Virtual Character Posture Adjustment for Tactical Gaming

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Solution Overview

Problem

In gaming applications, particularly in tactical competitive games, players face challenges with complex user interactions due to the high frequency of controlling buttons for actions like running, shooting, and adjusting postures, leading to potential errors and reduced user experience.

Innovation Solution

A posture adjustment method and apparatus that automatically adjusts the holding posture of in-game objects to maintain a proper and accurate posture for using target items, such as guns, by determining a second action in response to the first operation, allowing the terminal to play a target picture displaying the object's actions, thereby reducing the need for manual adjustments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If manual control of multiple buttons (direction button, escape action button, shooting button) is used simultaneously, then the player can perform operations, but the control frequency becomes too high causing control bottleneck and operation errors

Engineering Contradiction:
Improveease of operationVSAvoidcontrol complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system automatically adjusts the character's posture by detecting shooting directions and autonomously controlling the posture adjustment button, eliminating the need for manual intervention. The character serves itself by automatically positioning in the correct shooting posture based on detected enemy directions, reducing the cognitive and operational burden on the player.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system proactively adjusts the character's posture in advance before shooting actions are required by detecting enemy positions and pre-positioning the character in optimal shooting postures. This preliminary action ensures the character is ready to shoot immediately when the player activates the shooting button, eliminating delays caused by manual posture adjustment.

Inventive Principle:
Principle #10Preliminary action

2Extent of automation

If automatic posture adjustment is implemented, then operation complexity is reduced, but the system must detect and process multiple directions and coordinates

Engineering Contradiction:
Improveautomation levelVSAvoiddetection complexity
Core Design Contradiction:
Extent of automationVSDifficulty of detecting and measuring

Solution Approach 1:

The system divides the detection process into discrete segments: detecting enemy coordinates, calculating directions from character position to each enemy, determining the primary shooting direction based on enemy positions, and converting this direction into specific posture adjustment commands. This segmentation simplifies the overall detection task into manageable steps that can be processed sequentially.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces an intermediary calculation process that converts complex spatial relationships into simple directional commands. By calculating the angle between the character's current orientation and the enemy position, and then mapping this angle to predefined posture directions (front, back, left, right), the system bridges the gap between complex coordinate detection and simple automated response.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12023585B2Posture adjustment method and apparatus, storage medium, and electronic device
Publication Date: 2024.07.02 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12023585B2 patent drawing
  • US12023585B2 patent drawing
  • US12023585B2 patent drawing

AI summary

A posture adjustment method includes: obtaining a first operation through a client, determining a second action in response to the first operation, and playing a target picture in the client. The first operation is used for indicating that a first object performs a first action, the first object is an object in a virtual scene displayed by the client, and a first part of the first object holds a target item being used for launching an attack in the virtual scene. The second action is used for driving, by a second part of the first object, the first part to adjust a holding posture to the target item to automatically achieve a relatively proper and accurate posture of using the target item. The target picture being used for displaying that the first object performs the first action and the second part of the first object performs the second action.