window (630) may be displayed overlaid on the screen (130). For example, the menu window (630) may include an executable object (631) indicating boarding a vehicle character (420). For example, the event may include receiving an input (632) for the executable object (631).

[0067] As a non-limiting example, a window (641) may be displayed overlaid on the screen (130). For example, the window (641) may be displayed to inquire whether the player character (410) will participate in a quest (or mission) being conducted within the game. For example, the event may include receiving an input (642) indicating that the player character (410) will participate in the quest through the window (641). However, the present invention is not limited thereto.

[0068] As a non-limiting example, and not illustrated in FIG. 6, the event may include, but is not limited to, receiving input via an input device.

[0069] As a non-limiting example, although not illustrated in FIG. 6, a window representing a virtual input device may be displayed on the screen (130). For example, the event may include, but is not limited to, receiving input to the virtual input device.

[0070] Referring again to FIG. 3, at operation 320, at least one processor (210) may identify a portion of the player character to be linked to a portion of the vehicle character. For example, the portion of the player character may be linked to a portion of the vehicle character when the player character rides the vehicle character. As a non-limiting example, the portion of the player character may come into contact with a portion of the vehicle character when the player character rides the vehicle character. As a non-limiting example, the portion of the player character may be spaced within a predetermined distance from a portion of the vehicle character when the player character rides the vehicle character. For example, the portion of the player character and the portion of the vehicle character may be predetermined or defined, but are not limited thereto.

[0071] For example, a part of a player character may be referred to as a handle or a socket. For example, a part of a vehicle character may be referred to as a socket (e.g., when a part of the player character is a handle) or a handle (e.g., when a part of the player character is a socket). As a non-limiting example, a part of a player character may include a hand, elbow, knee, and / or foot of the player character.

[0072] For example, a vehicle character may have multiple parts. For example, a player character may have multiple parts. For example, a player character may include a first part of the player character corresponding to a first part of the vehicle character and a second part of the player character corresponding to a second part of the vehicle character. As a non-limiting example, parts of different player characters may be linked to a single part of the vehicle character.

[0073] For example, the positions of parts of a vehicle character and parts of a player character can be set in various ways. For example, parts of a player character can be located within a part of a body of the player character. For example, parts of a vehicle character can be located within a part of a body of the vehicle character. In another example, parts of a player character can be located outside of the player character. In another example, parts of a vehicle character can be located outside of the vehicle character. Parts of a player character located outside of a player character and parts of a vehicle character located outside of a vehicle character are exemplified in the description of FIG. 7.

[0074] Figure 7 illustrates an example of a portion of a vehicle character positioned outside the vehicle character and a portion of a player character positioned outside the player character.

[0075] Referring to FIG. 7, a portion (710) of a player character (410) may be located within an area outside of the player character (410) that is associated with the player character (410). For example, a portion (710) of a player character (410) may be located within an area outside of the player character (410) that extends from a part of the body of the player character (410).

[0076] A portion (720) of a vehicle character (420) may be positioned within an area outside the vehicle character (420) that is related to the vehicle character (420). For example, a portion (720) of a vehicle character (420) may be positioned within an area outside the vehicle character (420) that extends from a part of the body of the vehicle character (420).

[0077] Referring again to FIG. 3, for example, portions of a vehicle character and portions of a player character may vary depending on the vehicle's state (e.g., stationary / walking / running). Portions of a vehicle character and portions of a player character that may vary depending on the vehicle's state (e.g., stationary / walking / running) are exemplified in the description of FIG. 8.

[0078] Figure 8 illustrates examples of parts of a vehicle character and parts of a player character that may vary depending on the vehicle's state.

[0079] Referring to FIG. 8, a portion (720) of a vehicle character (420) and / or a portion (710) of a player character (410) may vary depending on a state (805) of the vehicle character (420) (e.g., stationary state / walking state / running state).

[0080] As a non-limiting example, the position of a part (720) of a vehicle character (420) and / or a part (710) of a player character (410) in a stationary state (800) of a vehicle character (420) may be positioned relative to a part (820) of a vehicle character (420) and / or a part (810) of a player character (410) in a running state (805). However, this is not limited thereto.

[0081] Referring again to FIG. 3, the position information of the portion of the vehicle character and the position information of the portion of the player character may be stored in advance. For example, the position information of the portion of the vehicle character and the position information of the portion of the player character may be stored in memory (220) by installing the software application. The position information of the portion of the vehicle character and the position information of the portion of the player character stored in memory (220) are exemplified in the description of FIG. 9.

[0082] Figure 9 illustrates an example of position information of a part of a vehicle character and position information of a part of a player character.

[0083] Referring to FIG. 9, the location information (910) of the part (720) of the vehicle character (420) and the location information (920) of the part (710) of the player character (410) may be stored in the memory (220). For example, at least one processor (210) may identify the part (720) of the vehicle character (420) and the part (710) of the player character (410) by obtaining the location information (910) and the location information (920) from the memory (220) based on the event detected in operation 310.

[0084] For example, at least one processor (210) may identify a portion of a player character to be linked to a portion of a vehicle character under the condition that the distance between a representative position of a vehicle character (e.g., representing a position of the vehicle) and a representative position of a player character (e.g., representing a position of the player character) reaches a reference distance. For example, the representative position of the player character may be set to a center point between the feet of the player character. For example, the representative position of the player character may be referred to as a base of the player character. For example, the representative position of the vehicle character may be set to a center point between the feet of the vehicle character. For example, the representative position of the vehicle character may be referred to as a base of the vehicle character.

[0085] As a non-limiting example, the reference distance may be set to 0. For example, at least one processor (210) may identify a portion of the player character to be linked to a portion of the vehicle character based on a representative position of the vehicle character that substantially matches the representative position of the player character.

[0086] For example, at least one processor (210) can detect another event under the condition that the distance between the representative position of the vehicle character and the representative position of the player character reaches a reference distance. For example, at least one processor (210) can identify a portion of the player character to be linked to a portion of the vehicle character based on the other event. For example, at least one processor (210) can set a time interval from the time at which the event detected in operation 310 occurs until the distance between the representative position of the vehicle character and the representative position of the player character reaches a reference distance, thereby setting a time at which another event is detected. For example, at least one processor (220) can cause the player character to board the vehicle character at a predetermined time by setting a time at which another event is detected.

[0087] Referring back to FIG. 3, at operation 330, at least one processor (210) may generate an animation representing a player character riding a vehicle character by changing the distance between a portion of the vehicle character and a portion of the player character. For example, in FIG. 9, at least one processor (210) may change the distance between a portion (710) of the player character (410) and a portion (720) of the vehicle character (420) by adjusting position information (910) and position information (920). For example, adjusting the position information (910) and position information (920) may be performed until the portion (720) of the vehicle character (420) is linked to the portion (710) of the player character (410).

[0088] The distance between a portion of a vehicle character and a portion of a player character may change over time. For example, at least one processor (210) may determine at least one posture of a player character riding a vehicle character and / or at least one posture of a vehicle character ridden by a player character by changing the distance between a portion of a vehicle character and a portion of a player character.

[0089] For example, there may be at least one state between a state before linking a portion of a player character to a portion of a vehicle character and a state in which the player character is riding the vehicle character. The distance between the portion of the vehicle character and the portion of the player character within the at least one state may be between the distance between the portion of the vehicle character and the portion of the player character within the state before linking the portion of the player character to the portion of the vehicle character and the distance between the portion of the vehicle character and the portion of the player character within the state in which the player character is riding the vehicle character, depending on the change in the distance.

[0090] For example, at least one processor (210) can generate an animation that seamlessly represents a player character riding a vehicle character by reducing the distance between a portion of the vehicle character and a portion of the player character.

[0091] Generating animations based on changing the distance between parts of a vehicle character and parts of a player character is exemplified within the descriptions of FIGS. 10 to 13.

[0092] Figure 10 illustrates an example of the distance between a part of a vehicle character and a part of a player character.

[0093] Referring to FIG. 10, at least one processor (210) can identify a distance (1030) between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410). For example, the distance (1030) can represent a distance between a representative position of a portion (710) of a player character (410) and a representative position of a portion (720) of a vehicle character (420). For example, the distance (1030) can be identified using location information (910) and location information (920) stored in the memory (220).

[0094] For example, the distance (1030) can be changed to generate the above animation. Changing the distance is exemplified in the description of FIG. 11.

[0095] Figure 11 illustrates an example of changing the distance between a part of a vehicle character and a part of a player character.

[0096] Referring to FIG. 11, at least one processor (210) can generate an animation by changing a distance (1030) between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410).

