Interaction control method and apparatus for displaying game character, and electronic device

By displaying images and models of game characters in the graphical user interface of the terminal device and controlling their orientation and posture, the problem of monotonous game character display effects is solved, and a rich visual experience and detailed information display are achieved.

WO2025218380A1PCT designated stage Publication Date: 2025-10-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/080842
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-17
Filing Date
2025-03-05
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

In existing technologies, the visual effects of displaying game character information are monotonous, and the information provided is limited, making it difficult to meet players' needs for a detailed understanding of the characters.

Method used

The terminal device provides a graphical user interface that displays character images in response to character display commands, displays character models when commands are selected, and controls the orientation and posture of the character models by triggering commands, providing a variety of character display states.

Benefits of technology

It has enriched the visual effects of game characters, provided more character information, and met players' needs for a detailed understanding of the characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN2025080842_23102025_PF_FP_ABST
Patent Text Reader

Abstract

An interaction control method and apparatus for displaying a game character, and an electronic device. The method comprises: in response to a character display instruction, providing character display regions in a graphical user interface, and displaying character images of game characters in the character display regions (S102); in response to a character selection instruction, determining a selected target character and a character display region of the target character, displaying a character model of the target character in the character display region of the target character, and controlling the character model to execute a preset action (S104); and in response to a trigger instruction for the character model, on the basis of trigger parameters of the trigger instruction, controlling the character display state of the character model to change, wherein the character display state comprises a character orientation and / or a character posture (S106). The visual effects of displayed game characters can be enriched, and abundant character information is provided. (FIG. 1)
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Description

Interactive control method, device and electronic equipment for displaying game role

[0001] Cross-reference to related applications

[0002] The present application claims priority to the Chinese patent application No. 202410464832.2, filed on April 17, 2024, and entitled "Interactive control method, device and electronic equipment for displaying game role", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD

[0003] The present disclosure relates to the technical field of games, and in particular to an interactive control method, device and electronic equipment for displaying game role. BACKGROUND

[0004] A plurality of game roles are usually provided in a game system, and different game roles have different role images and role skills. A player can browse a role information page to understand the characteristics of various game roles. In related technologies, the role information page displays the images and skills of game roles in the form of pictures. When the player triggers one of the game roles, the player's triggering operation can be responded to by switching pictures or changing the display angle of the pictures, and further role information can be provided. However, this method has a single visual effect and provides limited information, which is not conducive to the player's full understanding of the role. SUMMARY

[0005] Therefore, the purpose of the present disclosure is to provide an interactive control method, device and electronic equipment for displaying game role, so as to make the visual effect of the displayed game role more rich and provide rich role information.

[0006] In a first aspect, the embodiments of the present disclosure provide an interactive control method for displaying game role. The method comprises: providing a graphical user interface by a terminal device; in response to a role display instruction, providing a role display area in the graphical user interface, and displaying a role image picture of a game role in the role display area; in response to a role selection instruction, determining a target role selected and a role display area of the target role; displaying a role model of the target role in the role display area of the target role, and controlling the role model to perform a preset action; in response to a triggering instruction for the role model, controlling the role display state of the role model to change based on a triggering parameter of the triggering instruction; wherein the role display state comprises a role orientation and / or a role posture.

[0007] In a second aspect, the embodiments of the present disclosure provide an interactive control device for displaying a game character, which provides a graphical user interface through a terminal device, and the device comprises: a picture display module configured to execute a character display instruction to provide a character display area in the graphical user interface, and display a character image of a game character in the character display area; a model display control module configured to execute a character selection instruction to determine a target character selected and a character display area of the target character, display a character model of the target character in the character display area of the target character, and control the character model to perform a preset action; and a state control module configured to execute a trigger instruction for the character model, and control a character display state of the character model to change based on a trigger parameter of the trigger instruction; wherein the character display state comprises a character orientation and / or a character posture.

[0008] In a third aspect, the embodiments of the present disclosure provide an electronic device, which comprises a processor and a memory, the memory stores computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method for displaying a game character.

[0009] In a fourth aspect, the embodiments of the present disclosure provide a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the interactive control method for displaying a game character.

[0010] The embodiments of the present disclosure have the following beneficial effects:

[0011] The interactive control method, device and electronic device for displaying a game character provide a graphical user interface through a terminal device, provide a character display area in the graphical user interface in response to a character display instruction, display a character image of a game character in the character display area, determine a target character selected in response to a character selection instruction, and a character display area of the target character, display a character model of the target character in the character display area of the target character, control the character model to perform a preset action, and control a character display state of the character model to change in response to a trigger instruction for the character model based on a trigger parameter of the trigger instruction; wherein the character display state comprises a character orientation and / or a character posture. In this way, when a character is selected, the target character is displayed through a character model, and the display state of the model is changed according to the trigger parameter; the visual effect of the displayed game character is more rich, and rich character information can be provided.

[0012] Other features and advantages of the present disclosure will be set forth in the descriptions that follow and in part will be apparent from the descriptions or can be learned by practice of the present disclosure. The objectives and other advantages of the present disclosure will be realized and attained by the structure particularly pointed out in the description.

[0013] In order to make the above objectives, features and advantages of the present disclosure more obvious and comprehensible, the following will specifically describe preferred embodiments in combination with the accompanying drawings, and the detailed description is as follows. BRIEF DESCRIPTION OF DRAWINGS

[0014] In order to more clearly illustrate the technical solutions in the specific embodiments or the related art of the present disclosure, the following will briefly introduce the drawings needed to be used in the specific embodiments or the related art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can obtain other drawings according to these drawings without any creative effort.

[0015] Fig. 1 is a flowchart of an interactive control method for displaying a game character according to an embodiment of the present disclosure;

[0016] Fig. 2 is a schematic diagram of a character display area according to an embodiment of the present disclosure;

[0017] Fig. 3 is a schematic diagram of canceling display of a character image according to an embodiment of the present disclosure;

[0018] Fig. 4 is a schematic diagram of loading and displaying a character model according to an embodiment of the present disclosure;

[0019] Fig. 5 is a schematic diagram of display of an orientation adjustment control according to an embodiment of the present disclosure;

[0020] Fig. 6 is a schematic diagram of a structure of an interactive control device for displaying a game character according to an embodiment of the present disclosure;

[0021] Fig. 7 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0022] In order to make the objectives, technical solutions and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be described clearly and completely in combination with the drawings. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without any creative effort are within the protection scope of the present disclosure.

