WO2023077926A1 - 虚拟角色的控制方法和装置、存储介质及电子设备 - Google Patents

虚拟角色的控制方法和装置、存储介质及电子设备 Download PDF

Info

Publication number
WO2023077926A1
WO2023077926A1 PCT/CN2022/115035 CN2022115035W WO2023077926A1 WO 2023077926 A1 WO2023077926 A1 WO 2023077926A1 CN 2022115035 W CN2022115035 W CN 2022115035W WO 2023077926 A1 WO2023077926 A1 WO 2023077926A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual character
virtual
target
during
character
Prior art date
Application number
PCT/CN2022/115035
Other languages
English (en)
French (fr)
Inventor
任江枫
Original Assignee
腾讯科技(深圳)有限公司
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 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2023077926A1 publication Critical patent/WO2023077926A1/zh
Priority to US18/213,587 priority Critical patent/US20230347247A1/en

Links

Images

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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • the present application relates to the computer field, and in particular, relates to a virtual character control method and device, a storage medium, and electronic equipment.
  • AI artificial intelligence
  • the embodiment of the present application provides a virtual character control method and device, storage medium and electronic equipment, so as to at least solve the technical problems in the related art that the performance of the virtual character is not anthropomorphic enough and turns not realistic enough when AI controls the virtual character.
  • a method for controlling a virtual character executed by an electronic device, including: displaying the virtual scene where the first virtual character is located and the first virtual character, wherein the first virtual character The character is a character controlled by a non-player; during the movement of the first virtual character, the rotation process of the first virtual character from the first direction to the second direction is displayed; during the rotation of the first virtual character , controlling the first avatar to continuously perform multiple rotations from the first direction until it turns to the second direction.
  • a method for controlling a virtual character executed by an electronic device, including: displaying the virtual scene where the first virtual character is located and the first virtual character, wherein the first A virtual character is a character controlled by a non-player; during the movement of the first virtual character, a target steering instruction is obtained, wherein the target steering instruction is used to instruct the first virtual character to turn from a first direction to a second direction.
  • a target steering instruction is obtained, wherein the target steering instruction is used to instruct the first virtual character to turn from a first direction to a second direction.
  • Direction in response to the target steering instruction, during the movement of the first avatar, control the first avatar to continuously perform multiple rotations from the first direction until it turns to the second direction .
  • a virtual character control device including: a first display module, configured to display the virtual scene where the first virtual character is located and the first virtual character, wherein the The first virtual character is a character controlled by a non-player; the second display module is used to display the rotation process of the first virtual character from the first direction to the second direction during the movement of the first virtual character; The first control module is configured to control the first virtual character to continuously rotate multiple times from the first direction until it turns to the second direction during the rotation of the first virtual character.
  • a virtual character control device including: a third display module, configured to display the virtual scene where the first virtual character is located and the first virtual character, wherein the The first virtual character is a character controlled by a non-player; the obtaining module is configured to obtain a target steering instruction during the movement of the first virtual character, wherein the target steering instruction is used to instruct the first virtual character to move from Turn from the first direction to the second direction; a second control module, configured to control the first virtual character to start from the first direction during the movement of the first virtual character in response to the target turning instruction The rotation is performed several times in succession until the rotation reaches the second direction.
  • a computer-readable storage medium where a computer program is stored in the computer-readable storage medium, wherein the computer program is set to execute Control Method.
  • a computer program product or computer program is provided, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the control method of the virtual character as above.
  • an electronic device including a memory and a processor, the memory stores a computer program, and the processor is configured to execute the above virtual character by running the computer program. Control Method.
  • FIG. 1 is a schematic diagram of an application environment of a method for controlling a virtual character according to an embodiment of the present application
  • FIG. 2 is a schematic flowchart of a method for controlling a virtual character according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of a method for controlling a virtual character according to an embodiment of the present application
  • Fig. 4 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application.
  • Fig. 5 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 6 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 7 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 8 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 9 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 10 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 11 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 12 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 13 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Fig. 14 is a schematic structural diagram of a control device for a virtual character according to an embodiment of the present application.
  • Fig. 15 is a schematic structural diagram of a virtual character control product according to an embodiment of the present application.
  • Fig. 16 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
  • Aim-Offset aiming offset, a kind of animation mixing space, a tool technology for mixing different animations of the character's upper body and lower body, for example, it can make the character aim while walking.
  • a method for controlling a virtual character is provided.
  • the above method for controlling a virtual character can be applied to a server 101 and a terminal device 103 as shown in FIG. 1 in the hardware environment.
  • the server 101 is connected to the terminal device 103 through the network, and can be used to provide services for the terminal device or the application program installed on the terminal device, and the application program can be a video application program, an instant messaging application program, a browser application program , educational apps, gaming apps, and more.
  • the database 105 can be set on the server or independently of the server to provide data storage services for the server 101, for example, a game data storage server.
  • the above-mentioned network can include but not limited to: a wired network, a wireless network, wherein the wired network includes: Local area network, metropolitan area network and wide area network, this wireless network includes: bluetooth, WIFI and other network that realizes wireless communication
  • terminal device 103 can be the terminal that is equipped with application program, can include but not limited to at least one of following: mobile phone (such as Android mobile phones, iOS mobile phones, etc.), notebook computers, tablet computers, handheld computers, mobile Internet devices (Mobile Internet Devices, MID), PAD, desktop computers, smart TVs and other computer equipment
  • the above server can be a single server, or it can be composed of multiple A server cluster composed of several servers, or a cloud server.
  • the above method for controlling the virtual character can be implemented in the terminal device 103 through the following steps:
  • the first virtual character is controlled to continuously turn from the first direction for multiple times until turning to the second direction.
  • the method for controlling the virtual character above can also be implemented by a server, for example, implemented in the server 101 shown in FIG. 1 ; or implemented jointly by the terminal device and the server; or implemented by the electronic device shown in FIG. 16 .
  • the method for controlling the above-mentioned virtual character includes:
  • the virtual scene where the first virtual character is located and the first virtual character are displayed, wherein the first virtual character is a character controlled by a non-player; during the movement of the first virtual character, the first virtual character is displayed
  • multiple rotations are performed continuously, making the AI virtual character designed based on the behavior tree more like a real player, so that the AI virtual character can smoothly turn and make behaviors close to real players
  • the technical effect of making AI-controlled virtual characters more anthropomorphic and further solving the problem of insufficient anthropomorphic performance and insufficient steering when AI-controlled virtual characters exist in related technologies real technical issues.