[0097] For example, at least one processor (210) may identify a distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a state (1100) as a distance (1030). For example, at least one processor (210) may decrease a distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a state (1100). For example, the state (1100) may be changed to a state (1190) by decreasing the distance.

[0098] For example, within state (1190), the distance may be a distance (1170) that is shorter than distance (1030). For example, at least one processor (210) may keep changing the distance until a portion (720) of the vehicle character (420) is linked to a portion (710) of the player character (410). For example, at least one processor (210) may decrease the distance until it reaches a distance (1180) corresponding to the distance when the portion (720) of the vehicle character (420) is linked to a portion (710) of the player character (410), such as a state (1195) changed from state (1190).

[0099] For example, the portion (720) of the vehicle character (420) may be plural. For example, the portion (710) of the player character (410) may be plural. For example, the portion (710) of the player character (410) may include a first portion (710) of the player character (410) corresponding to the first portion (720) of the vehicle character (420) and a second portion (1110) of the player character (410) corresponding to the second portion (1120) of the vehicle character (420).

[0100] For example, at least one processor (210) may identify a distance between a first part (720) of a vehicle character (420) and a first part (710) of a player character (410) within a state (1100) as a first distance (1030), and a distance between a second part (1120) of a vehicle character (420) and a second part (1110) of a player character (410) as a second distance (1130). For example, at least one processor (210) may decrease a first distance (1030) between a first part (720) of a vehicle character (420) and a first part (710) of a player character (410) within a state (1100) and a second distance (1130) between a second part (1120) of a vehicle character (420) and a second part (1110) of a player character (410). For example, state (1100) can be changed to state (1190) by reducing the first distance (1030) and the second distance (1130).

[0101] For example, at least one processor (210) can keep changing the first distance (1030) and the second distance (1130) until the first portion (720) of the vehicle character (420) is linked to the first portion (710) of the player character (410) and the second portion (1120) of the vehicle character (420) is linked to the second portion (1110) of the player character (410). For example, at least one processor (210) may decrease the first distance (1030) and the second distance (1130) until they reach a distance (1180) corresponding to the distance when the first portion (720) of the vehicle character (420) is linked to the first portion (710) of the player character (410) and the second portion (1120) of the vehicle character (420) is linked to the second portion (1110) of the player character (410), such as when the state (1195) changed from the state (1190).

[0102] For example, at least one processor (210) may change (or determine) the pose of the player character (410) and the pose of the vehicle character (420) through a fullbody IK (inverse kinematics) algorithm based on reducing the distance. Such an operation is exemplified in the description of FIG. 12.

[0103] Figure 12 shows an example of a pose created using fullbody IK (inverse kinematics) when a player character is riding a vehicle character.

[0104] Referring to FIG. 12, for example, within a state (1190), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1170) as the distance decreases.

[0105] For example, at least one processor (210) can determine a pose (1200) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170), and determine a pose (1200) of the player character (410) based on the determined position.

[0106] For example, at least one processor (210) can determine a pose (1205) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1170), and determine a pose (1205) of the vehicle character (420) based on the determined position.

[0107] For example, within state (1195), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1180) as the distance decreases.

[0108] For example, at least one processor (210) can determine a pose (1210) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180), and determine a pose (1210) of the player character (410) based on the determined position.

[0109] For example, at least one processor (210) can determine a pose (1215) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1180), and determine a pose (1215) of the vehicle character (420) based on the determined position.

[0110] Referring back to FIG. 11, changing the distance (e.g., changing distance (1030) to distance (1180) via distance (1170)) can be performed using reference data. For example, the reference data can be stored in advance in memory (220). For example, the reference data can be stored for the distance that changes over time within the time period in which the animation is to be displayed. The reference data can represent a change trend of the distance. The reference data is exemplified in the description of FIG. 13.

[0111] Figure 13 shows an example of reference data.

[0112] Referring to FIG. 13, the chart (1300) represents reference data used to reduce distance over time. The horizontal axis within the chart (1300) represents time, and the vertical axis within the chart (1300) represents the degree to which the distance changes (hereinafter referred to as a weight value).

[0113] For example, the reference data used to reduce the distance may be expressed as a line (1300) in a chart (1300).

[0114] As a non-limiting example, at least one processor (210) can abruptly change the distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410), such as a change in weight values ​​represented by a line (1300) within a time interval (1310), until the distance reaches a predetermined distance (e.g., corresponding to the distance at time (1330). As a non-limiting example, at least one processor (210) can abruptly change the distance within a time interval (1310) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0115] As a non-limiting example, at least one processor (210) can incrementally change the distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) after the distance reaches a predetermined distance (e.g., corresponding to the distance at time (1330), such as a change in weight values ​​represented by a line (1300) within a time interval (1320) following a time interval (1310). As a non-limiting example, at least one processor (210) can incrementally change the distance within a time interval (1320) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0116] For example, the weight value may be a value between 0.0 and 1.0. For example, when the weight value is 0.0, it may be when the distance between the representative position of the vehicle character (420) (e.g., indicating the position of the vehicle) and the representative position of the player character (410) (e.g., indicating the position of the player character) reaches a reference distance. For example, when the weight value is 0.0, it may be when at least one processor (210) identifies a part (710) of the player character (410) to be linked to a part (720) of the vehicle character (420). For example, the distance between the part (710) of the player character (410) and the part (720) of the vehicle character (420) when the weight value is 0.0 may be the distance between the part (710) of the player character (410) and the part (720) of the vehicle character (420) when at least one processor (210) identifies the part (710) of the player character (410) to be linked to the part (720) of the vehicle character (420).

[0117] For example, when the weight value is 1.0, it may be when the part (710) of the player character (410) is linked to the part (720) of the vehicle character (420). For example, the distance between the part (720) of the vehicle character (420) and the part (710) of the player character (410) when the weight value is 1.0 may be the distance when the part (720) of the vehicle character (420) is linked to the part (710) of the player character (410).

[0118] For example, at least one processor (210) can set a first weight value at a first time point. As a non-limiting example, at least one processor (210) can abruptly change the distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a time interval from a time point when the weight value is 0.0 to the first time point until the distance reaches a predetermined distance (e.g., corresponding to the distance at the first weight value). As a non-limiting example, at least one processor (210) can abruptly change the distance within a time interval from a time point when the weight value is 0.0 to the first time point in order to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0119] As a non-limiting example, at least one processor (210) can incrementally change the distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a time interval from a first point in time to a point in time when the weight value is 1.0 after the distance reaches a predetermined distance (e.g., corresponding to the distance at the first weight value). As a non-limiting example, at least one processor (210) can incrementally change the distance within a time interval from a first point in time to a point in time when the weight value is 1.0 to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0120] Referring again to FIG. 3, at operation 340, at least one processor (210) may display the animation on the display (120) in response to the event.

[0121] For example, at least one processor (210) can display an animation on the display (120) that seamlessly represents a player character riding a vehicle character by reducing the distance between a portion of the vehicle character and a portion of the player character.

[0122] As described above, the electronic device (100) can reduce the complexity of data management by identifying a part of a player character to be linked to a part of a vehicle character and generating an animation by changing the distance between the part of the vehicle character and the part of the player character.

[0123] The electronic device (100) can display an animation on the display (120) that seamlessly expresses a player character riding a vehicle character by identifying a part of the player character to be linked to a part of the vehicle character and changing the distance between the part of the vehicle character and the part of the player character.

[0124] The above descriptions illustrate the creation of an animation representing a player character boarding a vehicle character. However, this is merely an example. The descriptions of FIGS. 3 through 13 can be used to create an animation representing a player character disembarking from a vehicle character. For example, operation 330 can be replaced with an operation that creates an animation by increasing the distance between a portion of the vehicle character and a portion of the player character. For example, increasing the distance can be implemented by executing the method for decreasing the distance in reverse order.

[0125] The above descriptions describe operations executed by the electronic device (100), but this is merely exemplary. Some of the operations may be executed within a server to which the electronic device (100) is connected. For example, when the part of the operations is executed within the server, at least one processor (210) may, based on the event detected according to operation 310, transmit a request related to the event (e.g., a request to identify the portion of the player character to be linked to the portion of the vehicle character) to the server. For example, the server (or a processor (e.g., including a processing circuit) of the server) may, in response to the request, execute operations 320 and 330. For example, the server may cause the electronic device (100) to perform operation 340 by transmitting the result of the execution to the electronic device (100) in response to the request.

[0126] FIG. 14 is a flowchart illustrating an exemplary method for generating an animation using a first image, a second image, and at least one third image.

