JPH0944700A - Method for three-dimensionally expressing swinging object - Google Patents

Method for three-dimensionally expressing swinging object

Info

Publication number
JPH0944700A
JPH0944700A JP7214136A JP21413695A JPH0944700A JP H0944700 A JPH0944700 A JP H0944700A JP 7214136 A JP7214136 A JP 7214136A JP 21413695 A JP21413695 A JP 21413695A JP H0944700 A JPH0944700 A JP H0944700A
Authority
JP
Japan
Prior art keywords
fin
supporting point
displayed
reduction ratio
reduction
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP7214136A
Other languages
Japanese (ja)
Inventor
Hisakazu Kato
久和 加藤
Masami Kikuchi
正美 菊池
Yutaka Nagayama
裕 長山
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Taito Corp
Original Assignee
Taito Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Taito Corp filed Critical Taito Corp
Priority to JP7214136A priority Critical patent/JPH0944700A/en
Publication of JPH0944700A publication Critical patent/JPH0944700A/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

Landscapes

  • Controls And Circuits For Display Device (AREA)
  • Processing Or Creating Images (AREA)

Abstract

PROBLEM TO BE SOLVED: To express a natural swinging motion by an object pattern by displaying the object of a swinging object so that a supporting point many not be deviated, changing a magnification ratio or a reduction ratio in a direction and three-dimensionally expressing the swinging object. SOLUTION: An object A of a fin fixes the location of a supporting point B and the reduction ratios of left and right sides are changed. Namely, (a) shows that the object A of the fin of a character ROM is displayed by fixing the location of the supporting point B at the reduction ratio of 100%, and (b) shows that the object A of the fin is displayed by fixing the location of the supporting point B at the reduction ratio of 50%. Further, (c) shows that the object A of the fin is displayed by fixing the location of the supporting point B at the reduction ratio of 25%. Because a more natural movement can be made by delaying the change of the reduction ratios at the time of the maximum and minimum, it is desirable that the reduction ratios are changed in a sine wave shape.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【発明の属する技術分野】本発明は、ビデオゲーム機に
最適な揺動物を立体的に表現する方法に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a method for three-dimensionally representing an oscillating object suitable for a video game machine.

【0002】[0002]

【従来の技術】従来のビデオゲーム機において、魚のヒ
レ等の揺動物を立体的に表現する場合は、多数のパター
ンをオブジェクトとして用意して、これらのパターンを
切り換えるようにしていた。
2. Description of the Related Art In a conventional video game machine, when a rocking object such as a fin of a fish is three-dimensionally represented, a large number of patterns are prepared as objects and these patterns are switched.

【0003】[0003]

【発明が解決しようとする課題】しかしながら、従来の
方法では、多数のパターンを用意しなければならず、自
然な揺動運動を表現するには、膨大な数のパターンを用
意しなければならないという欠点があった。
However, in the conventional method, a large number of patterns must be prepared, and a huge number of patterns must be prepared in order to express a natural swinging motion. There was a flaw.

【0004】本発明は、上記の問題点に鑑みてなされた
もので、1つのオブジェクトパターンで自然な揺動運動
を表現することを目的とする。
The present invention has been made in view of the above problems, and an object of the present invention is to express a natural swinging motion with one object pattern.

【0005】[0005]

【課題を解決するための手段】この目的を達成するため
に、本発明の揺動物を立体的に表現する方法は、揺動物
のオブジェクトを、支点がずれないように表示し、かつ
一方向に拡大率または縮小率を変化させることで揺動物
を立体的に表現するようにしている。
In order to achieve this object, a method of three-dimensionally expressing an oscillating object of the present invention is to display an object of the oscillating object in such a manner that its fulcrum is not displaced and to display the object in one direction. By changing the enlargement ratio or the reduction ratio, the rocking object is three-dimensionally expressed.

【0006】[0006]

【発明の実施の形態】以下、本発明の実施の形態を図面
に基づいて説明する。
Embodiments of the present invention will be described below with reference to the drawings.

【0007】図1は、本発明による揺動物を立体的に表
現する方法の一実施例を示すブロック結線図である。
FIG. 1 is a block connection diagram showing an embodiment of a method for three-dimensionally expressing an oscillating object according to the present invention.