  • control method of the above-mentioned virtual character also includes:
  • the aforementioned game applications include but are not limited to multiplayer online battle arena (Multiplayer Online Battle Arena, MOBA) applications, shooting applications, and other game applications combined by one or more types, wherein MOBA is also called Action real-time strategy game (Action Real-Time Strategy, ARTS), the above-mentioned MOBA game can be run on the terminal device (for example, mobile terminal, PC terminal).
  • MOBA Multiplayer Online Battle Arena
  • ARTS Action real-time strategy game
  • the above-mentioned MOBA game can be run on the terminal device (for example, mobile terminal, PC terminal).
  • the aforementioned virtual scene may include, but not limited to, a MOBA game scene, a shooting game scene, and the like.
  • the shooting game scene may include but not limited to first-person shooter games, third-person shooter games, and other games that use thermal weapons for long-range attacks.
  • First-person shooting game (First-person shooting game, FPS) belongs to a branch of action game (Action Game, ACT).
  • Third-person shooting game (Third-person shooting game, TPS) is also a kind of shooting game.
  • the difference from first-person shooting game is that the virtual control object operated by the player is visible in the game display interface.
  • the above-mentioned games may include but are not limited to first-person shooter games, third-person shooter games, and shooter games that can be switched between first-person and third-person, among which, Fig.
  • the game display interface can be divided into a first-person display interface 301 and a third-person display interface 303, and includes but is not limited to using the viewing angle switching button to switch between the first-person and third-person display interfaces , the first virtual character moves through the direction control object as shown in FIG. 3 .
  • the turning process of the above-mentioned first virtual character from the first direction to the second direction may include but not limited to achieve by obtaining the target turning instruction.
  • the above-mentioned target turning instruction may include but not limited to AI control for the target game application Turn commands sent by the controller, not by the player.
  • the above-mentioned first virtual character is a character controlled by a non-player, which may include but not limited to a virtual character preset by the system and controlled by an AI controller (AI Controller).
  • AI Controller AI Controller
  • FIG. 4 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • Logically manipulate the AI Controller add a node in the logic of the behavior tree, this node is used for data interaction with the animation logic layer, before manipulating the character through the AI Controller, the operations to be performed by the virtual character can be adaptively adjusted in the animation logic layer , to execute the corresponding role logic, such as the behavior logic of virtual characters such as "move", “jump", and "attack”.
  • Fig. 5 is a schematic diagram of another virtual character control method according to the embodiment of the present application.
  • AI when AI controls the virtual character to perform behaviors, it may include but not limited to the behavior tree logic Manipulate the AI Controller, and manipulate the character through the AI Controller to execute the corresponding character logic, such as the behavior logic of virtual characters such as "move", “jump", and "attack”.
  • a smooth rotation function (EnableSmoothRotation) node is designed to allow the AI controller to smoothly turn to the moving direction of the character when the AI controls the movement of the virtual character.
  • Behavior trees can be turned on when needed and turned off when not needed.
  • the above-mentioned turning process of the first virtual character from the first direction to the second direction is used to instruct the first virtual character to turn from the first direction to the second direction.
  • the allowable rotation angle threshold configured in the virtual scene indicates that the first virtual character rotates from the first direction to the second direction, for example, may include but not limited to configure the angle threshold to be greater than 0° and less than 360°, when the first direction
  • the AI controls the first avatar to turn to face the avatar controlled by the player.
  • FIG. 6 is a schematic diagram of another virtual character control method according to an embodiment of the present application. As shown in FIG. Directly rotate the corresponding angle from the first direction to the second direction.
  • FIG. 7 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • the sum of the angle, the angle from the third direction to the fourth direction, and the angle from the fourth direction to the second direction is the same as the corresponding angle from the first direction to the second direction as shown in Figure 6, the above
  • the third direction and the fourth direction are just examples, and may specifically include, but are not limited to, directions obtained by more rotations.
  • the process of moving the first avatar above may include but is not limited to, after the server receives a request to move the first avatar, generating a control instruction for moving the first avatar to control the movement of the first avatar .
  • the above-mentioned control of the first avatar to continuously perform multiple rotations from the first direction until it turns to the second direction may include, but is not limited to, an interpolation method, for example, the EnableSmoothRotation node of the above-mentioned behavior tree logic Execute the following logic:
  • FIG. 8 is a schematic diagram of another virtual character control method according to an embodiment of the present application, as shown in FIG. 8 , including but not limited to the following steps:
  • the above-mentioned Yaw is a way of expressing rotation in Euler angle.
  • Euler angle is the simplest way to express rotation. It is a three-dimensional vector in form, and its values represent the three axes of the object around the coordinate system (x axis, y axis, z axis), and Yaw is the angle of rotation around the z axis.
  • the virtual scene where the first virtual character is located and the first virtual character located in the virtual scene are displayed, wherein the first virtual character is a character controlled by a non-player.
  • the target steering Instructions wherein the target steering command is used to instruct the first virtual character to turn from the first direction to the second direction
  • the first virtual character is controlled to start from the first direction Continuously perform multiple rotations until it turns to the second direction.
  • the first virtual character perform multiple consecutive rotations according to the target steering command, so that the AI virtual character designed based on the behavior tree is more like a real player.
  • the first avatar is controlled to continuously rotate multiple times from the first direction until it turns to the second direction, including:
  • the first virtual character is controlled to continuously perform N rotations from the first direction until it turns to the second direction, wherein, in at least the first N-1 rotations of the N rotations,
  • the rotation angle of each rotation of the first virtual character is the same, and N is a positive integer greater than or equal to 2.
  • the above-mentioned N can be flexibly configured according to the angle between the first direction and the second direction and the model size of the virtual character.
  • the above-mentioned N is configured to be positively correlated with the model size of the above-mentioned virtual character.
  • it can also be uniformly configured according to the angle between the first direction and the second direction.
  • FIG. 9 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application, as shown in FIG. 9 , including but not limited to the following steps:
  • the virtual scene 902 is an example of the first virtual character turning from the first direction to the second direction during the moving process in the prior art, wherein the first virtual character moves eastward before turning, and needs to turn toward After the north movement, turn directly from the east direction to the north direction.
  • the virtual scene 904 is an example of the first virtual character turning from the first direction to the second direction during the moving process in this embodiment, wherein the first virtual character moves eastward before turning, and needs to turn toward After the north movement, the avatar is rotated by interpolation, so that the avatar turns smoothly and continuously for N times from the east direction to the north direction.
  • the rotation angle of each rotation of the above-mentioned first virtual character may include but not limited to be configured by the system, or, determined according to the angle value between the first direction and the second direction, may be configured as The rotation angles are the same, or gradually increase or decrease the rotation angle of each rotation according to the progressive relationship.