[0023] Currently, when a player views a character information page, static art such as pictures is mostly used to display a game character, the display effect lacks delicacy, the provided information is limited, and it is not conducive for the player to fully understand the character. Based on this, the display method, device and electronic equipment for displaying a game character provided by the embodiments of the present disclosure can be applied to various games, such as a touch-controlled mobile game, a mouse-controlled PC game, a handle-controlled console game, and the like.

[0024] The display method for displaying a game character in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the display method for displaying a game character runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0025] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, the storage and running of the display method for displaying a game character are completed on the cloud game server, and the client device is used for receiving and sending data and presenting a game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, and the like; but the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally, the game picture is decoded and output by the client device.

[0026] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game picture. The local terminal device is used to interact with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used to present a graphical user interface including a game picture, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] In a possible implementation, the present disclosure provides an interactive control method for displaying a game character. The method provides a graphical user interface through a terminal device. The terminal device can be a local terminal device or a client device in a cloud interactive system. As shown in FIG. 1, the method includes the following steps:

[0028] In step S102, a character display area is provided in the graphical user interface in response to a character display instruction, and a character image of the game character is displayed in the character display area.

[0029] The character display instruction can be triggered by triggering a character display control in the graphical user interface. The character display instruction can be a character display instruction for all, part or a specific character in the game system. For example, all hero characters in the game system can be displayed, characters in a team can be displayed, or a specific character can be displayed.

[0030] The character display area is located in a character display page displayed by the graphical user interface, or a window is generated on the content currently displayed by the graphical user interface, and the character display area is located in the window.

[0031] In actual implementation, if the game character includes multiple characters, the graphical user interface includes multiple character display areas, and each game character corresponds to a character display area. The character image of the corresponding game character is displayed in the character display area. When the game character includes multiple characters, the character display areas of the multiple characters can be arranged in a horizontal, vertical or random manner. In addition, one game character can correspond to multiple character images, and the multiple character images of the same game character are displayed in the same character display area.

[0032] It should be noted that the character image can be a sketch image of the game character. The game character in the character image usually has a default skin of the game character, including hairstyle, clothes, accessories, etc. In addition, the character image can also display the name and unlocking status of the game character in the character image.

[0033] In step S104, a target character is determined in response to a character selection instruction, and a character display area of the target character is determined. A character model of the target character is displayed in the character display area of the target character, and the character model is controlled to perform a preset action.

[0034] For example, the role selection instruction is sent by clicking the role image of the game role, and the clicked game role is the target role. The role selection instruction can also be sent by means of mouse hovering, gamepad key triggering, etc.

[0035] In this embodiment, the role model of the target role is displayed in the role display area of the target role. Generally, the role model is a three-dimensional model, and when the role model moves or rotates, the player can view the complete model appearance of the role model through the plane.

[0036] In actual implementation, after the target role is determined, the role model of the target role is loaded, and after the loading is completed, the role model is displayed in the role display area of the target role. In one way, the role model automatically performs a preset action, such as waving a weapon, a combat action, etc. In another way, the player can control the role model to perform a preset action, such as moving, rotating, etc.

[0037] During the execution of the role action by the role model, the player can view the role model from multiple visual angles, thereby obtaining more detailed appearance information of the target role. Through the role action performed by the role model, the player can know the commonly used weapon, combat action, etc. of the role model, and the role information provided to the player is more abundant.

[0038] In step S106, in response to the trigger instruction for the role model, the role display state of the role model is controlled to change based on the trigger parameter of the trigger instruction; wherein the role display state includes role orientation and / or role posture.

[0039] The trigger instruction can be generated by a sliding operation on the touch screen, a moving operation of the mouse, a moving operation after the mouse is pressed, or a specified key triggering operation of the gamepad. For a mobile game or a terminal game, the trigger instruction can be sent when the touch point or the mouse pointer is located on the role model or the surrounding area of the role model.

[0040] The trigger parameter of the trigger instruction can include the trigger position, the moving speed of the trigger position, the direction, etc. Based on the trigger parameter, the role display state of the role model can change along with the change of the trigger instruction, for example, when the role orientation changes, the role model can rotate in the role display area, for example, horizontally, vertically, etc. For another example, when the role posture changes, the position, shape, etc. of the limbs, torso, etc. of the role model change along with the change of the trigger instruction, thereby controlling the role posture of the role model to change. Of course, the role orientation and the role posture of the role model can also change simultaneously.

[0041] The above-mentioned interaction control method for displaying game characters provides a graphical user interface through a terminal device, in response to a character display instruction, provides a character display area in the graphical user interface, displays a character image of a game character in the character display area, in response to a character selection instruction, determines a target character that is selected and a character display area of the target character, displays a character model of the target character in the character display area of the target character, and controls the character model to perform a preset action, in response to a trigger instruction for the character model, controls a character display state of the character model to change based on a trigger parameter of the trigger instruction, wherein the character display state includes a character orientation and / or a character posture. In this way, when a character is selected, the target character is displayed through a character model, and the display state of the model is changed according to the trigger parameter, which can make the visual effect of the displayed game character more rich and can provide rich character information.

[0042] FIG. 2 shows a schematic diagram of a character display area; the graphical user interface provides two character display areas of game characters, and displays a character image and a character name of a corresponding game character in the character display area. In the character display area of game character 1, a character image and a character name of game character 1 are displayed, and in the character display area of game character 2, a character image and a character name of game character 2 are displayed.

[0043] In a specific implementation, the position of the preselected identifier in the graphical user interface is monitored; the preselected identifier is controlled through a touch operation on a touch screen of the terminal device, or is controlled through an external control device of the terminal device; in response to the preselected identifier being located in a character display area, a game character in the character display area where the preselected identifier is located is determined as a target character that is selected, and the character display area where the preselected identifier is located is determined as a character display area of the target character.

[0044] The above-mentioned preselected identifier can be a preselected frame, for example, a mouse is clicked once, or a touch operation is performed once, and then the character display area that is hit displays a preselected frame, such as a white frame, a yellow frame, and the like. The above-mentioned preselected identifier can also be a mouse identifier, the position of the mouse identifier in the graphical user interface is controlled through a mouse device, and in the case where the mouse device is not clicked, the movement of the mouse device can control the mouse identifier to hover at any position in the graphical user interface. The position where the mouse identifier hovers is the position of the above-mentioned preselected identifier. For a host game, a gamepad can control a character display area to be selected through a key, and the selected character display area can display the above-mentioned preselected frame.