[0127] Referring to FIG. 14, at operation 1400, at least one processor (210) may display a screen including a player character on a display (120). The screen is exemplified in the description of FIG. 4.

[0128] Referring back to FIG. 4, operations 1400 to 1420 may correspond to operations 300 to 320 described in FIG. 3. For example, operation 1400 of FIG. 14 may correspond to operation 300 of FIG. 3. For example, operation 1410 of FIG. 14 may correspond to operation 310 of FIG. 3. For example, operation 1420 of FIG. 14 may correspond to operation 320 of FIG. 3.

[0129] The contents of actions 1400 to 1420 may be referenced from actions 300 to 320 described in FIG. 3 above.

[0130] In operation 1430, a first pose and a second pose of the player character are determined, and a first image of the first pose and a second image of the second pose are generated.

[0131] For example, the first posture may be the posture of the player character before (or immediately before) boarding the vehicle character. For example, the second posture may be the posture of the player character after (or immediately after) boarding the vehicle character. For example, the first and second postures of the player character may be different. For example, the player character may change from the first posture to the second posture while boarding the vehicle character. For example, the first posture may change to the second posture through at least one posture.

[0132] For example, the first image may be an image of the player character's posture before (or immediately before) boarding the vehicle character. For example, the second image may be an image of the player character's posture after (or immediately after) boarding the vehicle character.

[0133] In operation 1440, at least one processor (210) may generate at least one third image by synthesizing the first image and the second image.

[0134] For example, at least one third image may differ from at least some of the first and second images. For example, the pose of at least one third image may be an intermediate pose between the first and second poses.

[0135] For example, at least one third image can be generated using the weights of the first image and the weights of the second image. The identification of the weights of the first image and the weights of the second image is exemplified in the description of FIG. 15.

[0136] Figure 15 illustrates an example of the weights of the first image and the weights of the second image stored in memory.

[0137] Referring to FIG. 15, the weight (1500) of the first image (1520) and the weight (1510) of the second image (1530) may be stored in the memory (220). For example, at least one processor (210) may generate a third image using the first image (1520) and the second image (1530) by identifying and obtaining the weight (1500) and the weight (1510) from the memory (220).

[0138] For example, the weights (1500) and the weights (1510) may change over time. For example, at least one processor (210) may determine at least one posture of a player character (410) riding a vehicle character (420) and / or at least one posture of a vehicle character (420) ridden by the player character (410) by adjusting the weights (1500) and the weights (1510).

[0139] For example, there may be at least one state between a state before (or immediately before) the player character (410) boards the vehicle character (420) and a state after (or immediately after) the player character (410) boards the vehicle character. The weight (1500) of the first image (1520) within the at least one state may be between the weight of the first image (1520) in the state before (or immediately before) the player character (410) boards the vehicle character (420) and the weight of the first image (1520) in the state after (or immediately after) boarding the vehicle character, depending on the change in the weight (1500).

[0140] The weight (1510) of the second image (1530) within the at least one state may be between the weight of the second image (1530) in the state before (or immediately before) the player character (410) boards the vehicle character (420) and the weight of the second image (1530) in the state after (or immediately after) boarding the vehicle character, depending on the change in the weight (1510).

[0141] For example, at least one processor (210) may change (or determine) the pose of the player character and the pose of the vehicle character through a full-body IK (inverse kinematics) algorithm based on changing the weights of the first image and the weights of the second image. This operation is exemplified in the description of FIG. 12.

[0142] Referring again to FIG. 12, for example, within state (1190), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1170) based on changing the weights of the first image and the second image.

[0143] For example, at least one processor (210) can determine a pose (1200) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170), and determine a pose (1200) of the player character (410) based on the determined position.

[0144] For example, at least one processor (210) can determine a pose (1205) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1170), and determine a pose (1205) of the vehicle character (420) based on the determined position.

[0145] For example, within state (1195), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1180) based on changing the weights of the first image and the second image.

[0146] For example, at least one processor (210) can determine a pose (1210) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180), and determine a pose (1210) of the player character (410) based on the determined position.

[0147] For example, at least one processor (210) can determine a pose (1215) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1180), and determine a pose (1215) of the vehicle character (420) based on the determined position.

[0148] Referring back to FIG. 14, at operation 1450, at least one processor (210) may generate an animation using the first image, the second image, and at least one third image. For example, in FIG. 15, at least one processor (210) may change the weight of the first image and the weight of the second image by adjusting the weights (1500) and (1510). For example, adjusting the weights (1500) and (1510) may be performed until a state after (or immediately after) the player character (410) boards the vehicle character (420).

[0149] For example, the weights of the first image and the second image may change over time. For example, at least one processor (210) may determine at least one posture of a player character riding a vehicle character and / or at least one posture of a vehicle character ridden by the player character by changing the weights of the first image and the second image. For example, the image for the at least one posture may be a third image.

[0150] For example, there may be at least one state between a state before (or immediately before) the player character boards the vehicle character and a state after (or immediately after) the player character (410) boards the vehicle character (420). The weight of the first image and the weight of the second image within the at least one state may be between the weight of the first image and the weight of the second image within the state before (or immediately before) the player character boards the vehicle character and the weight of the first image and the weight of the second image within the state after (or immediately after) the player character (410) boards the vehicle character (420), depending on the change in the weight of the first image and the weight of the second image.

[0151] For example, at least one processor (210) can generate an animation that seamlessly represents a player character riding a vehicle character by connecting a first image, at least one third image, and a second image.

[0152] Creating an animation using a first image, a second image and at least one third image is exemplified within the description of FIGS. 16 and 17.

[0153] Figure 16 shows examples of the first image, the second image, and the third image.

[0154] Referring to FIG. 16, at least one processor (210) can generate an animation using a first image, a second image, and at least one third image.

[0155] For example, at least one processor (210) can identify a weight of a first image and a weight of a second image within a state (1640). For example, at least one processor (210) can decrease a weight of the first image within a state (1640). For example, at least one processor (210) can increase a weight of the second image within a state (1640). For example, the state (1640) can be changed to a state (1650) by decreasing a weight of the first image and increasing a weight of the second image.

[0156] For example, within the state (1650), the weight of the first image may be a value smaller than the weight of the first image within the state (1640). For example, at least one processor (210) may maintain changing the weight of the first image until a state (1660) after (or immediately after) the player character (410) boards the vehicle character (420). For example, at least one processor (210) may decrease the weight of the first image until it reaches the first image weight of the state (1660) after (or immediately after) the first image weight boards, such as the changed state (1660) from the state (1650).

[0157] For example, within the state (1650), the weight of the second image may be a value greater than the weight of the second image within the state (1640). For example, at least one processor (210) may keep changing the weight of the second image until a state (1660) after (or immediately after) the player character (410) boards the vehicle character (420). For example, at least one processor (210) may increase the weight of the second image until it reaches the weight of the second image of the state (1660) after (or immediately after) the second image boarding, such as the changed state (1660) from the state (1650).

[0158] Figure 17 shows an example of reference data.

[0159] Referring to FIG. 17, chart (1700) represents reference data used to decrease the weight of a first image over time, and chart (1710) represents reference data used to increase the weight of a second image over time. The horizontal axes within chart (1700) and chart (1710) represent time, and the vertical axes within chart (1700) and chart (1710) represent the degree to which the weight changes (hereinafter referred to as weight value).

[0160] For example, the reference data used to reduce the weight of the first image can be expressed as a line (1700) in the chart (1700).

[0161] For example, the reference data used to increase the weight of the second image can be expressed as a line (1710) in the chart (1710).

[0162] As a non-limiting example, at least one processor (210) can incrementally change a weight of the first image until the weight of the first image reaches a predetermined weight (e.g., corresponding to the weight of the first image at time (1750)), such as a change in the weight values ​​represented by the line (1700) within the time interval (1730). As a non-limiting example, at least one processor (210) can incrementally change a weight of the first image within the time interval (1730) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0163] As a non-limiting example, at least one processor (210) can abruptly change the weight of the second image until the weight of the second image reaches a predetermined weight (e.g., corresponding to the weight of the second image at time (1750)), such as a change in the weight values ​​represented by the line (1710) within the time interval (1730). As a non-limiting example, at least one processor (210) can abruptly change the weight of the second image within the time interval (1730) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0164] As a non-limiting example, at least one processor (210) can abruptly change the weight of the first image after the weight of the first image reaches a predetermined weight (e.g., corresponding to the weight of the first image at time (1750)), such as a change in the weight values ​​represented by the line (1700) within a time interval (1740) following a time interval (1730). As a non-limiting example, at least one processor (210) can abruptly change the weight of the first image within a time interval (1740) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0165] As a non-limiting example, at least one processor (210) can incrementally change the weight of the second image after the weight of the second image reaches a predetermined weight (e.g., corresponding to the weight of the second image at time (1750)), such as a change in the weight values ​​represented by the line (1710) within a time interval (1740) following a time interval (1730). As a non-limiting example, at least one processor (210) can incrementally change the weight of the second image within a time interval (1740) to enhance the quality of an animation representing a player character (410) riding a vehicle character (420).