  • the first avatar is controlled to continuously rotate multiple times from the first direction until it turns to the second direction, including:
  • the first virtual character is controlled to continuously perform N rotations from the first direction until it turns to the second direction, wherein the time between every two adjacent rotations in the N rotations The interval is less than or equal to the preset time interval, and the time interval is used to make the first avatar rotate smoothly from the first direction to the second direction.
  • the time interval between each adjacent two rotations in the above multiple rotations is less than or equal to the preset duration, which may include but not limited to enable the virtual character's rotation process to be smoothly displayed in the virtual scene , that is, the time interval is used to make the first avatar rotate smoothly from the first direction to the second direction.
  • FIG. 10 is a schematic diagram of another virtual character control method according to an embodiment of the present application, as shown in FIG. 10 , including but not limited to the following steps:
  • step S6 in the case that the judgment result of step S2 or step S4 is negative, directly set the rotation parameter value of the AI virtual character as the rotation parameter value of the target direction (corresponding to the aforementioned second direction);
  • controlling the first virtual character to continuously rotate multiple times from the first direction until it turns to the second direction includes: During the rotation process of the first virtual character, when the smooth rotation function corresponding to the first virtual character is turned on, the first virtual character is controlled to continuously rotate multiple times from the first direction, Until the rotation reaches the second direction, wherein the smooth rotation function is used to control the first virtual character to perform a smooth rotation after being turned on.
  • obtaining the target steering instruction includes: during the movement of the first virtual character, obtaining the target steering instruction sent by the non-player character controller; in response to the target steering instruction, During the movement of the first avatar, controlling the first avatar to continuously rotate multiple times from the first direction until it turns to the second direction includes: responding to the target steering command, judging whether the first avatar is enabled
  • the smooth rotation function wherein the smooth rotation function is used to control the first avatar to perform a smooth rotation after it is turned on; when it is determined that the smooth rotation function corresponding to the first avatar is turned on, during the movement of the first avatar , to control the first avatar to continuously rotate multiple times from the first direction until it turns to the second direction.
  • the target turning instruction sent by the non-player character controller may include, but not limited to, the target turning instruction generated by the server or system according to the setting of the virtual scene, for example, the AI is configured to find The player attacks the player. When the player is found within the predetermined range, the AI moves towards the player and generates a target steering command to turn to the player.
  • AI control methods in other scenarios can also be included.
  • the above-mentioned when the smooth rotation function corresponding to the first virtual character is enabled may include, but is not limited to, determining whether the smooth rotation function corresponding to the first virtual character is enabled.
  • the method further includes: displaying the first avatar facing toward the target avatar, wherein the target avatar is a character controlled by a player; during the movement of the first avatar, controlling The direction of the first virtual character is always aligned with the target virtual character.
  • the method further includes: acquiring a target aiming instruction, wherein the target aiming instruction is used to indicate that during the movement of the first virtual character, the direction of the first virtual character is always aimed at the target virtual character, and the target virtual character is The player controls the character; in response to the target aiming instruction, during the movement of the first virtual character, the orientation of the first virtual character is controlled to always be aimed at the target virtual character.
  • the above target aiming instruction is used to instruct the first virtual character to keep aiming at the target virtual character during the movement of the first virtual character.
  • the target virtual character may include but not limited to the player control character. is the direction of the virtual object or virtual area.
  • FIG. 11 is a schematic diagram of another virtual character control method according to an embodiment of the present application.
  • the always-on-target avatars may include, but are not limited to, the following:
  • the aiming direction of the first avatar is controlled to always be aimed at the enemy (corresponding to the aforementioned target avatar).
  • controlling the orientation of the first virtual character to always align with the target virtual character during the movement of the first virtual character includes: during the movement of the first virtual character , controlling the lower body of the first virtual character to move along the target moving direction, and controlling the orientation of the upper body of the first virtual character to always align with the target virtual character.
  • controlling the orientation of the first virtual character to always aim at the target virtual character includes: responding to the target aiming instruction, during the movement of the first virtual character During the process, the lower body of the first virtual character is controlled to move along the target moving direction, and the direction of the upper body of the first virtual character is controlled to always align with the target virtual character.
  • it may include but not limited to adding an AI preview animation system to set the aiming function (SetFocus Service) node in the above-mentioned behavior tree logic, so as to realize that in response to the target aiming instruction, during the movement of the first virtual character, Control the first virtual character to move along the target moving direction.
  • control the upper body and lower body of the first virtual character to move along the target moving direction at the same time, and control the orientation of the upper body of the first virtual character to always align with the target virtual character.
  • the behavior tree logic mobilize the Aim-Offset, so as to achieve smooth aiming of the AI upper body to the target.
  • the same needs to be used in conjunction with the behavior tree, and mounted on the required node position.
  • this node is mounted on a certain branch of the behavior tree logic, it can be realized that the upper body calls the Aim-offset of the animation system, and the lower body integrates the blend space (Blendspace) where the character moves in eight directions, so that the upper body always uses the muzzle to face Aim at the enemy and move the lower body laterally.
  • blend space Blendspace
  • FIG. 12 is a schematic diagram of another virtual character control method according to the embodiment of the present application.
  • Rotation function when it is determined that the smooth rotation function corresponding to the first avatar is turned on, during the movement of the first avatar, control the first avatar to continuously rotate multiple times from the first direction until it reaches the second direction.
  • Directions may include but are not limited to the following steps:
  • the controlling the orientation of the first avatar to always align with the target avatar during the movement of the first avatar includes: props, and during the movement of the first virtual character, control the crosshairs of the virtual attack props held by the first virtual character to always align with the target virtual character; or when the first virtual character is not Holding a virtual attack prop, and during the movement of the first virtual character, controlling the direction of the first virtual character to always align with the target virtual character.
  • controlling the direction of the first virtual character to always aim at the target virtual character includes: when the first virtual character holds a virtual attack prop, responding Based on the target aiming command, during the movement of the first virtual character, the crosshairs of the virtual attack props held by the first virtual character are always aimed at the target virtual character; or when the first virtual character does not hold the virtual attack props,
  • the orientation of the first avatar is controlled to always be aimed at the target avatar.
  • the above-mentioned virtual attack props may include but not limited to virtual guns, virtual throwing objects, virtual melee weapons, etc.
  • the above-mentioned controlling the crosshairs of the virtual attack props held by the first virtual character to always aim at the target virtual character may include , but not limited to, the upper body of the first virtual character and the virtual attack props are directed towards the target virtual character.