[0045] When the pre-selection mark is located in the character display area, the game character corresponding to the character display area is the target character. In the PC game, the pre-selection mark is a mouse mark, and the player controls the mouse device to move, so as to control the mouse mark to move or hover in the graphical user interface. The position of the mouse mark hovering is the pre-selection position, and the player can select the game character by controlling the mouse device to move.

[0046] Further, initial model data of the target character and image configuration information of the target character corresponding to the current game account are acquired; a character model of the target character is rendered based on the image configuration information and the initial model data; wherein the appearance of the character model matches the image configuration information; and the rendered character model is displayed in the character display area of the target character.

[0047] In the initial model data, the default hairstyle, clothes, accessories, etc. of the target character are usually included; if the target character has not been configured by the current game account, the image configuration information of the target character is the default configuration information, and the appearance of the rendered character model matches the default configuration information; if the default hairstyle, clothes, accessories, etc. of the target character are in the character image picture of the target character, the appearance of the character model is the same as the appearance of the character in the character image picture. Of course, the appearance of the character model can also be different from the appearance of the character in the character image picture.

[0048] If the target character has been configured with image configuration information by the current game account, the image configuration information is the information configured by the current game account, for example, the image configuration information saves the hairstyle, clothes, accessories, etc. set by the current game account. When rendering the character model, the model appearance of the character model is rendered according to the information configuration information based on the initial model data, so that the appearance of the character model matches the image configuration information; for example, the image configuration information is red hair, and the character model is also red hair.

[0049] After the character model is rendered, the character model is displayed in the character display area corresponding to the game character. In actual implementation, all or part of the character model can be displayed, for example, only the upper body of the character model is displayed. In addition, the display area of the character model can be slightly larger than the character display area corresponding to the game character, so as to more comprehensively and meticulously display the character model.

[0050] In the examples of FIG. 3 and FIG. 4, when the player hovers the mouse over the character display area of the game character 1, the game character 1 is the target character. At this time, as shown in FIG. 3, the character image picture of the game character 1 is first displayed; then, as shown in FIG. 4, the character model of the game character 1 is loaded and displayed, and in the character model, the game character 1 has a specific pose and displays the complete character model.

[0051] In a specific implementation, the unlocking state of the target role for the current game account is obtained; if the unlocking state is unlocked, the image configuration information used by the current game account when configuring the target role in the past is obtained; wherein the unlocking state of unlocked indicates that the current game account has the use right of the target role; if the unlocking state is not unlocked, the preset image configuration information of the target role is obtained; wherein the unlocking state of not unlocked indicates that the current game account does not have the use right of the target role.

[0052] If the target role is unlocked, it can be understood that the current game account can use the target role to participate in a game session or a game copy, or can configure a skin for the target role, for example, by participating in a game copy to obtain a new skin, or by consuming game resources to obtain a new skin, and configuring the new skin as the skin of the target role, at this time, the skin information of the skin will be saved in the image configuration information of the target role.

[0053] If the target role is not unlocked, it can be understood that the current game account cannot use the target role to participate in a game session or a game copy, and cannot configure a skin for the target role, therefore, the image configuration information of the target role is the default configuration information of the target role.

[0054] In one example, the image configuration information used by the current game account when configuring the target role last time is obtained. It can be understood that the latest information configuration information of the target role is obtained. The information configuration information can be used by the target role when participating in a game session last time, or can be updated information configured by the player again after the target role participates in a game session last time.

[0055] After the character model is rendered, the character model is displayed. Specifically, the character image picture is cancelled in the character display area of the target role; the local model part to be displayed is determined from the character model, and the local model part is displayed in the character display area and the specified surrounding area of the character display area.

[0056] The local model part may, for example, be a model part above the waist of the character model, or a model part above the knee, etc., which can be set according to actual needs. Of course, in other manners, all parts of the character model can also be displayed.

[0057] In this manner, the area displaying the local model part is slightly larger than the character display area, and when the local model part is displayed, in addition to occupying the character display area, the specified surrounding area of the character display area, such as the upper area, the left area, the right area, etc., of the character display area, can also be occupied; if the character display areas of different game roles are close to each other, when the local model part of the target role is displayed, the picture in the character display area of the adjacent game role can also be blocked.

[0058] After the character model is displayed, the position of the preselected identifier in the graphical user interface is monitored; in response to movement of the preselected identifier, the orientation of the character model is controlled to change in accordance with the movement position of the preselected identifier.

[0059] For example, when the preselected identifier moves from left to right in the graphical user interface, the model orientation of the character model also changes in a counterclockwise rotation in the horizontal plane; when the preselected identifier moves from right to left in the graphical user interface, the model orientation of the character model also changes in a clockwise rotation in the horizontal plane; when the preselected identifier moves up and down in the graphical user interface, the character model also rotates along one plane in the vertical direction.

[0060] In this way, the player controls the change in the orientation of the character model by controlling the movement of the preselected identifier, which visually represents the rotation of the character model, facilitating the player to view the parts of the character that are blocked in the picture, and enabling the player to view the character appearance of the game character more completely.

[0061] In a specific manner, a response area is determined based on the position of the character display area of the target character in the graphical user interface; the response area is greater than the character display area of the target character; in response to movement of the preselected identifier in the response area, the orientation of the character model is controlled to change in accordance with the movement position of the preselected identifier.

[0062] For example, the response area can be the display area of the character model of the target character, or can be slightly larger than the display area of the character model, and can be set according to requirements. When the preselected identifier moves in the response area, the orientation of the character model changes; for example, when the preselected identifier moves horizontally in the response area, the orientation of the character model changes along the horizontal direction.

[0063] Specifically, in response to movement of the preselected identifier in the response area, a target orientation of the character model is determined based on the movement position of the preselected identifier, and the character model is controlled to rotate from the current orientation to the target orientation.