【0008】図1において、ゲームプレイヤーによって
ボタン等を操作された結果が、操作部1で検出されて、
CPU回路2に供給される。CPU回路2は、OBJ
(オブジェクト)回路3とBG(バックグラウンド)回
路4にコマンドを伝送して、表示する画像を生成する。
生成された画像信号は合成部5に書き込むことで、外部
のCRT装置6に出力され、可視像として表示される。
ゲームプレイヤーは、この可視像をみながら操作部1の
ボタン等を操作してゲームを進行させる。なお、CPU
回路2内には、支点指定部2aとズームスピード指定部
2bとが設けられている。また、OBJ回路3内には、
ズーム回路3dが設けられている。
In FIG. 1, the result of operation of a button or the like by a game player is detected by the operation unit 1,
It is supplied to the CPU circuit 2. CPU circuit 2 is OBJ
A command is transmitted to the (object) circuit 3 and the BG (background) circuit 4 to generate an image to be displayed.
By writing the generated image signal in the synthesizing unit 5, it is output to the external CRT device 6 and displayed as a visible image.
The game player operates a button or the like of the operation unit 1 while watching the visible image to progress the game. In addition, CPU
A fulcrum designating section 2a and a zoom speed designating section 2b are provided in the circuit 2. In addition, in the OBJ circuit 3,
A zoom circuit 3d is provided.

【0009】図2および図3は、魚のヒレの動きを表現
する場合に、本発明を適用した例を説明する概念図であ
る。図2は、魚のヒレのオブジェクトAを示す概念図で
あり、ヒレのオブジェクトAはキャラクターROM3b
に記憶されている。ヒレのオブジェクトAは、図3に示
すように、支点Bの位置を固定して左右の縮小率が変化
させられる。即ち、図3(a)は、キャラクターROM
3bに記憶されているヒレのオブジェクトAを、100
%の縮小率で支点Bの位置を固定して表示したものであ
る。また、図3(b)は、ヒレのオブジェクトAを50
%の縮小率で支点Bの位置を固定して表示したものであ
る。更に、図3(c)は、ヒレのオブジェクトAを25
%の縮小率で支点Bの位置を固定して表示したものであ
る。
2 and 3 are conceptual diagrams for explaining an example in which the present invention is applied to the case of expressing the movement of a fin of a fish. FIG. 2 is a conceptual diagram showing a fish fin object A, which is a character ROM 3b.
Is stored in As shown in FIG. 3, the fin object A has a fixed fulcrum B position, and the left and right reduction ratios are changed. That is, FIG. 3A shows a character ROM
The fin object A stored in 3b is set to 100
The position of the fulcrum B is fixed and displayed at a reduction ratio of%. In addition, in FIG. 3B, the fin object A is 50
The position of the fulcrum B is fixed and displayed at a reduction ratio of%. Further, in FIG. 3C, the fin object A is 25
The position of the fulcrum B is fixed and displayed at a reduction ratio of%.

【0010】なお、CPU回路2の支点指定部2aが、
支点Bの位置を固定して表示する。また、CPU回路2
のズームスピード指定部2bが縮小率の変化する速度を
制御する。
The fulcrum designating section 2a of the CPU circuit 2 is
The position of the fulcrum B is fixed and displayed. In addition, the CPU circuit 2
The zoom speed designation unit 2b controls the speed at which the reduction ratio changes.

【0011】これらの縮小率と時間との関係を図4に示
す。即ち、図4(a)は、三角波状に縮小率を変化させ
た場合であり、図4(b)は、正弦波状に縮小率を変化
させた場合である。縮小率の変化を、最大時と最小時に
遅くすることで、より自然な動きにすることができるの
で、図4(b)に示すような正弦波状に縮小率を変化さ
せるのが好ましい。
The relationship between these reduction ratios and time is shown in FIG. That is, FIG. 4A shows a case where the reduction rate is changed in a triangular wave shape, and FIG. 4B shows a case where the reduction rate is changed in a sine wave shape. It is preferable to change the reduction rate in a sinusoidal manner as shown in FIG. 4B, because a more natural movement can be obtained by delaying the change in the reduction rate at the maximum and minimum.

【0012】なお、実施例では魚のヒレを例にしたが、
蝶の羽根、花の花弁、貝がら等の揺動物を表現するのに
も、本発明を適用することができる。
In the embodiment, a fish fin is used as an example.
The present invention can also be applied to expressing rocking objects such as butterfly wings, flower petals, and shells.