  • This embodiment consists of two parts of technology: one is used to make the AI turn smoothly when moving and turning; the other is to enable the AI to pre-target a certain direction in advance and move at the same time by calling the Aim-offset of the animation system, which is the upper body Standard movements are fused with lower body movement.
  • an animation logic layer is added based on the traditional "behavior tree control AIcontroller->AIcontroller control character".
  • EnableSmoothRotation node In terms of animation logic, two nodes are designed: EnableSmoothRotation node and AI preview animation system SetFocus Service node.
  • the EnableSmoothRotation node is used for AI movement, allowing the AIcontroller to smoothly turn to the direction of character movement, and used in conjunction with the behavior tree, which can be turned on when needed and turned off when not needed.
  • this node When this node is turned on, it will notify the player's Movement Component, and every time the player turns, an interpolated turn will be made instead of an instant turn.
  • the SetFocus Service node of the AI preview animation system can let the behavior tree mobilize the Aim-Offset from the animation level, so as to achieve smooth aiming of the AI upper body to the target.
  • the same needs to be used in conjunction with the behavior tree and mounted at the required position.
  • this node when this node is mounted on a certain branch of the behavior tree, it can be realized that the upper body calls the Aim-offset of the animation system, and the lower body integrates the blendspace that the character moves in eight directions, so that the upper body always points the muzzle at the enemy. Lower body moves laterally.
  • Fig. 13 is a schematic diagram of another method for controlling a virtual character according to an embodiment of the present application. As shown in Fig. 13, the above method for controlling a virtual character may include but not limited to the following steps:
  • step S3 mobilize the Aim-Offset in the animation system to control the upper body of the AI virtual character to lock on the target (corresponding to the aforementioned target virtual character);
  • step S6 in the case that the judgment result of step S2 is negative, judge whether the smooth rotation function node (EnableSmoothRotation) is turned on;
  • step S10 in the case that the judgment result of step S2 or step S4 is negative, directly set the Yaw value of the AI virtual character as the Yaw value of the target direction (corresponding to the aforementioned second direction);
  • step S11 judging whether to leave the node, if the judging result is no, return to step S2;
  • step S12 if the judgment result of step S11 is yes, clear SetFocus.
  • the AI can be combined with the animation mixing space to smoothly turn and make behaviors close to that of a real player.
  • a virtual character control device for implementing the above virtual character control method is also provided. As shown in Figure 14, the device includes:
  • the first display module 1402 is configured to display the virtual scene where the first virtual character is located and the first virtual character located in the virtual scene, wherein the first virtual character is a non-player control character;
  • the second display module 1404 is configured to obtain a target turning instruction during the movement of the first virtual character, wherein the target turning instruction is used to instruct the first virtual character to turn from a first direction to a second direction ;
  • the first control module 1406 is configured to, in response to the target turning instruction, control the first avatar to continuously turn multiple times from the first direction until turning to the second direction.
  • a virtual character control device including: a first display module, configured to display the virtual scene where the first virtual character is located and the first virtual character, wherein the The first virtual character is a character controlled by a non-player; the second display module is used to display the rotation process of the first virtual character from the first direction to the second direction during the movement of the first virtual character; The first control module is configured to control the first virtual character to continuously rotate multiple times from the first direction until it turns to the second direction during the rotation of the first virtual character.
  • the device is used to control the first virtual character to continuously perform multiple rotations from the first direction during the rotation of the first virtual character in the following manner until the rotation reaches the Second direction: during the rotation process of the first virtual character, when the smooth rotation function corresponding to the first virtual character is turned on, control the first virtual character to continue from the first direction Rotating multiple times until turning to the second direction, wherein the smooth turning function is used to control the first virtual character to perform smooth turning after being turned on.
  • the device is further configured to: display the first avatar facing towards the target avatar, wherein the target avatar is a character controlled by a player; during the movement of the first avatar
  • the orientation of the first virtual character is controlled to always align with the target virtual character.
  • the device is used to control the orientation of the first virtual character to always align with the target virtual character during the movement of the first virtual character in the following manner: During the movement, the lower body of the first virtual character is controlled to move along the target moving direction, and the direction of the upper body of the first virtual character is controlled to always align with the target virtual character.
  • the device is used to control the orientation of the first virtual character to always align with the target virtual character during the movement of the first virtual character in the following manner: holding a virtual attack prop, and during the movement of the first avatar character, control the reticle of the virtual attack prop held by the first avatar character to always align with the target avatar; or An avatar does not hold a virtual attack prop, and during the movement of the first avatar, the orientation of the first avatar is controlled to always be aligned with the target avatar.
  • the first control module includes: a first control unit, configured to control the first virtual character to continuously perform N times of rotation from the first direction during the rotation process of the first virtual character. Rotate until it turns to the second direction, wherein, in at least the first N-1 rotations of the N rotations, the rotation angle of each rotation of the first virtual character is the same, and N is greater than or equal to 2 positive integer of .
  • the first control module includes: a second control unit, configured to control the first virtual character to perform N consecutive rotations from the first direction during the rotation process of the first virtual character. Rotate until it turns to the second direction, wherein the time interval between every two adjacent rotations in the N times of rotation is less than or equal to a preset duration, and the time interval is used to make the first virtual
  • N is a positive integer greater than or equal to 2.
  • a virtual character control device including: a third display module, configured to display the virtual scene where the first virtual character is located and the first virtual character, wherein the The first virtual character is a character controlled by a non-player; the obtaining module is configured to obtain a target steering instruction during the movement of the first virtual character, wherein the target steering instruction is used to instruct the first virtual character to move from Turn from the first direction to the second direction; a second control module, configured to control the first virtual character to start from the first direction during the movement of the first virtual character in response to the target turning instruction The rotation is performed several times in succession until the rotation reaches the second direction.
  • the device is used to obtain the target steering instruction during the movement of the first virtual character in the following manner: during the movement of the first virtual character, obtain the The target steering instruction; the device is used to respond to the target steering instruction in the following manner, during the movement of the first virtual character, control the first virtual character to continue from the first direction Turning multiple times until turning to the second direction: in response to the target turning command, judging whether the smooth turning function corresponding to the first virtual character is turned on, wherein the smooth turning function is used to Controlling the first virtual character to perform smooth rotation; when it is determined that the smooth rotation function corresponding to the first virtual character is turned on, during the movement of the first virtual character, control the first virtual character A plurality of rotations are continuously performed from the first direction until the rotation reaches the second direction.