[0064] The position of the preselected identifier in the response area has a one-to-one correspondence with the orientation of the character model, based on which, when the preselected identifier is in the response area, the movement position of the preselected identifier is acquired in real time, and then the corresponding target orientation is determined, and the character model is controlled to rotate from the current orientation to the target orientation, so that the character model can be controlled to rotate in real time through the movement of the preselected identifier.

[0065] When the preselected identifier is a mouse identifier, when the mouse identifier hovers in the response area, the target orientation of the character model is determined based on the hovering position; when the hovering position of the mouse identifier changes constantly, the target orientation also changes in real time, so that the character model is controlled to rotate through the movement of the mouse.

[0066] In another implementation, a region position in the response region is mapped with a corresponding rotation direction and rotation angle; a first rotation direction and a first rotation angle corresponding to the moving position of the preselected identifier are determined, and the character model is controlled to rotate from the current orientation along the first orientation direction by the first rotation angle to reach the target orientation. The character model can also be controlled to rotate from the current orientation along the first rotation direction by the first rotation angle to reach the target orientation.

[0067] Each region position in the response region corresponds to a rotation direction and a rotation angle, for example, the rotation direction is the X-axis direction, the rotation direction is a direction with an angle of 30 degrees with the X-axis direction, etc.; the rotation angle can be 5 degrees, 10 degrees, etc.

[0068] When the preselected identifier is located at position 1, the first rotation direction and the first rotation angle corresponding to the position 1 are obtained, and then the character model is rotated from the current orientation along the first orientation direction by the first rotation angle to reach the target orientation. For example, the first rotation direction is a direction with an angle of -180 degrees with the X-axis direction, and the rotation angle is 10 degrees. At this time, the character model is rotated from the current orientation along the -180 degree direction by 10 degrees.

[0069] When the preselected identifier is located at position 1, the first rotation direction and the first rotation angle corresponding to the position 1 are obtained, and then the character model is rotated from the current orientation along the first rotation direction by the first rotation angle to reach the target orientation. For example, the first rotation direction is a direction with an angle of -180 degrees with the X-axis direction or a counterclockwise direction, and the rotation angle is 10 degrees. At this time, the character model is rotated from the current orientation along the -180 degree direction or the counterclockwise direction by 10 degrees.

[0070] When the response region is small, the rotation of the character model is controlled by the position of the preselected identifier in the response region, which can only control the rotation of the character model in a small range. In order to control the large-scale rotation of the character model, so that the player can view more character information, in the embodiment, the rotation direction and the rotation angle corresponding to each region position in the response region form a first orientation control range; the first orientation range can include a range from the leftmost orientation to the rightmost orientation in the horizontal direction, and a range from the uppermost orientation to the lowermost orientation in the vertical direction; for example, the orientation of the character model changes by 30 degrees at most in the horizontal direction, and the orientation of the character model changes by 10 degrees at most in the vertical direction.

[0071] The rotation of the character model is controlled by the position of the preselected identifier in the response region, and the range of the rotation of the character model is small. In the embodiment, an orientation adjustment control is provided in the response region, and a control position in the orientation adjustment control is mapped with a corresponding rotation direction and rotation angle. The rotation direction and the rotation angle corresponding to each control position in the orientation adjustment control form a second orientation control range; the second orientation control range is larger than the first orientation control range.

[0072] In one mode, the orientation adjustment control can be displayed while determining the response area, as shown in FIG. 5. When the preselected identifier moves in the response area, the character model is controlled to adjust the orientation in the aforementioned first orientation control range, i.e., rotate in a small range, based on the position of the preselected identifier in the response identifier. When the preselected identifier enters the orientation adjustment control, the character model is controlled to adjust the orientation in the aforementioned second orientation control range, i.e., rotate in a large range.

[0073] The aforementioned second orientation range can include a range from the leftmost orientation to the rightmost orientation in the horizontal direction, and a range from the uppermost orientation to the lowermost orientation in the vertical direction; for example, the orientation of the character model changes by 360 degrees in the horizontal direction, and the orientation of the character model changes by 90 degrees in the vertical direction. Each control position in the orientation adjustment control corresponds to a rotation direction and a rotation angle, for example, the rotation direction is the X-axis direction, the rotation direction is a direction with an angle of 30 degrees with the X-axis direction, etc.; the rotation angle can be 20 degrees, 30 degrees, etc.

[0074] In actual implementation, in response to the preselected identifier being located in the orientation adjustment control, the second rotation direction and the second rotation angle are determined based on the control position of the preselected identifier in the orientation adjustment control, and the character model is controlled to rotate from the current orientation along the second orientation direction by the second rotation angle.

[0075] When the preselected identifier is located at position 2, the second rotation direction and the second rotation angle corresponding to the position 2 are obtained, and then the character model rotates from the current orientation along the second orientation direction by the second rotation angle to reach the target orientation. For example, the second rotation direction is a direction with an angle of 70 degrees with the X-axis direction, and the rotation angle is 30 degrees, at this time, the character model rotates from the current orientation along the 70-degree direction by 30 degrees.

[0076] Taking the mouse identifier as an example, the mouse is controlled to move without triggering the click, and when the mouse identifier moves in the response area, the character model rotates slowly, and when the mouse identifier moves to the orientation adjustment control, the character model moves quickly.

[0077] In the above manner, various controls of the display state of the character model can be realized, and the detailed and complete viewing needs of the player for the character information can be met.

[0078] Further, the aforementioned character model is configured with a decorative model; a specified model position on the decorative model is connected with the character model; the decorative model may, for example, include a weapon model, a ribbon model, etc. One or more specified model positions in the decorative model are usually connected with the character model; for example, when the character model holds a weapon model with both hands, multiple specified model positions of the weapon model are connected with the character model; for another example, a ribbon model is worn on the character model, and one specified model position in the ribbon model is connected with the character model.

[0079] In response to the change in the orientation of the character model, a specified model position on the accessory model is controlled to move following the character model; wherein the specified model position is used to provide a power source for a model part of the accessory model other than the specified model position; based on the model attribute of the accessory model and the moving path of the specified model position, the motion state of the accessory model is controlled to be displayed.

[0080] When the orientation of the character model changes, the character model is rotating, and the specified model position connected to the character model moves following the character model, and the specified model position provides a power source for the accessory model, thereby controlling other model positions of the accessory model to move.