[0166] Referring again to FIG. 14, at operation 1460, at least one processor (210) may display the animation on the display (120) in response to the event.

[0167] For example, at least one processor (210) can generate at least one third image by synthesizing the first image and the second image, and display an animation on the display (120) that seamlessly expresses a player character riding a vehicle character using the first image, the second image, and the at least one third image.

[0168] As described above, the electronic device (100) can reduce the complexity of data management by generating at least one third image by synthesizing the first image and the second image, and generating an animation using the first image, the second image, and the at least one third image.

[0169] The electronic device (100) can generate at least one third image by synthesizing the first image and the second image, and display an animation on the display (120) that seamlessly expresses a player character riding a vehicle character using the first image, the second image, and the at least one third image.

[0170] The above descriptions illustrate the creation of an animation representing a player character boarding a vehicle character. However, this is merely an example. The descriptions of FIGS. 4 to 9, 12, and 14 to 17 can be used to create an animation representing a player character disembarking from a vehicle character. For example, operation 1450 can be replaced with an operation utilizing an animation by connecting a second image, at least one third image, and a first image. For example, a method utilizing a second image, at least one third image, and a first image can be implemented by executing a method utilizing a first image, at least one third image, and a second image in reverse order.

[0171] Although the descriptions of FIGS. 14 to 17 describe operations executed by the electronic device (100), this is merely exemplary. Some of the operations may be executed within a server to which the electronic device (100) is connected. For example, when the part of the operations is executed within the server, at least one processor (210) may, based on the event detected according to operation 1410, transmit a request related to the event (e.g., a request to identify the portion of the player character to be linked to the portion of the vehicle character) to the server. For example, the server (or a processor (e.g., including a processing circuit) of the server) may, in response to the request, execute operations 1430, 1440, and 1450. For example, the server may cause the electronic device (100) to perform operation 1460 by transmitting the result of the execution to the electronic device (100) in response to the request.

[0172] FIG. 18 is a flowchart of generating an animation using a first image, a second image, and at least one third image by generating at least one third image based on changing the distance between a portion of a vehicle character and a portion of a player character.

[0173] Referring to FIG. 18, operations 1800 and 1810 may correspond to operations 310 and 320 described in FIG. 3. For example, operation 1800 of FIG. 18 may correspond to operation 310 of FIG. 3. For example, operation 1810 of FIG. 18 may correspond to operation 320 of FIG. 3.

[0174] The contents of operations 1400 and 1410 may be referenced from operations 310 and 320 described in the above-described Fig. 3. In operation 1820, at least one processor (210) determines a first posture of the player character before linking a portion of the player character to a portion of the vehicle character, determines a second posture of the player character riding the vehicle character, and generates a first image of the first posture and a second image of the second posture.

[0175] For example, the first posture may be the posture of the player character before (or immediately before) boarding the vehicle character. For example, the second posture may be the posture of the player character after (or immediately after) boarding the vehicle character. For example, the first and second postures of the player character may be different from each other. For example, the player character may change from the first posture to the second posture while boarding the vehicle character. For example, the first posture may change to the second posture through at least one posture.

[0176] For example, the first image may be an image of the player character's posture before (or immediately before) boarding the vehicle character. For example, the second image may be an image of the player character's posture after (or immediately after) boarding the vehicle character.

[0177] In operation 1830, at least one processor (210) may generate at least one third image further based on synthesizing the first image and the second image and changing the distance between a portion of the vehicle character and a portion of the player character.

[0178] For example, at least one third image may differ from at least some of the first and second images. For example, the pose of at least one third image may be an intermediate pose between the first and second poses.

[0179] The position information of a portion of a vehicle character and the position information of a portion of a player character may be stored in advance. For example, the position information of a portion of a vehicle character and the position information of a portion of a player character may be stored in memory (220) by installing the software application. The position information of a portion of a vehicle character and the position information of a portion of a player character stored in memory (220) are exemplified in the description of FIG. 9.

[0180] Referring back to FIG. 9, the location information (910) of the part (720) of the vehicle character (420) and the location information (920) of the part (710) of the player character (410) may be stored in the memory (220). For example, at least one processor (210) may change the distance between the part (710) of the player character (410) and the part (720) of the vehicle character (420) by adjusting the location information (910) and the location information (920). For example, adjusting the location information (910) and the location information (920) may be performed until the part (720) of the vehicle character (420) is linked to the part (710) of the player character (410).

[0181] Referring again to FIG. 18, the weights of the first image and the weights of the second image may be stored in advance. For example, the weights of the first image and the weights of the second image may be stored in memory (220) according to the installation of the software application. The weights of the first image and the weights of the second image stored in memory (220) are exemplified in the description of FIG. 15.

[0182] Referring back to FIG. 15, the weight (1500) of the first image (1520) and the weight (1510) of the second image (1530) may be stored in the memory (220). For example, at least one processor (210) may obtain the weight (1500) and the weight (1510) from the memory (220) to use the first image (1520) and the second image (1530) and generate a third image further based on changing the distance between a portion of the vehicle character and a portion of the player character.

[0183] For example, the weights (1500) and the weights (1510) may change over time. For example, at least one processor (210) may determine at least one posture of a player character (410) riding a vehicle character (420) and / or at least one posture of a vehicle character (420) ridden by a player character (410) by further adjusting the weights (1500) and the weights (1510) and changing the distance between a portion of the vehicle character and a portion of the player character.

[0184] For example, there may be at least one state between a state before (or immediately before) the player character (410) boards the vehicle character (420) and a state after (or immediately after) the player character (410) boards the vehicle character. The weight (1500) of the first image (1520) within the at least one state may be between the weight in the state before (or immediately before) the player character (410) boards the vehicle character (420) and the weight in the state after (or immediately after) boarding the vehicle character, depending on a change in the weight (1500).

[0185] The weight (1510) of the second image (1530) within at least one of the above states may be between the weight in the state before (or immediately before) the player character (410) boards the vehicle character (420) and the weight in the state after (or immediately after) boarding the vehicle character, depending on the change in the weight (1510).

[0186] For example, the distance between a part of a vehicle character and a part of a player character may be between the distance between a part of a vehicle character and a part of a player character in a state before (or immediately before) the player character (410) boards the vehicle character (420) and the distance between a part of a vehicle character and a part of a player character in a state after (or immediately after) boarding the vehicle character.

[0187] For example, at least one processor (210) may change (or determine) the pose of the player character and the pose of the vehicle character through a full-body IK (inverse kinematics) algorithm based on changing the weights of the first image and the weights of the second image and changing the distance between a part of the vehicle character and a part of the player character. Such an operation is exemplified in the description of FIG. 12.

[0188] Referring again to FIG. 12, for example, within state (1190), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1170) further based on changing the weights of the first image and the weights of the second image and changing the distance between the portion of the vehicle character and the portion of the player character.

[0189] For example, at least one processor (210) can determine a pose (1200) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1170), and determine a pose (1200) of the player character (410) based on the determined position.

[0190] For example, at least one processor (210) can determine a pose (1205) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1170). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1170), and determine a pose (1205) of the vehicle character (420) based on the determined position.

[0191] For example, within state (1195), a portion (710) of a player character (410) may be spaced apart from a portion (720) of a vehicle character (420) by a distance (1180) based on changing the weights of the first image and the second image.

[0192] For example, at least one processor (210) can determine a pose (1210) of the player character (410) by applying a fullbody IK algorithm to a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the player character (410) associated with a portion (710) of the player character (410) that is spaced apart from a portion (720) of the vehicle character (420) by a distance (1180), and determine a pose (1210) of the player character (410) based on the determined position.

[0193] For example, at least one processor (210) can determine a pose (1215) of a vehicle character (420) by applying a fullbody IK algorithm to a portion (720) of a vehicle character (420) that is spaced apart from a portion (710) of a player character (410) by a distance (1180). For example, at least one processor (210) can determine a position of at least one joint of the vehicle character (420) associated with a portion (720) of the vehicle character (420) that is spaced apart from a portion (710) of the player character (410) by a distance (1180), and determine a pose (1215) of the vehicle character (420) based on the determined position.