【0013】[0013]

【発明の効果】以上のように、本発明の揺動物を立体的
に表現する方法によれば、揺動物のオブジェクトを、支
点がずれないように表示し、かつ一方向に拡大率または
縮小率を変化させることで揺動物を立体的に表現するよ
うにしたので、1つのオブジェクトパターンで自然な揺
動運動を表現することが可能となる。
As described above, according to the method of three-dimensionally expressing an oscillating object of the present invention, the object of the oscillating object is displayed so that the fulcrum is not displaced, and the enlargement or reduction ratio is set in one direction. Since the rocking object is three-dimensionally represented by changing the, the natural rocking motion can be represented by one object pattern.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明による揺動物を立体的に表現する方法の
一実施例を示すブロック結線図である。
FIG. 1 is a block connection diagram showing an embodiment of a method for three-dimensionally expressing a rocking object according to the present invention.

【図2】本発明による揺動物を立体的に表現する方法の
一実施例を示す概念図である。
FIG. 2 is a conceptual diagram showing an embodiment of a method for three-dimensionally expressing a rocking object according to the present invention.

【図3】本発明による揺動物を立体的に表現する方法の
一実施例を示す概念図である。
FIG. 3 is a conceptual diagram showing an embodiment of a method for three-dimensionally expressing a rocking object according to the present invention.

【図4】本発明による揺動物を立体的に表現する方法の
一実施例を示す特性図である。
FIG. 4 is a characteristic diagram showing an embodiment of a method for three-dimensionally expressing a rocking object according to the present invention.

【符号の説明】[Explanation of symbols]

1 操作部 2 CPU回路 2a 支点指定部 2b ズームスピード指定部 3 OBJ(オブジェクト)回路 3d ズーム回路 4 BG(バックグラウンド)回路 5 合成部 6 CRT装置 1 Operation Section 2 CPU Circuit 2a Support Point Designation Section 2b Zoom Speed Designation Section 3 OBJ (Object) Circuit 3d Zoom Circuit 4 BG (Background) Circuit 5 Compositing Section 6 CRT Device

Claims (3)

【特許請求の範囲】[Claims] 【請求項1】揺動物のオブジェクトを、支点がずれない
ように表示し、かつ一方向に拡大率または縮小率を変化
させることで揺動物を立体的に表現する方法。
1. A method of stereoscopically representing an oscillating object by displaying an object of the oscillating object such that the fulcrum is not displaced and changing the enlargement ratio or reduction ratio in one direction.
【請求項2】請求項1において、 前記拡大率または縮小率の変化速度を、オブジェクトの
最大時および最小時に遅くすることを特徴とする揺動物
を立体的に表現する方法。
2. The method for stereoscopically representing an oscillating object according to claim 1, wherein the changing speed of the enlargement ratio or the reduction ratio is slowed at maximum and minimum of the object.
【請求項3】請求項1において、 前記一方向が、左右方向であることを特徴とする揺動物
を立体的に表現する方法。
3. The method according to claim 1, wherein the one direction is a left-right direction.
JP7214136A 1995-07-31 1995-07-31 Method for three-dimensionally expressing swinging object Pending JPH0944700A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP7214136A JPH0944700A (en) 1995-07-31 1995-07-31 Method for three-dimensionally expressing swinging object

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP7214136A JPH0944700A (en) 1995-07-31 1995-07-31 Method for three-dimensionally expressing swinging object

Publications (1)

Publication Number Publication Date
JPH0944700A true JPH0944700A (en) 1997-02-14

Family

ID=16650832

Family Applications (1)

Application Number Title Priority Date Filing Date
JP7214136A Pending JPH0944700A (en) 1995-07-31 1995-07-31 Method for three-dimensionally expressing swinging object

Country Status (1)

Country Link
JP (1) JPH0944700A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1999034333A1 (en) * 1997-12-24 1999-07-08 Sega Enterprises, Ltd. Image generating device and image generating method
EP1036581A3 (en) * 1999-03-16 2000-11-22 Konami Co., Ltd. Image creating method and apparatus, recording medium for recording image creating program, and video game machine

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1999034333A1 (en) * 1997-12-24 1999-07-08 Sega Enterprises, Ltd. Image generating device and image generating method
US6667741B1 (en) 1997-12-24 2003-12-23 Kabushiki Kaisha Sega Enterprises Image generating device and image generating method
KR100566751B1 (en) * 1997-12-24 2006-04-03 가부시키가이샤 세가 Image generating device and image generating method
EP1036581A3 (en) * 1999-03-16 2000-11-22 Konami Co., Ltd. Image creating method and apparatus, recording medium for recording image creating program, and video game machine

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