Dynamic Character Model Switching for Game Appearance Rendering
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Solution Overview
Problem
Conventional game technologies fail to dynamically change the appearance of a game character based on worn items across different character models, limiting user experience and visual detail in various game scenes.
Innovation Solution
A storage medium and information processing system that uses two different character models with varying head-height ratios, allowing the game program to change the character's appearance in accordance with worn items and provide preview displays for both models, enabling detailed rendering in battle scenes while reducing processing load in field scenes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If different types of character models are used for various scenes, then the visual detail and character appearance accuracy are improved, but the device complexity increases
Solution Approach 1:
The system dynamically switches between different character models (standard model and deformed model with smaller head-height ratio) based on the current game scene. The character model selection is not fixed but adapts according to whether the scene requires high visual detail (standard model) or optimized performance (deformed model), resolving the contradiction between appearance accuracy and system complexity.
Solution Approach 2:
The system changes the parameter of character model type based on scene requirements. By modifying the model selection parameter dynamically, the system can achieve high appearance accuracy in scenes where it matters most while using simpler models in other scenes, thus managing the complexity through parameter variation rather than maintaining all models simultaneously.
2Manufacturing precision
If high head-height ratio character models are used for detailed rendering, then the visual detail in battle scenes is improved, but the processing load increases
Solution Approach 1:
The system applies different character model qualities to different scenes locally. Battle scenes that require detailed character appearance use the standard model with high head-height ratio, while field scenes use the deformed model with smaller head-height ratio for reduced processing load. This local differentiation resolves the contradiction by not uniformly applying high processing requirements across all scenes.
Solution Approach 2:
The system uses high-detail character models only partially in scenes where it is most needed (battle scenes), rather than applying them universally. This selective application of excessive detail where necessary achieves the visual detail improvement without the full processing load penalty across all game scenarios.
3Ease of operation
If character appearance is changed according to worn items in all scenes, then the user experience is improved, but the device complexity increases
Solution Approach 1:
The system performs preliminary action by displaying preview images showing how wearable items look on different character models before the user makes a selection. This preliminary preview mechanism enhances user experience by allowing informed decisions, while the complexity is managed by preparing these previews in advance rather than rendering them in real-time during character selection.
Solution Approach 2:
The preview display acts as an intermediary between the wearable item selection and the final character appearance. Instead of directly implementing complex real-time appearance changes across all scenes, the system uses preview displays as an intermediate step that simplifies the user interface and decision-making process, thereby improving user experience without proportionally increasing system complexity.
Data Source
AI summary
An example of an information processing system displays a character based on a character model of a first type in a first scene in the game, and based on a character model of a second type in a second scene. In a third scene, a wearable item is selected in response to a selection instruction. In the third scene, the character based on the character model of the first type having the appearance of wearing the selected wearable item is displayed, and the character based on the character model of the second type having the appearance of wearing the wearable item is displayed. When a confirm instruction is given, settings regarding the appearance of the character are changed so as to reflect the wearable item on the appearance of the character in the first scene and the second scene.