[0194] Referring back to FIG. 18, at operation 1840, at least one processor (210) may generate an animation using the first image, the second image, and at least one third image. For example, in FIG. 15, at least one processor (210) may change the weight of the first image and the weight of the second image by adjusting the weights (1500) and (1510). For example, adjusting the weights (1500) and (1510) may be performed until a state after (or immediately after) the player character (410) boards the vehicle character (420). For example, the weight of the first image and the weight of the second image may change over time. For example, at least one processor (210) may determine at least one posture of a player character riding a vehicle character and / or at least one posture of a vehicle character ridden by a player character based on changing a weight of a first image and a weight of a second image and changing a distance between a portion of the vehicle character and a portion of the player character. For example, the image for the at least one posture may be a third image.

[0195] For example, there may be at least one state between a state before (or immediately before) the player character boards the vehicle character and a state after (or immediately after) the player character (410) boards the vehicle character (420). The weight of the first image and the weight of the second image within the at least one state may be between the weight of the first image and the weight of the second image within the state before (or immediately before) the player character boards the vehicle character and the weight of the first image and the weight of the second image within the state after (or immediately after) the player character (410) boards the vehicle character (420), depending on the change in the weight of the first image and the weight of the second image.

[0196] The distance between the part of the vehicle character and the part of the player character within the at least one state may be between the distance between the part of the vehicle character and the part of the player character within the state before linking the part of the player character to the part of the vehicle character and the distance between the part of the vehicle character and the part of the player character within the state in which the player character is riding the vehicle character, depending on the change in the distance.

[0197] For example, at least one processor (210) can generate an animation that seamlessly represents a player character riding a vehicle character by connecting a first image, at least one third image, and a second image.

[0198] Creating an animation using a first image, a second image, and at least one third image is exemplified within the description of FIG. 16.

[0199] Referring again to FIG. 16, at least one processor (210) can generate an animation using a first image, a second image, and at least one third image.

[0200] For example, at least one processor (210) can identify a weight of a first image and a weight of a second image within a state (1640). For example, at least one processor (210) can identify a distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a state (1640).

[0201] For example, at least one processor (210) can decrease a weight of a first image within a state (1640). For example, at least one processor (210) can increase a weight of a second image within a state (1640). For example, at least one processor (210) can decrease a distance between a portion (720) of a vehicle character (420) and a portion (710) of a player character (410) within a state (1640).

[0202] For example, state (1640) can be changed to state (1650) by decreasing the weight of the first image, increasing the weight of the second image, and decreasing the distance between the part (720) of the vehicle character (420) and the part (710) of the player character (410).

[0203] For example, within the state (1650), the weight of the first image may be a value smaller than the weight of the first image within the state (1640). For example, at least one processor (210) may keep changing the weight value of the first image until a state (1660) after (or immediately after) the player character (410) boards the vehicle character (420). For example, at least one processor (210) may decrease the weight of the first image until it reaches the first image weight of the state (1660) after (or immediately after) the first image weight boards, such as the changed state (1660) from the state (1650).

[0204] For example, within the state (1650), the weight of the second image may be a value greater than the weight of the second image within the state (1640). For example, at least one processor (210) may keep changing the weight value of the second image until a state (1660) after (or immediately after) the player character (410) boards the vehicle character (420). For example, at least one processor (210) may increase the weight of the second image until it reaches the second image weight of the state (1660) after (or immediately after) the second image weight boards, such as the changed state (1660) from the state (1650).

[0205] For example, within state (1650), the distance may be a shorter distance than the distance in state (1640). For example, at least one processor (210) may keep changing the distance until a portion (720) of the vehicle character (420) is linked to a portion (710) of the player character (410). For example, at least one processor (210) may decrease the distance until it reaches a distance corresponding to the distance when the portion (720) of the vehicle character (420) is linked to a portion (710) of the player character (410), such as in a changed state (1660) from state (1650).

[0206] Referring again to FIG. 18, at operation 1850, at least one processor (210) may display the animation on the display (120) in response to the event.

[0207] For example, at least one processor (210) may generate at least one third image based on synthesizing the first image and the second image and changing the distance between a portion of the vehicle character and a portion of the player character, and may display an animation on the display (120) that seamlessly expresses the player character riding the vehicle character using the first image, the second image, and the at least one third image.

[0208] As described above, the electronic device (100) can reduce the complexity of data management by generating at least one third image based on synthesizing the first image and the second image and changing the distance between a portion of the vehicle character and a portion of the player character, and generating an animation using the first image, the second image, and the at least one third image.

[0209] The electronic device (100) can generate at least one third image based on synthesizing the first image and the second image and changing the distance between a part of the vehicle character and a part of the player character, and display an animation on the display (120) that seamlessly expresses the player character riding the vehicle character using the first image, the second image, and the at least one third image.

[0210] The above descriptions illustrate generating an animation representing a player character boarding a vehicle character. However, this is merely an example. The descriptions of FIGS. 6 to 9, 12, and 16 to 18 can be used to generate an animation representing a player character disembarking from a vehicle character. For example, operation 1840 can be replaced with an operation of generating an animation using a second image, at least one third image, and a first image. For example, the method of using the second image, at least one third image, and the first image can be implemented by performing the method of using the first image, at least one third image, and the second image in reverse order.

[0211] Although the descriptions of FIG. 18 describe operations executed by the electronic device (100), this is merely exemplary. Some of the operations may be executed within a server to which the electronic device (100) is connected. For example, when the part of the operations is executed within the server, at least one processor (210) may, based on the event detected according to operation 1800, transmit a request related to the event (e.g., a request to identify the portion of the player character to be linked to the portion of the vehicle character) to the server. For example, the server (or a processor (e.g., including a processing circuit) of the server) may, in response to the request, execute operations 1810 to 1840. For example, the server may cause the electronic device (100) to perform operation 1850 by transmitting the result of the execution to the electronic device (100) in response to the request.

[0212] Although the electronic device (100) illustrated above includes a display (e.g., display (120)), the operations illustrated above may be executed within another electronic device that does not include a display. For example, the other electronic device may be connected to a display device located external to the other electronic device. For example, among the operations of the electronic device (100) illustrated above, displaying an animation on the display (120) may be replaced by controlling or causing the display device located external to the other electronic device to display the animation using the processor of the other electronic device.

[0213] In one embodiment, an electronic device may be configured to generate an animation and display it on the display. For example, the electronic device may be configured to generate an animation representing the player character boarding the vehicle character by identifying a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character and changing a distance between the portion of the vehicle character and the portion of the player character.

[0214] An electronic device as described above may include a memory storing instructions. The electronic device may include a display. The electronic device may include at least one processor. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to display a screen on the display. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to identify, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate an animation representing the player character boarding the vehicle character by changing a distance between the portion of the vehicle character and the portion of the player character. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to display the animation on the display in response to the event. In one embodiment, the electronic device may cause the electronic device to generate and display the animation on the display.For example, the electronic device can generate an animation representing the player character boarding the vehicle character by identifying a part of the player character to be linked to a part of the vehicle character when the player character boards the vehicle character and changing the distance between the part of the vehicle character and the part of the player character.

[0215] In one embodiment, the vehicle character moves toward the player character in response to the event, and the instructions, when individually or collectively executed by the at least one processor, cause the electronic device to display the animation based on identifying a distance between the vehicle character and the player character that is moved in response to the event, and identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0216] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0217] In one embodiment, reference data for the distance that changes over time within the time period in which the animation is to be displayed may be stored within the electronic device. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate the animation by changing the distance using the reference data.

[0218] According to one embodiment, the instructions, when executed individually or collectively by the at least one processor, when executed by the electronic device, may cause the electronic device to generate the animation by changing the distance by applying a weight to the reference data.

[0219] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0220] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0221] In one embodiment, the vehicle character, in response to the event, moves toward the player character, and the instructions, when individually or collectively executed by the at least one processor, identify a movement state of the vehicle character moving toward the player character in response to the event, and while identifying that the movement state is a first movement state: identify the portion of the player character that will be linked to the portion of the vehicle character when the player character rides the vehicle character; and generate the animation by varying a distance between the portion of the vehicle character and the portion of the player character, and while identifying that the movement state is a second movement state: identify another portion of the player character that will be linked to another portion of the vehicle character when the player character rides the vehicle character; and generate another animation by varying a distance between the other portion of the vehicle character and the other portion of the player character, and cause the electronic device to display the animation and the other animation on the display in response to the event.