[0081] The model attribute of the aforementioned accessory model can include rigidity or flexibility, for example, the model attribute of the weapon model is rigid, and the accessory model does not deform when the accessory model moves, that is, the accessory model moves following the movement of the character model; the model attribute of the ribbon model is flexible, and the accessory model deforms when the accessory model moves, for example, the accessory model deforms in a wave shape, and other positions of the accessory model change in a wave shape following the specified model position.

[0082] In the foregoing manner, the visual effect of the character model can be enriched, and the visual experience of the player can be improved.

[0083] Further, in response to the preselected identifier leaving the response area, the character model of the target character is displayed in the character display area of the target character, and the character image of the target character is displayed. When the preselected identifier leaves the response area, it can be understood that the target character is no longer the selected game character, and at this time, the character image of the target character is displayed.

[0084] In other implementations, after determining the selected target character, animation data containing the character model of the target character is obtained, and the animation data is played in the character display area of the target character; wherein in the animation data, the character model performs a preset action; after playing the animation data in the character display area of the target character, the character model is rendered and displayed in the character display area of the target character.

[0085] In this manner, after selecting the target character, the character model is no longer directly displayed, but the animation data is first played, and through the playing of the animation data, the effect of the character model performing the preset action is displayed in the character display area; after the animation data is played, the character model is rendered and displayed in the character display area of the target character.

[0086] As in the foregoing embodiments, the character display state of the character model can be controlled to change based on the trigger parameter of the trigger instruction, for example, the character orientation and / or the character posture of the character model are controlled to change.

[0087] Further, the recorded animation of the target character used by the current game account in the historical game session is obtained, and the recorded animation is used as the animation data of the character model containing the target character.

[0088] When the current game account uses the target character to participate in the game session, the target character usually performs some actions, such as running, releasing skills, physical attacks, battles, etc. When the target character performs the preset action, the target character is recorded to obtain the recorded animation. The above historical game session can be the last game session in which the current game account uses the target character to participate, or a game session specified by the current game account.

[0089] In the above manner, the target character can be more richly and realistically displayed, and more accurate character information can be provided to the player.

[0090] Referring to a structural schematic diagram of an interactive control device for displaying a game character shown in FIG. 6, a graphical user interface is provided through a terminal device, and the device includes:

[0091] The picture display module 60 is configured to perform the following operation in response to a character display instruction: providing a character display area in the graphical user interface, and displaying a character image picture of the game character in the character display area;

[0092] The model display control module 62 is configured to perform the following operation in response to a character selection instruction: determining the selected target character and the character display area of the target character, displaying the character model of the target character in the character display area of the target character, and controlling the character model to perform the preset action;

[0093] The state control module 64 is configured to perform the following operation in response to a trigger instruction for the character model: based on a trigger parameter of the trigger instruction, controlling the character display state of the character model to change; wherein the character display state includes: character orientation and / or character posture.

[0094] The interactive control device for displaying game characters provides a graphical user interface through a terminal device, provides a character display area in the graphical user interface in response to a character display instruction, displays a character image of a game character in the character display area, determines a target character selected and a character display area of the target character in response to a character selection instruction, displays a character model of the target character in the character display area of the target character, and controls the character model to perform a preset action. The character display state of the character model changes in response to a trigger instruction based on a trigger parameter of the trigger instruction. The character display state includes a character orientation and / or a character posture. In this way, when a character is selected, the target character is displayed through the character model, and the display state of the model is changed according to the trigger parameter. This can make the visual effect of the displayed game character more rich and can provide rich character information.

[0095] The model display control module is further configured to perform the following: monitoring a position of a preselected identifier in the graphical user interface; the preselected identifier is controlled through a touch operation on a touch screen of the terminal device or through an external control device of the terminal device; in response to the preselected identifier being located in the character display area, determining a game character in the character display area where the preselected identifier is located as the target character selected, and determining the character display area where the preselected identifier is located as the character display area of the target character.

[0096] The model display control module is further configured to perform the following: obtaining initial model data of the target character and character image configuration information of the target character used by the current game account; rendering the character model of the target character based on the character image configuration information and the initial model data; the appearance of the character model matches the character image configuration information; and displaying the rendered character model in the character display area of the target character.

[0097] The model display control module is further configured to perform the following: obtaining an unlocking state of the target character for the current game account; determining that the unlocking state is unlocked, and obtaining character image configuration information used by the current game account when the target character is configured historically; the unlocked unlocking state indicates that the current game account has a use permission for the target character; determining that the unlocking state is not unlocked, and obtaining preset character image configuration information of the target character; the unlocked unlocking state indicates that the current game account does not have a use permission for the target character.

[0098] The model display control module is further configured to perform the following: obtaining character image configuration information used by the current game account when the target character is configured last time.

[0099] The model display control module is further configured to perform: canceling display of the character model in the character display area of the target character; and displaying the partial model part in the character display area and a specified surrounding area of the character display area.

[0100] The state control module is further configured to perform: monitoring a position of the preselected identifier in the graphical user interface; and controlling the orientation of the character model to change in response to movement of the preselected identifier.

[0101] The state control module is further configured to perform: determining a response area based on a position of the character display area of the target character in the graphical user interface; wherein the response area is larger than the character display area of the target character; and controlling the orientation of the character model to change in response to movement of the preselected identifier in the response area.

[0102] The device further comprises a model canceling module configured to perform: canceling display of the character model of the target character in the character display area of the target character in response to the preselected identifier moving out of the response area, and displaying the character image of the target character.

[0103] The model canceling module is further configured to perform: determining a target orientation of the character model based on a movement position of the preselected identifier in response to the preselected identifier moving in the response area, and controlling the character model to rotate from a current orientation to the target orientation.

[0104] Each region position in the response area is mapped with a corresponding rotation direction and a rotation angle; the model canceling module is further configured to perform: determining a first rotation direction and a first rotation angle corresponding to the movement position of the preselected identifier, and controlling the character model to rotate from the current orientation to the target orientation along the first rotation direction by the first rotation angle.

[0105] The rotation direction and the rotation angle corresponding to each region position in the response area form a first orientation control range; the response area is provided with an orientation adjustment control, each control position in the orientation adjustment control is mapped with a corresponding rotation direction and a rotation angle, and the rotation direction and the rotation angle corresponding to each control position in the orientation adjustment control form a second orientation control range; the second orientation control range is larger than the first orientation control range; the device further comprises a first model control module configured to perform: determining a second rotation direction and a second rotation angle based on a control position of the preselected identifier in the orientation adjustment control in response to the preselected identifier being located in the orientation adjustment control, and controlling the character model to rotate from the current orientation to a target orientation along the second orientation direction by the second rotation angle.