  • the device is further configured to: acquire an aiming instruction, wherein the aiming instruction is used to instruct that during the movement of the first avatar, the direction of the first avatar is always A quasi-target virtual character, the target virtual character is a character controlled by a player; in response to the target aiming instruction, during the movement of the first virtual character, control the orientation of the first virtual character to always align with the target virtual character.
  • the device is configured to respond to the target aiming instruction in the following manner, during the movement of the first virtual character, control the orientation of the first virtual character to always align with the target virtual character :
  • control the lower body of the first virtual character In response to the target aiming instruction, during the movement of the first virtual character, control the lower body of the first virtual character to move along the target moving direction, and control the orientation of the upper body of the first virtual character to always be Accurate the target avatar.
  • the device is configured to respond to the target aiming instruction in the following manner, during the movement of the first virtual character, control the orientation of the first virtual character to always align with the target virtual character : when the first virtual character holds a virtual attack prop, in response to the target aiming instruction, during the movement of the first virtual character, control the virtual attack prop held by the first virtual character always aim at the target avatar; or when the first avatar does not hold a virtual attack prop, in response to the target aiming instruction, during the movement of the first avatar, control the The orientation of the first virtual character is always aligned with the target virtual character.
  • a computer program product includes computer programs/instructions, and the computer programs/instructions include program codes for executing the methods shown in the flowcharts.
  • the computer program may be downloaded and installed from a network via communication portion 1509 and/or installed from removable media 1511 .
  • the central processing unit 1501 When the computer program is executed by the central processing unit 1501, various functions provided by the embodiments of the present application are executed.
  • FIG. 15 schematically shows a structural block diagram of a computer system for implementing an electronic device according to an embodiment of the present application.
  • computer system 1500 comprises central processing unit 1501 (Central Processing Unit, CPU), and it can be stored in according to the program in read-only memory 1502 (Read-Only Memory, ROM), or load from storage part 1508 to Random access memory 1503 (Random Access Memory, RAM) program to execute various appropriate actions and processing.
  • random access memory 1503 Random Access Memory, RAM
  • the CPU 1501 , the ROM 1502 and the RAM 1503 are connected to each other through a bus 1504 .
  • An input/output interface 1505 (Input/Output interface, ie, an I/O interface) is also connected to the bus 1504 .
  • the following components are connected to the input/output interface 1505: an input part 1506 including a keyboard, a mouse, etc.; an output part 1507 including a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc., and a speaker ; a storage section 1508 including a hard disk or the like; and a communication section 1509 including a network interface card such as a LAN card, a modem, or the like. The communication section 1509 performs communication processing via a network such as the Internet.
  • a driver 1150 is also connected to the input/output interface 1505 as needed.
  • a removable medium 1511 such as a magnetic disk, optical disk, magneto-optical disk, semiconductor memory, etc., is mounted on the drive 1150 as necessary so that a computer program read therefrom is installed into the storage section 1508 as necessary.
  • the processes described in the respective method flowcharts can be implemented as computer software programs.
  • the embodiments of the present application include a computer program product, which includes a computer program carried on a computer-readable medium, where the computer program includes program codes for executing the methods shown in the flowcharts.
  • the computer program may be downloaded and installed from a network via communication portion 1509 and/or installed from removable media 1511 .
  • the central processing unit 1501 When the computer program is executed by the central processing unit 1501, various functions defined in the system of the present application are performed.
  • an electronic device for implementing the above method for controlling a virtual character is also provided, and the electronic device may be the terminal device or the server shown in FIG. 1 .
  • the electronic device may be the terminal device or the server shown in FIG. 1 .
  • This embodiment is described by taking the electronic device as a terminal device as an example.
  • the electronic device includes a memory 1602 and a processor 1604, the memory 1602 stores a computer program, and the processor 1604 is configured to execute the steps in any one of the above method embodiments by running the computer program.
  • the above-mentioned electronic device may be located in at least one network device among multiple network devices in the computer network.
  • the above-mentioned processor may be configured to perform the following steps by running a computer program:
  • the structure shown in Figure 16 is only schematic, and the electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet device (Mobile Internet Devices, MID ), PAD and other terminal equipment.
  • FIG. 16 does not limit the structure of the above-mentioned electronic equipment.
  • the electronic device may also include more or fewer components than those shown in FIG. 16 (such as a network interface, etc.), or have a different configuration than that shown in FIG. 16 .
  • the memory 1602 can be used to store software programs and modules, such as program instructions/modules corresponding to the virtual character control method and device in the embodiment of the present application, and the processor 1604 runs the software programs and modules stored in the memory 1602, thereby Executing various functional applications and data processing is to realize the control method of the above-mentioned virtual character.
  • the memory 1602 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 1602 may further include a memory that is remotely located relative to the processor 1604, and these remote memories may be connected to the terminal through a network.
  • the memory 1602 may be specifically, but not limited to, used for information such as virtual scenes.
  • the memory 1602 may include, but is not limited to, a display module 1402 , an acquisition module 1404 , and a control module 1406 in the control device of the virtual character.
  • the memory 1602 may also include but not limited to other module units in the above-mentioned virtual character control device, which will not be repeated in this example.
  • the above-mentioned transmission device 1606 is used for receiving or sending data via a network.
  • the specific examples of the above-mentioned network may include a wired network and a wireless network.
  • the transmission device 1606 includes a network adapter (Network Interface Controller, NIC), which can be connected with other network devices and a router through a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1606 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • the above-mentioned electronic device also includes: a display 1608 for displaying the above-mentioned virtual scene; and a connection bus 1610 for connecting each module component in the above-mentioned electronic device.
  • the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a block chain system, and the block chain system may be composed of the multiple nodes communicating through the network A distributed system formed by connecting in the form of .
  • nodes can form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
  • P2P peer-to-peer
  • Peer To Peer Peer To Peer
  • a computer-readable storage medium is provided.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above-mentioned virtual character.
  • a method for controlling avatars provided in various implementations of the control aspect.
  • the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:
  • the storage medium may include: a flash disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
  • the integrated units in the above embodiments are realized in the form of software function units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
  • the technical solution of the present application is essentially or part of the contribution to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium.