[0222] In one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to, based on the event, identify another portion of the player character to be linked to another portion of the vehicle character when the player character rides the vehicle character, generate an animation representing the player character riding the vehicle character by changing the distance and the distance between the other portion of the vehicle character and the other portion of the player character, and display the animation on the display in response to the event.

[0223] According to one embodiment, the instructions, when individually or collectively executed by the at least one processor, change the distance by decreasing the distance;

[0224] While the distance is decreasing, the electronic device can be caused to determine a first posture of the player character to be mounted on the vehicle character based on the portion of the player character spaced apart from the portion of the vehicle character by a first distance, determine a second posture of the player character to be mounted on the vehicle character based on the portion of the player character spaced apart from the portion of the vehicle character by a second distance shorter than the first distance, and generate the animation based on the first posture and the second posture.

[0225] The second posture may be at least partially different from the first posture.

[0226] A method performed by an electronic device as described above may include an action of displaying a screen on the display. The method may include an action of detecting, while the screen is displayed, an event causing the player character to board a vehicle character associated with the player character within the screen. The method may include an action of identifying, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The method may include an action of generating an animation representing the player character boarding the vehicle character by changing a distance between the portion of the vehicle character and the portion of the player character. The method may include an action of displaying the animation on the display in response to the event.

[0227] In one embodiment, the vehicle character moves toward the player character in response to the event, and the method may include an action of identifying a distance between the vehicle character moved in response to the event and the player character, and displaying the animation based on identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0228] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0229] In one embodiment, the method may include identifying reference data for the distance that changes over time within a time period in which the animation is to be displayed, and generating the animation by changing the distance using the reference data.

[0230] In one embodiment, the method may include generating the animation by changing the distance by applying a weight to the reference data.

[0231] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0232] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0233] In one embodiment, the vehicle character is moved toward the player character in response to the event, and the method may include: identifying a movement state of the vehicle character moving toward the player character in response to the event; and while identifying that the movement state is a first movement state: identifying a portion of the player character that will be linked to the portion of the vehicle character when the player character rides the vehicle character; and generating the animation by changing a distance between the portion of the vehicle character and the portion of the player character; and while identifying that the movement state is a second movement state: identifying another portion of the player character that will be linked to another portion of the vehicle character when the player character rides the vehicle character; and generating another animation by changing a distance between the other portion of the vehicle character and the other portion of the player character; and displaying the animation and the other animation on the display in response to the event.

[0234] In one embodiment, the method may include, based on the event, identifying another portion of the player character to be linked to another portion of the vehicle character when the player character rides the vehicle character, generating an animation representing the player character riding the vehicle character by changing the distance and the distance between the other portion of the vehicle character and the other portion of the player character, and displaying the animation on the display in response to the event.

[0235] In one embodiment, the method may include changing the distance by decreasing the distance, and while the distance is decreased: determining a first posture of the player character to be mounted on the vehicle character according to the portion of the player character spaced apart from the portion of the vehicle character by a first distance, determining a second posture of the player character to be mounted on the vehicle character according to the portion of the player character spaced apart from the portion of the vehicle character by a second distance shorter than the first distance, and generating the animation based on the first posture and the second posture. The second posture may be at least partially different from the first posture.

[0236] In a computer-readable storage medium having one or more programs stored thereon, as described above, the one or more programs may include instructions that, when executed by a processor of an electronic device, cause the electronic device to display a screen on the display. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate an animation representing the player character boarding the vehicle character by changing a distance between the portion of the vehicle character and the portion of the player character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation on the display in response to the event.

[0237] In one embodiment, the vehicle character may be moved toward the player character in response to the event, and the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation based on identifying a distance between the vehicle character and the player character that is moved in response to the event and identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0238] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0239] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify reference data for the distance that changes over time within a time period in which the animation is to be displayed, and to generate the animation by changing the distance using the reference data.

[0240] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate the animation by changing the distance by applying a weight to the reference data.

[0241] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0242] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0243] In one embodiment, the vehicle character, in response to the event, moves toward the player character, and the one or more programs may include instructions that, when executed by the electronic device, identify a movement state of the vehicle character moving toward the player character in response to the event, and while identifying that the movement state is a first movement state: identify a portion of the player character that will be linked to the portion of the vehicle character when the player character rides the vehicle character; and generate the animation by varying a distance between the portion of the vehicle character and the portion of the player character; and while identifying that the movement state is a second movement state: identify another portion of the player character that will be linked to another portion of the vehicle character when the player character rides the vehicle character; and generate another animation by varying a distance between the other portion of the vehicle character and the other portion of the player character; and cause the electronic device, in response to the event, to display the animation and the other animation on the display.

[0244] In one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to, based on the event, identify another portion of the player character to be linked to another portion of the vehicle character when the player character rides the vehicle character, generate an animation representing the player character riding the vehicle character by changing the distance and the distance between the other portion of the vehicle character and the other portion of the player character, and display the animation on the display in response to the event.

[0245] According to one embodiment, the one or more programs, when executed by the electronic device, change the distance by decreasing the distance,

[0246] While the distance is decreasing: instructions for causing the electronic device to determine a first posture of the player character to be mounted on the vehicle character according to the portion of the player character spaced apart from the portion of the vehicle character by a first distance, determine a second posture of the player character to be mounted on the vehicle character according to the portion of the player character spaced apart from the portion of the vehicle character by a second distance shorter than the first distance, and generate the animation based on the first posture and the second posture. The second posture may be at least partially different from the first posture.

[0247] An electronic device as described above may include a memory storing instructions. The electronic device may include a display. The electronic device may include at least one processor. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to display a screen on the display. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to identify, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to determine a first posture of the player character prior to linking the portion of the player character to the portion of the vehicle character moving toward the player character in response to the event. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to determine a second posture of the player character by linking the portion of the player character to the portion of the vehicle character.The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate a first image comprising the player character having the first pose and a second image comprising the player character having the second pose. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate at least one third image by synthesizing the first image and the second image. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate an animation using the first image, the second image, and the at least one third image. The instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to display the animation on the display in response to the event.

[0248] In one embodiment, the vehicle character may be moved toward the player character in response to the event, and the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to display the animation based on identifying a distance between the vehicle character moved in response to the event and the player character, and identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0249] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0250] In one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate the at least one third image by synthesizing the first image and the second image by identifying reference data for a first weight to be applied to the first image and a second weight to be applied to the second image, and applying the first weight from the reference data to the first image and applying the second weight from the reference data to the second image. The first weight and the second weight may change over time within a time period during which the animation is to be displayed.

[0251] In one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate the at least one third image based further on changing the distance between the portion of the vehicle character and the portion of the player character, and to generate the animation using the first image, the second image, and the at least one third image.

[0252] In one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to identify other reference data for the distance that changes over time within the time period during which the animation is to be displayed, and to generate the at least one third image further based on the distance using the other reference data.

[0253] According to one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to generate the at least one third image based on applying a weight to the reference data and applying a different weight to the other reference data.

[0254] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0255] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0256] In one embodiment, the vehicle character, in response to the event, moves toward the player character, and the instructions, when individually or collectively executed by the at least one processor, identify a movement state of the vehicle character moving toward the player character in response to the event, and while identifying that the movement state is a first movement state, generate the at least one third image by synthesizing the first image and the second image, and while identifying that the movement state is a second movement state: identify another portion of the player character to be linked to another portion of the vehicle character when the player character boards the vehicle character; The electronic device may be caused to generate the animation by determining a third posture of the player character before linking the other portion of the player character to the other portion of the vehicle character moving toward the player character in response to the event, determining a fourth posture of the player character by linking the other portion of the player character to the other portion of the vehicle character, generating a fourth image including the player character having the third posture and a fifth image including the player character having the fourth posture, and generating at least one sixth image by synthesizing the fourth image and the fifth image, and synthesizing the first image, the second image, the at least one third image, the fourth image, the fifth image, and the at least one sixth image.

[0257] In one embodiment, the instructions, when individually or collectively executed by the at least one processor, may cause the electronic device to, based on the event, identify another portion of the player character to be linked to another portion of the vehicle character when the player character is mounted on the vehicle character, determine the first posture of the player character before linking the portion of the player character to the portion of the vehicle character moving toward the player character in response to the event and before linking the other portion of the player character to the other portion of the vehicle character, and determine the second posture of the player character by linking the portion of the player character to the portion of the vehicle character and linking the other portion of the player character to the other portion of the vehicle character.