[0106] The role model is configured with a prop model; a specified model position on the prop model is connected with the role model; the device further includes a prop model control module configured to perform: in response to a change in orientation of the role model, controlling the specified model position on the prop model to move following the role model; wherein the specified model position is used to provide a power source for model parts of the prop model other than the specified model position; based on model attributes of the prop model and a movement path of the specified model position, controlling a motion state of the prop model to be displayed.

[0107] The model display control module is further configured to perform: obtaining animation data of a role model containing a target role, and playing the animation data in a role display area of the target role; wherein in the animation data, the role model performs a preset action; after the step of playing the animation data in the role display area of the target role, the method further includes: rendering and displaying the role model in the role display area of the target role.

[0108] The model display control module is further configured to perform: obtaining recorded animation when the target role is used by a current game account in a historical game session, and taking the recorded animation as animation data of a role model containing the target role.

[0109] The embodiment also provides an electronic device including a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned interactive control method for displaying a game role.

[0110] Referring to FIG. 7, the electronic device includes a processor 100 and a memory 101, the memory 101 storing computer executable instructions capable of being executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the above-mentioned interactive control method for displaying a game role.

[0111] Further, the electronic device shown in FIG. 7 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0112] The memory 101 can include a random access memory (RAM) and can also include a non-volatile memory such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one bidirectional arrow is shown in FIG. 7, but it does not mean that there is only one bus or only one type of bus.

[0113] The processor 100 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 100 or the instructions in the form of software. The processor 100 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. Each method, step and logic block disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, or other mature storage media in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines the hardware to complete the steps of the method of the above embodiments.

[0114] The processor in the above electronic device can realize the following operations in the above-mentioned interactive control method of the game role by executing computer executable instructions:

[0115] An interactive control method for displaying a game character, a graphical user interface is provided by a terminal device, in response to a character display instruction, a character display area is provided in the graphical user interface, and a character image of a game character is displayed in the character display area; in response to a character selection instruction, a target character selected and a character display area of the target character are determined; a character model of the target character is displayed in the character display area of the target character, and the character model is controlled to perform a preset action; in response to a trigger instruction for the character model, the character display state of the character model is controlled to change based on a trigger parameter of the trigger instruction; wherein the character display state includes a character orientation and / or a character posture.

[0116] The position of a preselected identifier in the graphical user interface is monitored; wherein the preselected identifier is controlled by a touch operation on a touch screen of the terminal device, or is controlled by an external control device of the terminal device; in response to the preselected identifier being located in the character display area, the game character in the character display area where the preselected identifier is located is determined as the target character selected, and the character display area where the preselected identifier is located is determined as the character display area of the target character.

[0117] Initial model data of the target character and character image configuration information of the current game account for the target character are obtained; a character model of the target character is rendered based on the character image configuration information and the initial model data; wherein the appearance of the character model matches the character image configuration information; the rendered character model is displayed in the character display area of the target character.

[0118] The unlocking state of the target character for the current game account is obtained; it is determined that the unlocking state is unlocked, and the character image configuration information used by the current game account when the target character is configured historically is obtained; wherein the unlocked unlocking state indicates that the current game account has a use permission for the target character; it is determined that the unlocking state is not unlocked, and the preset character image configuration information of the target character is obtained; wherein the unlocked unlocking state indicates that the current game account does not have a use permission for the target character.

[0119] The character image configuration information used by the current game account when the target character is configured last time is obtained.

[0120] The character image is canceled from the character display area of the target character; a local model part to be displayed is determined from the character model, and the local model part is displayed in the character display area and a specified peripheral area of the character display area.

[0121] The position of a preselected identifier in the graphical user interface is monitored; in response to the movement of the preselected identifier, the orientation of the character model is controlled to change following the movement position of the preselected identifier.

[0122] The position of the role display area of the target role in the graphical user interface is determined as a response area; the response area is larger than the role display area of the target role; in response to the movement of the preselected identifier in the response area, the orientation of the role model is controlled to follow the movement position of the preselected identifier.

[0123] In response to the preselected identifier leaving the response area, the role model of the target role is no longer displayed in the role display area of the target role, and the role image of the target role is displayed.

[0124] In response to the movement of the preselected identifier in the response area, the target orientation of the role model is determined based on the movement position of the preselected identifier, and the role model is controlled to rotate from the current orientation to the target orientation.

[0125] The area position in the response area is mapped to a corresponding rotation direction and rotation angle; the first rotation direction and the first rotation angle corresponding to the movement position of the preselected identifier are determined, and the role model is controlled to rotate from the current orientation along the first rotation direction by the first rotation angle to reach the target orientation.

[0126] The rotation direction and rotation angle corresponding to each area position in the response area form a first orientation control range; the orientation adjustment control is provided in the response area, and the control position in the orientation adjustment control is mapped to a corresponding rotation direction and rotation angle; the rotation direction and rotation angle corresponding to each control position in the orientation adjustment control form a second orientation control range; the second orientation control range is larger than the first orientation control range; in response to the preselected identifier being located in the orientation adjustment control, the second rotation direction and the second rotation angle are determined based on the control position of the preselected identifier in the orientation adjustment control, and the role model is controlled to rotate from the current orientation along the second orientation direction by the second rotation angle.

[0127] The role model is configured with a costume model; a specified model position on the costume model is connected to the role model; in response to the change in the orientation of the role model, the specified model position on the costume model is controlled to move with the role model; wherein the specified model position is used to provide a power source for the model part of the costume model other than the specified model position; based on the model attribute of the costume model and the movement path of the specified model position, the motion state of the costume model is controlled.

[0128] Obtain animation data containing the role model of the target role, and play the animation data in the role display area of the target role; wherein in the animation data, the role model performs a preset action; after the step of playing the animation data in the role display area of the target role, the method further comprises: rendering and displaying the role model in the role display area of the target role.

[0129] Obtaining a recorded animation of the target character used by the current game account in a historical game session, and taking the recorded animation as animation data of a character model containing the target character.