  • Several instructions are included to make one or more computer devices (which may be personal computers, servers or network devices, etc.) execute all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative, for example, the division of the units is only a logical function division, and there may be other division methods in actual implementation, for example, multiple units or components can be combined or can be Integrate into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

本申请公开了一种虚拟角色的控制方法和装置、存储介质及电子设备。其中,该方法由电子设备执行,包括:显示第一虚拟角色所在的虚拟场景以及第一虚拟角色,其中,第一虚拟角色是非玩家控制的角色;在第一虚拟角色移动的过程中,显示第一虚拟角色从第一方向转动到第二方向的转动过程;在第一虚拟角色的转动过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。

Description

虚拟角色的控制方法和装置、存储介质及电子设备
本申请要求于2021年11月5日提交中国专利局、申请号为202111307100.5、发明名称为“虚拟角色的控制方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种虚拟角色的控制方法和装置、存储介质及电子设备。
发明背景
现在大部分基于行为树逻辑控制的人工智能(Artificial Intelligence,AI)虚拟角色,都是脱离于角色动画本身,而是基于角色逻辑之上的行为树逻辑来控制角色,以及调用角色的接口来做出具体的行为,而基于行为树逻辑控制的虚拟角色会像机器人一样,做着机械般的行为。
由于传统的AI设计只关注于行为树的逻辑控制,而不会关注AI的动画表现,所以往往行为树决定让AI转向的时候,都是瞬间转向的,导致AI虚拟角色会存在表现不够拟人化,转向不够真实的技术问题。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种虚拟角色的控制方法和装置、存储介质及电子设备,以至少解决相关技术中存在的AI控制虚拟角色时,表现不够拟人化,转向不够真实的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟角色的控制方法,由电子设备执行,包括:显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;在所述第一虚拟角色移动的过程中,显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制方法,由电子设备执行,包括:显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;在所述第一虚拟角色移动的过程中,获取目标转向指令,其中,所述目标转向指令用于指示所述第一虚拟角色从第一方向转动到第二方向;响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,包括:第 一显示模块,用于显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;第二显示模块,用于在所述第一虚拟角色移动的过程中,显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;第一控制模块,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,包括:第三显示模块,用于显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;获取模块,用于在所述第一虚拟角色移动的过程中,获取目标转向指令,其中,所述目标转向指令用于指示所述第一虚拟角色从第一方向转动到第二方向;第二控制模块,用于响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
根据本申请实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述虚拟角色的控制方法。
根据本申请实施例的又一方面,提供一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行如以上虚拟角色的控制方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过运行所述计算机程序执行上述的虚拟角色的控制方法。
附图简要说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种虚拟角色的控制方法的应用环境的示意图;
图2是根据本申请实施例的一种虚拟角色的控制方法的流程示意图;
图3是根据本申请实施例的一种虚拟角色的控制方法的示意图;
图4是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图5是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图6是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图7是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图8是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图9是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图10是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图11是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图12是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图13是根据本申请实施例的又一种虚拟角色的控制方法的示意图;
图14是根据本申请实施例的一种虚拟角色的控制装置的结构示意图;
图15是根据本申请实施例的一种虚拟角色的控制产品的结构示意图;
图16是根据本申请实施例的一种电子设备的结构示意图。
实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
Aim-Offset:瞄准偏移,动画混合空间的一种,用于将角色上半身和下半身混合不同动画的一种工具技术,例如可以使得角色一边走动,一边瞄准。
下面结合实施例对本申请进行说明:
根据本申请实施例的一个方面,提供了一种虚拟角色的控制方法,在本实施例中,上述虚拟角色的控制方法可以应用于如图1所示的由服务器101和终端设备103所构成的硬件环境中。如图1所示,服务器101通过网络与终端设备103进行连接,可用于为终端设备或终端设备上安装的应用程序提供服务,应用程序可以是视频应用程序、即时通信应用程序、浏览器应用程序、教育应用程序、游戏应用程序等。可在服务器上或独立于服务器设置数据库105,用于为服务器101提供数据存储服务,例如,游戏数据存储服务器,上述网络可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络,终端设备103可以是配置有应用程序的终端,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、移动互联网设备(Mobile Internet Devices,MID)、PAD、台式电脑、智能电视等计算机设备,上述服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器。
结合图1所示,上述虚拟角色的控制方法可以在终端设备103通过如下步骤实现:
S1,在终端设备103上显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;
S2,在第一虚拟角色移动的过程中,在终端设备103上显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;
S3,在所述第一虚拟角色的转动过程中,在终端设备103上控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