[0258] A method performed by an electronic device as described above may include an action of displaying a screen on the display. The method may include an action of detecting, while the screen is displayed, an event that causes the player character to board a vehicle character associated with the player character within the screen. The method may include an action of identifying, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The method may include an action of determining a first posture of the player character prior to linking the portion of the player character to the portion of the vehicle character moving toward the player character in response to the event. The method may include an action of determining a second posture of the player character by linking the portion of the player character to the portion of the vehicle character. The method may include an action of generating a first image including the player character having the first posture and a second image including the player character having the second posture. The method may include an action of generating at least one third image by synthesizing the first image and the second image. The method may include an action of generating an animation using the first image, the second image, and the at least one third image. The method may include an action of displaying the animation on the display in response to the event.

[0259] In one embodiment, the vehicle character may be moved toward the player character in response to the event, and the method may include an action of identifying a distance between the vehicle character moved in response to the event and the player character, and displaying the animation based on identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0260] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0261] In one embodiment, the method may include generating the at least one third image by synthesizing the first image and the second image by identifying reference data for a first weight to be applied to the first image and a second weight to be applied to the second image, and applying the first weight from the reference data to the first image and applying the second weight from the reference data to the second image. The first weight and the second weight may change over time within a time period during which the animation is to be displayed.

[0262] In one embodiment, the method may further include generating the at least one third image based on changing a distance between the portion of the vehicle character and the portion of the player character, and generating the animation using the first image, the second image, and the at least one third image.

[0263] In one embodiment, the method may include identifying other reference data for the distance that changes over time within the time period in which the animation is to be displayed, and generating the at least one third image based on the distance using the other reference data.

[0264] According to one embodiment, the method may include generating the at least one third image based on applying a weight to the reference data and applying a different weight to the other reference data.

[0265] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0266] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0267] In one embodiment, the vehicle character, in response to the event, moves toward the player character, and the method comprises: identifying a movement state of the vehicle character moving toward the player character in response to the event; generating at least one third image by synthesizing the first image and the second image while identifying that the movement state is a first movement state; and identifying another part of the player character to be linked to another part of the vehicle character when the player character rides the vehicle character; The method may include determining a third posture of the player character before linking the other portion of the player character to the other portion of the vehicle character moving toward the player character in response to the event, determining a fourth posture of the player character by linking the other portion of the player character to the other portion of the vehicle character, generating a fourth image including the player character having the third posture and a fifth image including the player character having the fourth posture, and generating at least one sixth image by synthesizing the fourth image and the fifth image, and generating the animation by synthesizing the first image, the second image, the at least one third image, the fourth image, the fifth image, and the at least one sixth image.

[0268] According to one embodiment, the method may include, based on the event, identifying another part of the player character to be linked to another part of the vehicle character when the player character rides the vehicle character, determining the first posture of the player character before linking the part of the player character to the part of the vehicle character moving toward the player character in response to the event and before linking the other part of the player character to the other part of the vehicle character, and determining the second posture of the player character by linking the part of the player character to the part of the vehicle character and linking the other part of the player character to the other part of the vehicle character.

[0269] In a computer-readable storage medium having one or more programs stored thereon, as described above, the one or more programs may include instructions that, when executed by a processor of an electronic device, cause the electronic device to display a screen on the display. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to detect an event that causes the player character to board a vehicle character associated with the player character within the screen while the screen is displayed. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify, based on the event, a portion of the player character to be linked to a portion of the vehicle character when the player character boards the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to determine a first posture of the player character prior to linking the portion of the player character to the portion of the vehicle character that moves toward the player character in response to the event. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to determine a second posture of the player character by linking the portion of the player character to the portion of the vehicle character. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate a first image including the player character having the first posture and a second image including the player character having the second posture.The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate at least one third image by synthesizing the first image and the second image. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate an animation using the first image, the second image, and the at least one third image. The one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation on the display in response to the event.

[0270] In one embodiment, the vehicle character may be moved toward the player character in response to the event, and the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to display the animation based on identifying a distance between the vehicle character and the player character that is moved in response to the event and identifying that the distance between the vehicle character and the player character reaches within a reference distance.

[0271] According to one embodiment, the distance between the vehicle character and the player character is the distance between the representative position of the player character and the representative position of the vehicle character, and the representative position of the player character may be between two feet of the player character.

[0272] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate the at least one third image by synthesizing the first image and the second image by identifying reference data for a first weight to be applied to the first image and a second weight to be applied to the second image, and applying the first weight from the reference data to the first image and applying the second weight from the reference data to the second image. The first weight and the second weight may change over time within a time period during which the animation is to be displayed.

[0273] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate the at least one third image based further on changing the distance between the portion of the vehicle character and the portion of the player character, and to generate the animation using the first image, the second image, and the at least one third image.

[0274] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify other reference data for the distance that changes over time within the time period in which the animation is to be displayed, and to generate the at least one third image based further on the distance using the other reference data.

[0275] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to generate the at least one third image based on applying a weight to the reference data and applying a different weight to the other reference data.

[0276] In one embodiment, said portion of said player character may be located within an area outside of said player character, associated with said player character and extending from a portion of said player character's body.

[0277] According to one embodiment, the portion of the vehicle character may be located within an area outside the vehicle character, which is associated with the vehicle character and extends from a part of the body of the vehicle character.

[0278] In one embodiment, the vehicle character, in response to the event, moves toward the player character, and the one or more programs, when executed by the electronic device, identify a movement state of the vehicle character moving toward the player character in response to the event, and while identifying that the movement state is a first movement state, generate the at least one third image by synthesizing the first image and the second image, and while identifying that the movement state is a second movement state: identify another part of the player character to be linked to another part of the vehicle character when the player character boards the vehicle character; The electronic device may include instructions to cause the electronic device to generate the animation by determining a third posture of the player character before linking the other portion of the player character to the other portion of the vehicle character moving toward the player character in response to the event, determining a fourth posture of the player character by linking the other portion of the player character to the other portion of the vehicle character, generating a fourth image including the player character having the third posture and a fifth image including the player character having the fourth posture, and generating at least one sixth image by synthesizing the fourth image and the fifth image, and synthesizing the first image, the second image, the at least one third image, the fourth image, the fifth image, and the at least one sixth image.

[0279] According to one embodiment, the one or more programs may include instructions that, when executed by the electronic device, cause the electronic device to identify, based on the event, another portion of the player character to be linked to another portion of the vehicle character when the player character is mounted on the vehicle character, determine the first posture of the player character before linking the portion of the player character to the portion of the vehicle character moving toward the player character in response to the event and before linking the other portion of the player character to the other portion of the vehicle character, and determine the second posture of the player character by linking the portion of the player character to the portion of the vehicle character and linking the other portion of the player character to the other portion of the vehicle character.

[0280] The devices described above may be implemented as hardware components, software components, and / or a combination of hardware components and software components. For example, the devices and components described in the embodiments may be implemented using one or more general-purpose computers or special-purpose computers, such as a processor, a controller, an arithmetic logic unit (ALU), a digital signal processor, a microcomputer, a field programmable gate array (FPGA), a programmable logic unit (PLU), a microprocessor, or any other device capable of executing instructions and responding to them. The processing device may execute an operating system (OS) and one or more software applications running on the operating system. The processing device may also access, store, manipulate, process, and generate data in response to the execution of the software. For ease of understanding, the processing device is sometimes described as being used alone; however, one of ordinary skill in the art will recognize that the processing device may include multiple processing elements and / or multiple types of processing elements. For example, a processing unit may include multiple processors, or a processor and a controller. Other processing configurations, such as parallel processors, are also possible.

[0281] Software may include a computer program, code, instructions, or a combination of one or more of these, which may configure a processing device to perform a desired operation or may independently or collectively command the processing device. The software and / or data may be embodied in any type of machine, component, physical device, computer storage medium, or device for interpretation by the processing device or for providing instructions or data to the processing device. The software may also be distributed over networked computer systems and stored or executed in a distributed manner. The software and data may be stored on one or more computer-readable recording media.

[0282] The method according to the embodiment may be implemented in the form of program commands that can be executed through various computer means and recorded on a computer-readable medium. In this case, the medium may be one that continuously stores a computer-executable program or one that temporarily stores it for execution or download. In addition, the medium may be various recording or storage means in the form of a single or multiple hardware combinations, and is not limited to a medium directly connected to a computer system, but may also be distributed over a network. Examples of the medium may include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical recording media such as CD-ROMs and DVDs, magneto-optical media such as floptical disks, and those configured to store program commands, including ROM, RAM, and flash memory. In addition, examples of other media may include recording or storage media managed by app stores that distribute applications, sites that supply or distribute various software, servers, etc.