[0130] In the above manner, when the character is selected, the target character is displayed through the character model, and the display state of the model is changed according to the trigger parameter. This can make the visual effect of the displayed game character more rich, and can provide rich character information.

[0131] The embodiment also provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the above-mentioned interactive control method for displaying a game character.

[0132] The computer executable instructions stored in the above-mentioned computer readable storage medium can implement the following operations in the above-mentioned interactive control method for displaying a game character by executing the computer executable instructions.

[0133] An interactive control method for displaying a game character, providing a graphical user interface through a terminal device, in response to a character display instruction, providing a character display area in the graphical user interface, and displaying a character image of a game character in the character display area; in response to a character selection instruction, determining a target character selected and a character display area of the target character; displaying a character model of the target character in the character display area of the target character, and controlling the character model to perform a preset action; in response to a trigger instruction for the character model, changing a character display state of the character model based on a trigger parameter of the trigger instruction; wherein the character display state includes a character orientation and / or a character posture.

[0134] Monitoring a position of a preselected identifier in the graphical user interface; wherein the preselected identifier is controlled through a touch operation on a touch screen of the terminal device, or is controlled through an external control device of the terminal device; in response to the preselected identifier being located in the character display area, determining a game character in the character display area where the preselected identifier is located as the target character selected, and determining the character display area where the preselected identifier is located as the character display area of the target character.

[0135] Obtaining initial model data of the target character and image configuration information of the target character configured by a current game account; rendering a character model of the target character based on the image configuration information and the initial model data; wherein the appearance of the character model matches the image configuration information; and displaying the rendered character model in the character display area of the target character.

[0136] Obtaining an unlocking state of the target role for the current game account; determining that the unlocking state is unlocked, and obtaining avatar configuration information used by the current game account when configuring the target role in the past; wherein the unlocked unlocking state indicates that the current game account has a use right for the target role; determining that the unlocking state is not unlocked, and obtaining preset avatar configuration information of the target role; wherein the not unlocked unlocking state indicates that the current game account does not have a use right for the target role.

[0137] Obtaining avatar configuration information used by the current game account when configuring the target role last time.

[0138] Canceling display of the role avatar picture in the role display area of the target role; determining a local model part to be displayed from the role model, and displaying the local model part in the role display area and a specified surrounding area of the role display area.

[0139] Monitoring a position of a preselected identifier in the graphical user interface; in response to movement of the preselected identifier, controlling an orientation of the role model to change following the movement position of the preselected identifier.

[0140] Based on a position of the role display area of the target role in the graphical user interface, determining a response area; wherein the response area is larger than the role display area of the target role; in response to movement of the preselected identifier in the response area, controlling an orientation of the role model to change following the movement position of the preselected identifier.

[0141] In response to the preselected identifier leaving the response area, canceling display of the role model of the target role in the role display area of the target role, and displaying the role avatar picture of the target role.

[0142] In response to movement of the preselected identifier in the response area, determining a target orientation of the role model based on the movement position of the preselected identifier, and controlling the role model to rotate from a current orientation to the target orientation.

[0143] A region position in the response area is mapped with a corresponding rotation direction and a rotation angle; determining a first rotation direction and a first rotation angle corresponding to the movement position of the preselected identifier, and controlling the role model to rotate from the current orientation along the first rotation direction by the first rotation angle to reach the target orientation.

[0144] The rotation direction and rotation angle corresponding to each region position in the response region constitute a first orientation control range; the orientation adjustment control is arranged in the response region, the control position in the orientation adjustment control is mapped with the corresponding rotation direction and rotation angle, and the rotation direction and rotation angle corresponding to each control position in the orientation adjustment control constitute a second orientation control range; the second orientation control range is greater than the first orientation control range; in response to the preselected identifier being located in the orientation adjustment control, the second rotation direction and the second rotation angle are determined based on the control position of the preselected identifier in the orientation adjustment control, and the character model is controlled to rotate from the current orientation along the second orientation direction by the second rotation angle.

[0145] The character model is configured with a costume model; a specified model position on the costume model is connected with the character model; in response to a change in the orientation of the character model, the specified model position on the costume model is controlled to move along with the character model; wherein the specified model position is used to provide a power source for the model part of the costume model except the specified model position; based on the model attribute of the costume model and the movement path of the specified model position, the motion state of the costume model is controlled to be displayed.

[0146] Obtain animation data of a character model containing a target character, and play the animation data in a character display area of the target character; wherein in the animation data, the character model performs a preset action; after the step of playing the animation data in the character display area of the target character, the method further comprises: rendering and displaying the character model in the character display area of the target character.

[0147] Obtain recorded animation when a target character is used by a current game account in a historical game session, and take the recorded animation as animation data of a character model containing the target character.

[0148] In the above manner, when a character is selected, the target character is displayed through the character model, and the display state of the model is changed according to the trigger parameter; the visual effect of the displayed game character can be made more rich, and rich character information can be provided.

[0149] The computer program product of the interactive control method, device and electronic equipment for displaying a game character provided by the embodiments of the present disclosure includes a computer readable storage medium storing program codes, the instructions included in the program codes can be used to execute the method described in the foregoing method embodiments, and the specific implementation can be referred to the method embodiments, which will not be described herein.

[0150] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the foregoing method embodiments, which will not be described herein.

[0151] In addition, in the description of the embodiments of the present disclosure, unless explicitly defined and limited otherwise, the terms "mount", "connect", "connection" should be understood in a broad sense, for example, can be fixed connection, can also be detachable connection, or integrally connected; can be mechanical connection, can also be electrical connection; can be directly connected, can also be indirectly connected through an intermediate medium, can be the communication inside two elements. For those skilled in the art, the specific meaning of the above terms in the present disclosure can be understood according to the specific circumstances.

[0152] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present disclosure or the part that contributes to the related art or the part of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various program code storage media.

[0153] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0154] Finally, it should be noted that: the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them, the protection scope of the present disclosure is not limited thereto, although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand: any person skilled in the art within the technical scope disclosed by the present disclosure, can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacement to part of the technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. An interactive control method for displaying a game character, a graphical user interface being provided by a terminal device, the method comprising: in response to a character display instruction, providing a character display area in the graphical user interface, and displaying a character image of a game character in the character display area; in response to a character selection instruction, determining a target character selected and a character display area of the target character; displaying a character model of the target character in the character display area of the target character, and controlling the character model to perform a preset action; in response to a trigger instruction for the character model, controlling a character display state of the character model to change based on a trigger parameter of the trigger instruction; wherein the character display state comprises a character orientation and / or a character posture.