在本实施例中,上述虚拟角色的控制方法还可以通过服务器实现,例如,图1所示的服务器101中实现;或由终端设备和服务器共同实现;或由图16所示的电子设 备实现。
上述仅是一种示例,本实施例不做具体的限定。
作为一种实施方式,如图2所示,上述虚拟角色的控制方法包括:
S202,显示第一虚拟角色所在的虚拟场景以及第一虚拟角色,其中,第一虚拟角色是非玩家控制的角色;
S204,在第一虚拟角色移动的过程中,显示第一虚拟角色从第一方向转动到第二方向的转动过程;
S206,在第一虚拟角色的转动过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。
在本申请实施例中,采用显示第一虚拟角色所在的虚拟场景以及第一虚拟角色,其中,第一虚拟角色是非玩家控制的角色;在第一虚拟角色移动的过程中,显示第一虚拟角色从第一方向转动到第二方向的转动过程;在第一虚拟角色的转动过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向的方式,通过在第一虚拟角色的移动过程中,连续进行多次转动,使得基于行为树设计的AI虚拟角色更加像真人玩家,达到了使AI虚拟角色能够平滑的进行转向,做出接近于真人玩家的行为动作的目的,从而实现了优化AI控制的虚拟角色的行为表现,使AI控制的虚拟角色更加拟人化的技术效果,进而解决了相关技术中存在的AI控制虚拟角色时,表现不够拟人化,转向不够真实的技术问题。
作为一种实施方式,上述虚拟角色的控制方法还包括:
S1,显示第一虚拟角色所在的虚拟场景以及第一虚拟角色,其中,第一虚拟角色是非玩家控制的角色;
S2,在第一虚拟角色移动的过程中,获取目标转向指令,其中,目标转向指令用于指示第一虚拟角色从第一方向转动到第二方向;
S3,响应于目标转向指令,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。
在本实施例中,上述游戏应用包括但不限于多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)应用、射击应用等一种或多种类型组合的游戏应用,其中,MOBA又被称为动作即时战略游戏(Action Real-Time Strategy,ARTS),在终端设备(例如,手机终端、PC端)上可以运行有上述MOBA游戏。
在本实施例中,上述虚拟场景可以包括但不限于MOBA游戏场景,射击游戏场景等。
以射击游戏场景为例,可以包括但不限于第一人称射击游戏、第三人称射击游戏等所有使用热兵器类进行远程攻击的游戏。
第一人称射击类游戏(First-person shooting game,FPS)属于动作类游戏(Action Game,ACT)的一个分支,顾名思义,第一人称视角射击游戏就是以玩家的主观视角来进行射击游戏。
第三人称射击类游戏(Third-person shooting game,TPS)也是射击游戏的一种,与第一人称射击类游戏的区别在于,玩家操作的虚拟控制对象在游戏显示界面中是可见的。上述的游戏可以包括但不限于第一人称射击游戏、第三人称射击游戏以及能够在第一人称与第三人称进行切换的射击游戏等,其中,图3是根据本申请实施例的另一种虚拟角色的控制方法的示意图,如图3所示,游戏显示界面可以区分为第一人称显示界面301和第三人称显示界面303,以及包括但不限于利用视角切换按键进行第一人称和第三人称之间的切换的显示界面,第一虚拟角色通过如图3所示的方向 控制对象进行移动。
需要说明的是,上述第一虚拟角色从第一方向转动到第二方向的转动过程可以包括但不限于通过获取目标转向指令实现,上述目标转向指令可以包括但不限于为目标游戏应用的AI控制器发送的转向指令,而不是由玩家发送的转向指令。
在本实施例中,上述第一虚拟角色是非玩家控制角色,可以包括但不限于由系统预设的,由AI控制器(AI Controller)控制的虚拟角色。
例如,图4是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图4所示,在现有技术中,AI控制虚拟角色执行行为时,可以包括但不限于通过行为树逻辑操控AI Controller,在行为树逻辑中增加一个节点,该节点用于与动画逻辑层进行数据交互,在通过AI Controller操控角色之前,可以对虚拟角色将要执行的操作在动画逻辑层进行适应性调整,以执行对应的角色逻辑,如“移动”、“跳”、“攻击”等虚拟角色的行为逻辑。
而图5是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图5所示,在本实施例中,AI控制虚拟角色执行行为时,可以包括但不限于通过行为树逻辑操控AI Controller,通过AI Controller操控角色,以执行对应的角色逻辑,如“移动”、“跳”、“攻击”等虚拟角色的行为逻辑。
具体而言,以虚拟角色执行移动并转向为例,在动画逻辑方面,设计了平滑转动功能(EnableSmoothRotation)节点,用于AI控制虚拟角色移动时,让AI controller平滑的转向到角色移动方向,配合行为树使用,可以在需要的时候开启,在不需要的时候关闭。
在本实施例中,上述第一虚拟角色从第一方向转动到第二方向的转动过程用于指示第一虚拟角色从第一方向转动到第二方向,具体而言,可以包括但不限于根据虚拟场景中配置的允许转动的角度阈值,指示第一虚拟角色从第一方向转动到第二方向,例如,可以包括但不限于将角度阈值配置为大于0°且小于360°,当第一方向为虚拟角色以侧面45°显示在虚拟场景中时,在第二方向指示虚拟角色由-45°转向0°时,AI控制第一虚拟角色转动以面朝玩家控制的虚拟角色。
例如,图6是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图6所示,在现有技术中,AI控制虚拟角色移动的过程中,如果虚拟角色需要转动,则直接由第一方向转动对应的角度到第二方向。
例如,图7是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图7所示,在本实施例中,AI控制虚拟角色移动的过程中,如果虚拟角色需要转动,则先由第一方向转动到第三方向,再由第三方向转动到第四方向,直到显示动画为虚拟角色为平滑转动,最后转动到第二方向,也即,第一方向转动到第三方向的角度、第三方向转动到第四方向的角度、第四方向转动到第二方向的角度之和与如图6所示的第一方向转动到第二方向所转动的对应的角度相同,上述第三方向和第四方向仅是一种示例,具体可以包括但不限于更多次转动所得到的方向。
在本实施例中,上述第一虚拟角色移动的过程中可以包括但不限于服务器接收到需要移动第一虚拟角色的请求后,生成移动第一虚拟角色的控制指令,以控制第一虚拟角色移动。
在本实施例中,上述控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到所述第二方向可以包括但不限于通过插值法实现,例如,上述行为树逻辑的EnableSmoothRotation节点执行如下逻辑:
例如,图8是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图8 所示,包括但不限于如下步骤:
S1,接收到事件流(例如,行为树逻辑中控制虚拟角色移动的操作指令);
S2,判断是否使用了EnableSmoothRotation节点;
S3,在判断结果为是的情况下,将旋转参数(例如,包括但不限于Yaw参数、Roll参数、Pitch参数等)配置为False;
S4,将转动参数配置为True,并执行步骤S7;
S5,在判断结果为否的情况下,将上述旋转参数配置为True;
S6,将转动参数配置为False,并执行步骤S7;
S7,Finish Execute事件结束。
其中,上述Yaw为欧拉角中一种表达旋转的方式,欧拉角是表达旋转的最简单的一种方式,形式上是一个三维向量,其值分别代表物体绕坐标系三个轴(x轴,y轴,z轴)的旋转角度,Yaw即为绕z轴旋转的角度。
通过本实施例,采用显示第一虚拟角色所在的虚拟场景以及位于虚拟场景中的第一虚拟角色,其中,第一虚拟角色是非玩家控制角色,在第一虚拟角色移动的过程中,获取目标转向指令,其中,目标转向指令用于指示第一虚拟角色从第一方向转动到第二方向,响应于目标转向指令,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向的方式,通过在第一虚拟角色的移动过程中,根据目标转向指令连续进行多次转动,使得基于行为树设计的AI虚拟角色更加像真人玩家,达到了使AI虚拟角色能够平滑的进行转向,做出接近于真人玩家的行为动作的目的,从而实现了优化AI控制的虚拟角色的行为表现,使AI控制的虚拟角色更加拟人化的技术效果,进而解决了相关技术中存在的AI控制虚拟角色时,表现不够拟人化,转向不够真实的技术问题。