[0283] Although the embodiments described above have been described by way of limited examples and drawings, those skilled in the art will appreciate that various modifications and variations can be made based on the above teachings. For example, appropriate results can still be achieved even if the described techniques are performed in a different order than described, and / or components of the described systems, structures, devices, circuits, etc. are combined or combined in a different manner than described, or are replaced or substituted with other components or equivalents.

[0284] Therefore, other implementations, other embodiments, and equivalents of the claims are also included in the scope of the claims described below. According to one embodiment, the method according to the various embodiments disclosed in the present document may be provided as a computer program product. The computer program product may be traded between sellers and buyers as a commodity. The computer program product may be distributed in the form of a storage medium that can be read by a machine (e.g., compact disc read only memory (CD-ROM)) or may be available through an application store (e.g., Play Store). TM ) or directly between two user devices (e.g., smart phones), online distribution (e.g., downloading or uploading). In the case of online distribution, at least a portion of the computer program product may be at least temporarily stored or temporarily created in a machine-readable storage medium, such as the memory of a manufacturer's server, an application store's server, or an intermediary server.

[0285] According to various embodiments, each component (e.g., a module or a program) of the above-described components may include one or more entities, and some of the entities may be separated and placed in other components. According to various embodiments, one or more components or operations of the aforementioned components may be omitted, or one or more other components or operations may be added. Alternatively or additionally, a plurality of components (e.g., a module or a program) may be integrated into a single component. In such a case, the integrated component may perform one or more functions of each of the plurality of components identically or similarly to those performed by the corresponding component among the plurality of components prior to the integration. According to various embodiments, the operations performed by a module, program, or other component may be executed sequentially, in parallel, iteratively, or heuristically, or one or more of the operations may be executed in a different order, omitted, or one or more other operations may be added.

Claims

1. In a non-transitory computer readable storage medium storing one or more programs, the one or more programs, when executed by an electronic device having a display, Display the screen on the above display, While the above screen is displayed, detect an event that causes the player character to board a vehicle character associated with the player character within the above screen, When the player character is mounted on the vehicle character, identify the part of the player character that will be linked to the part of the vehicle character; By changing the distance between the part of the above vehicle character and the part of the above player character, an animation is generated that represents the player character riding the above vehicle character, To display the above animation on the above display, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

2. In claim 1, The above one or more programs, when executed by the electronic device, Identify the distance between the above-mentioned vehicle character and the above-mentioned player character, and To display the animation based on identifying that the distance between the above-mentioned vehicle character and the above-mentioned player character reaches within a reference distance, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

3. In claim 2, The distance between the above-mentioned vehicle character and the above-mentioned player character is The distance between the representative position of the above player character and the representative position of the above vehicle character, The representative location of the above player character is, Between the two feet of the above player character, Non-transitory computer-readable storage medium.

4. In claim 1, The above one or more programs, when executed by the electronic device, Identifying reference data for the distance that changes over time within the time interval in which the above animation is to be displayed; To generate the animation by changing the distance using the above reference data, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

5. In claim 4, The above one or more programs, when executed by the electronic device, To generate the animation by changing the distance by applying weights to the above reference data, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

6. In claim 1, The above part of the above player character, Associated with said player character, and located within an area outside said player character, extending from a part of said player character's body, Non-transitory computer-readable storage medium.

7. In claim 1, The above part of the above vehicle character, Associated with the above vehicle character, and located within an area outside the vehicle character, extending from a part of the body of the vehicle character, Non-transitory computer-readable storage medium.

8. In claim 1, The above one or more programs, when executed by the electronic device, Identify the movement status of the above-mentioned vehicle character, While identifying that the above moving state is the first moving state: Identifying the part of the player character that will be linked to the part of the vehicle character when the player character rides the vehicle character; and By changing the distance between the above part of the above vehicle character and the above part of the above player character, the above animation is generated, While identifying that the above moving state is a second moving state: Identifying another part of the player character that will be linked to another part of the vehicle character when the player character rides the vehicle character; and By changing the distance between the different parts of the above-mentioned vehicle character and the different parts of the above-mentioned player character, different animations are created, and To display the above animation and the other animation on the display, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

9. In claim 1, The above one or more programs, when executed by the electronic device, When the player character is mounted on the vehicle character, identify another part of the player character that will be linked to another part of the vehicle character; Generate an animation representing the player character riding the vehicle character by changing the distance between the above distance and the other part of the vehicle character and the other part of the player character, To display the above animation on the above display, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

10. In claim 1, The above one or more programs, when executed by the electronic device, By changing the distance by decreasing the distance, While the above distance is decreasing: Determine the first posture of the player character to be boarded on the vehicle character according to the part of the player character spaced apart from the part of the vehicle character by a first distance, Determine a second posture of the player character to be mounted on the vehicle character according to the part of the player character spaced apart from the part of the vehicle character by a second distance shorter than the first distance, To generate the animation based on the first posture and the second posture, Contains instructions that cause the above electronic device to operate, The second posture above is, At least partially different from the first posture above, Non-transitory computer-readable storage medium.

11. In a non-transitory computer readable storage medium storing one or more programs, the one or more programs, when executed by an electronic device having a display, Display the screen on the above display, While the above screen is displayed, detect an event that causes the player character to board a vehicle character associated with the player character within the above screen, When the player character is mounted on the vehicle character, identify the part of the player character that will be linked to the part of the vehicle character; Determine the first posture of the player character before linking the part of the player character to the part of the vehicle character, By linking the above part of the above-mentioned vehicle character to the above-mentioned part of the above-mentioned player character, a second posture of the above-mentioned player character is determined, Generating a first image including the player character having the first posture and a second image including the player character having the second posture, Generating at least one third image by synthesizing the first image and the second image, Generating an animation using the first image, the second image, and the at least one third image, To display the above animation on the above display, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

12. In claim 11, The above one or more programs, when executed by the electronic device, Identify the distance between the above-mentioned vehicle character and the above-mentioned player character, To display the animation based on identifying that the distance between the above-mentioned vehicle character and the above-mentioned player character reaches within a reference distance, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

13. In claim 12, The distance between the above-mentioned vehicle character and the above-mentioned player character is The distance between the representative position of the above player character and the representative position of the above vehicle character, The representative location of the above player character is, Between the two feet of the above player character, Non-transitory computer-readable storage medium.

14. In claim 11, The above one or more programs, when executed by the electronic device, Identify reference data for a first weight to be applied to the first image and a second weight to be applied to the second image, To generate at least one third image by synthesizing the first image and the second image by applying the first weight from the reference data to the first image and applying the second weight from the reference data to the second image, Contains instructions that cause the above electronic device to operate, The above first weight and the above second weight are, The above animation changes over time within the time period in which it is displayed. Non-transitory computer-readable storage medium.

15. In claim 14, The above one or more programs, when executed by the electronic device, Generating at least one third image based on changing the distance between the part of the said vehicle character and the part of the said player character, To generate the animation using the first image, the second image, and the at least one third image, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

16. In claim 15, The above one or more programs, when executed by the electronic device, Identify other reference data for said distance that changes over time within the time interval in which said animation is to be displayed, To generate at least one third image further based on changing the distance using the other reference data, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

17. In claim 16, The above one or more programs, when executed by the electronic device, To generate at least one third image based on applying weights to the above reference data and applying different weights to the other reference data, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

18. In claim 11, The above part of the above player character, Associated with said player character, and located within an area outside said player character, extending from a part of said player character's body, Non-transitory computer-readable storage medium.

19. In claim 11, The above part of the above vehicle character, Associated with the above vehicle character, and located within an area outside the vehicle character, extending from a part of the body of the vehicle character, Non-transitory computer-readable storage medium.

20. In claim 11, The above one or more programs, when executed by the electronic device, Identify the movement status of the above-mentioned vehicle character, While identifying that the above moving state is the first moving state, Generating at least one third image by synthesizing the first image and the second image, While identifying that the above moving state is a second moving state: Identifying another part of the player character that will be linked to another part of the vehicle character when the player character rides the vehicle character; Determine the third posture of the player character before linking the other part of the player character to the other part of the vehicle character, By linking the other part of the player character to the other part of the vehicle character, a fourth posture of the player character is determined, Generating a fourth image including the player character having the third posture and a fifth image including the player character having the fourth posture, and Generating at least one sixth image by synthesizing the fourth image and the fifth image, and To generate the animation by synthesizing the first image, the second image, the at least one third image, the fourth image, the fifth image, and the at least one sixth image, comprising instructions causing the electronic device to operate; Non-transitory computer-readable storage medium.

Citation Information

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