2. The method of claim 1, wherein, The step of determining a target character selected and a character display area of the target character in response to a character selection instruction comprises: monitoring a position of a preselected identifier in the graphical user interface; wherein the preselected identifier is controlled by a touch operation on a touch screen of the terminal device, or is controlled by an external control device of the terminal device; in response to the preselected identifier being located in a character display area, determining a game character in the character display area where the preselected identifier is located as the target character selected, and determining the character display area where the preselected identifier is located as the character display area of the target character.

3. The method of claim 1, wherein, The step of displaying a character model of the target character in the character display area of the target character comprises: obtaining initial model data of the target character and character image configuration information of a current game account for the target character; rendering the character model of the target character based on the character image configuration information and the initial model data; wherein an appearance of the character model matches the character image configuration information; displaying the rendered character model in the character display area of the target character.

4. The method of claim 3, wherein, The step of obtaining character image configuration information of a current game account for the target character comprises: obtaining an unlocking state of the target character for the current game account; determining that the unlocking state is unlocked, and obtaining character image configuration information used by the current game account when the target character is configured historically; wherein the unlocked unlocking state indicates that the current game account has a use permission for the target character; determining that the unlocking state is not unlocked, and obtaining preset character image configuration information of the target character; wherein the not unlocked unlocking state indicates that the current game account does not have a use permission for the target character.

5. The method of claim 4, wherein, The step of obtaining character image configuration information used by the current game account when the target character is configured historically comprises: obtaining character image configuration information used by the current game account when the target character is configured last time.

6. The method of claim 1, wherein, The step of displaying a character model of the target character in the character display area of the target character comprises: canceling display of the character image in the character display area of the target character. Determine a partial model part to be displayed from the character model, and display the partial model part in the character display area and a designated peripheral area of the character display area.

7. The method of claim 1, wherein, In response to a trigger instruction for the character model, the step of controlling the character display state of the character model to change based on a trigger parameter of the trigger instruction comprises: Monitoring the position of the preselected identifier in the graphical user interface; In response to the movement of the preselected identifier, controlling the orientation of the character model to change following the movement position of the preselected identifier.

8. The method of claim 7, wherein, In response to the movement of the preselected identifier, controlling the orientation of the character model to change following the movement position of the preselected identifier comprises: Based on the position of the character display area of the target character in the graphical user interface, determining a response area; wherein the response area is larger than the character display area of the target character; In response to the movement of the preselected identifier in the response area, controlling the orientation of the character model to change following the movement position of the preselected identifier.

9. The method of claim 8, wherein, The method further comprises: In response to the preselected identifier leaving the response area, displaying the character image picture of the target character instead of the character model of the target character in the character display area of the target character.

10. The method of claim 8, wherein, In response to the movement of the preselected identifier in the response area, controlling the orientation of the character model to change following the movement position of the preselected identifier comprises: In response to the movement of the preselected identifier in the response area, based on the movement position of the preselected identifier, determining a target orientation of the character model, and controlling the character model to rotate from the current orientation to the target orientation.

11. The method of claim 10, wherein, The area positions in the response area are mapped with corresponding rotation directions and rotation angles; In response to the movement of the preselected identifier in the response area, based on the movement position of the preselected identifier, determining a target orientation of the character model, and controlling the character model to rotate from the current orientation to the target orientation comprises: Determining a first rotation direction and a first rotation angle corresponding to the movement position of the preselected identifier, and controlling the character model to rotate from the current orientation to a target orientation along the first rotation direction by the first rotation angle.

12. The method of claim 11, wherein, The rotation directions and rotation angles corresponding to each area position in the response area constitute a first orientation control range; The response area is provided with an orientation adjustment control, and the control positions in the orientation adjustment control are mapped with corresponding rotation directions and rotation angles, and the rotation directions and rotation angles corresponding to each control position in the orientation adjustment control constitute a second orientation control range; the second orientation control range is larger than the first orientation control range; The method further comprises: In response to the preselected identifier being located in the orientation adjustment control, based on the control position of the preselected identifier in the orientation adjustment control, determining a second rotation direction and a second rotation angle, and controlling the character model to rotate from the current orientation to a target orientation along the second rotation direction by the second rotation angle.

13. The method of claim 7, wherein, The character model is configured with a costume model; a designated model position on the costume model is connected with the character model; After the step of controlling the orientation of the character model to follow the movement position of the pre-selected identifier, the method further comprises: controlling a designated model position on the accessory model to follow the character model in response to the change in the orientation of the character model; wherein the designated model position is configured to provide a power source for model parts of the accessory model other than the designated model position; controlling a display of a motion state of the accessory model based on a model attribute of the accessory model and a movement path of the designated model position.

14. The method of claim 1, wherein, The step of displaying the character model of the target character in the character display area of the target character and controlling the character model to perform a preset action comprises: obtaining animation data containing the character model of the target character, and playing the animation data in the character display area of the target character; wherein in the animation data, the character model performs the preset action; After the step of playing the animation data in the character display area of the target character, the method further comprises rendering and displaying the character model in the character display area of the target character.

15. The method of claim 14, wherein, The step of obtaining animation data containing the character model of the target character comprises: obtaining recorded animation when the current game account uses the target character in a historical game session, and taking the recorded animation as animation data containing the character model of the target character.

16. An interactive control device for displaying a game character, providing a graphical user interface through a terminal device, the device comprising: a picture display module configured to perform, in response to a character display instruction, providing a character display area in the graphical user interface, and displaying a character image picture of a game character in the character display area; a model display control module configured to perform, in response to a character selection instruction, determining a target character selected by the character selection instruction, and a character display area of the target character; displaying the character model of the target character in the character display area of the target character, and controlling the character model to perform a preset action; a state control module configured to perform, in response to a trigger instruction for the character model, controlling a change in a character display state of the character model based on a trigger parameter of the trigger instruction; wherein the character display state includes a character orientation and / or a character posture.

17. An electronic device comprising a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method for displaying a game character according to any one of claims 1-15.

18. A computer readable storage medium storing computer executable instructions, when the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the interactive control method for displaying a game character according to any one of claims 1-15.

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