作为一种方案,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向,包括:
在第一虚拟角色的转动过程中,控制第一虚拟角色从第一方向开始连续进行N次转动,直到转动到第二方向,其中,在N次转动中的至少前N-1次转动中,第一虚拟角色每次转动的转动角度相同,N为大于或等于2的正整数。
在本实施例中,上述N可以根据第一方向和第二方向的角度与虚拟角色的模型大小进行灵活配置,例如,将上述N配置为与上述虚拟角色的模型大小呈正相关,当虚拟角色的模型越大,则上述N越大,当然,也可以统一按照第一方向和第二方向之间的角度进行配置。
例如,图9是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图9所示,包括但不限于如下步骤:
虚拟场景902为现有技术中第一虚拟角色在移动过程中,由第一方向转动到第二方向的示例,其中,第一虚拟角色在转向前向东移动,在接收到转动指令需要转向朝北运动后,直接由朝东方向转向到朝北方向。
虚拟场景904为本实施例中第一虚拟角色在移动过程中,由第一方向转动到第二方向的示例,其中,第一虚拟角色在转向前向东移动,在接收到转动指令需要转向朝北运动后,插值旋转虚拟角色,使得虚拟角色平滑地连续转动N次由朝东方向转向到朝北方向。
在本实施例中,上述第一虚拟角色每次转动的转动角度可以包括但不限于由系统进行配置,或者,根据第一方向和第二方向之间的角度值确定,可以配置为每次转动的转动角度相同,或者,按照递进关系逐渐增加或减少每次转动的转动角度。
作为一种方案,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向,包括:
在第一虚拟角色的转动过程中,控制第一虚拟角色从第一方向开始连续进行N次转动,直到转动到第二方向,其中,N次转动中的每相邻两次转动之间的时间间隔小于或等于预设时长,时间间隔用于使得第一虚拟角色从第一方向开始平滑地转动到第二方向。
在本实施例中,上述多次转动中的每相邻两次转动之间的时间间隔为小于或等于预设时长,可以包括但不限于使得虚拟角色的转动过程能够平滑地显示在虚拟场景中,也即,时间间隔用于使得第一虚拟角色从第一方向开始平滑地转动到第二方向。
例如,图10是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图10所示,包括但不限于如下步骤:
S1,接收到指示虚拟角色转向移动的控制消息;
S2,判断节点(平滑转动功能)是否打开;
S3,在判断结果为是的情况下,设定插值速度的默认值=10,其中,上述插值速度即为第一虚拟角色每次转动的转动角度;
S4,判断AI虚拟角色当前旋转参数值(例如,包括但不限于Yaw参数值、Roll参数值、Pitch参数值等)与目标方向角度差值是否大于默认值;
S5,在判断结果为是的情况下,朝目标方向旋转,旋转角度等于默认值;
S6,在步骤S2或步骤S4的判断结果为否的情况下,直接将AI虚拟角色的旋转参数值设定为目标方向(对应于前述的第二方向)的旋转参数值;
S7,结束流程。
作为一种方案,所述在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,包括:在所述第一虚拟角色的转动过程中,当所述第一虚拟角色对应的平滑转动功能已开启的情况下,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,其中,所述平滑转动功能用于在被开启后控制所述第一虚拟角色进行平滑转动。
作为一种方案,在第一虚拟角色移动的过程中,获取目标转向指令,包括:在第一虚拟角色移动的过程中,获取非玩家角色控制器发送的目标转向指令;响应于目标转向指令,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向,包括:响应于目标转向指令,判断是否开启了第一虚拟角色对应的平滑转动功能,其中,平滑转动功能用于在被开启后控制第一虚拟角色进行平滑转动;在判断出开启了第一虚拟角色对应的平滑转动功能时,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。
在本实施例中,上述非玩家角色控制器发送的目标转向指令可以包括,但不限于,服务器或系统根据虚拟场景的设定生成的目标转向指令,例如,AI被配置为在预定范围内找寻玩家并攻击玩家,当在预定范围内找到玩家后,则AI朝玩家移动,并生成目标转向指令以转向玩家,具体还可包括其他场景下的AI控制方式。
在本实施例中,上述当第一虚拟角色对应的平滑转动功能已开启可以包括,但不限于,通过判断是否开启了第一虚拟角色对应的平滑转动功能确定。
作为一种方案,方法还包括:显示朝向对准目标虚拟角色的所述第一虚拟角色, 其中,所述目标虚拟角色是玩家控制的角色;在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
作为一种方案,方法还包括:获取目标瞄准指令,其中,目标瞄准指令用于指示在第一虚拟角色移动的过程中,将第一虚拟角色的朝向始终对准目标虚拟角色,目标虚拟角色是玩家控制角色;响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的朝向始终对准目标虚拟角色。
在本实施例中,上述目标瞄准指令用于指示第一虚拟角色移动过程中,将第一虚拟角色保持对准目标虚拟角色,上述目标虚拟角色可以包括但不限于玩家控制角色,当然,也可以是虚拟物体或虚拟区域所在方向。
例如,图11是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图11所示,上述响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的朝向始终对准目标虚拟角色可以包括但不限于如下内容:
当第一虚拟角色由右向左移动的过程中,控制第一虚拟角色的瞄准方向始终对准敌人(对应于前述的目标虚拟角色)。
作为一种方案,所述在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的下半身沿目标移动方向移动,并控制所述第一虚拟角色的上半身的朝向始终对准所述目标虚拟角色。
作为一种方案,响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的朝向始终对准目标虚拟角色,包括:响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的下半身沿目标移动方向移动,并控制第一虚拟角色的上半身的朝向始终对准目标虚拟角色。
在本实施例中,可以包括但不限于在上述行为树逻辑中增加AI预瞄动画系统设置瞄准功能(SetFocus Service)节点,以实现响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色沿目标移动方向移动,在移动过程中,控制第一虚拟角色的上半身和下半身同时沿目标移动方向移动,并控制第一虚拟角色的上半身的朝向始终对准目标虚拟角色。
具体为:从动画逻辑层,让行为树逻辑调动Aim-Offset,从而实现平滑的让AI上半身瞄准到目标,同样的需要结合行为树使用,在需要的节点位置上挂载。当在行为树逻辑的某一个分支上挂载此节点,则可以实现,上半身调用动画系统的Aim-offset,下半身融合角色八方向移动的混合空间(Blendspace),从而做到上半身始终用枪口对准敌人,下半身横向移动。
在本实施例中,图12是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图12所示,上述响应于目标转向指令,判断是否开启了第一虚拟角色对应的平滑转动功能,在判断出开启了第一虚拟角色对应的平滑转动功能时,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向可以包括但不限于如下步骤:
S1,当tick事件响应时(对应于前述获取非玩家角色控制器发送的目标转向指令);
S2,获取转动速度默认值(InterSpeed,也即前述插值速度或第一虚拟角色每次转动的转动角度);
S3,判断距离目标方向相差小于InterSpeed;
S4,在判断结果为是的情况下,直接锁定虚拟角色的朝向(对应于前述直到转 动到第二方向);
S5,在步骤S3判断结果为否的情况下,朝向目标方向(第二方向)旋转一个角度,角度值=InterSpeed。
S6,判断是否离开EnableSmoothRotation节点,在判断结果为否的情况下返回步骤S2;
S7,在判断结果为是的情况下,清除setFocus(结束当前流程,此时,可以根据实际需要同时关闭或不关闭上述节点)。
作为一种方案,所述在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:在所述第一虚拟角色持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色持有的所述虚拟攻击道具的准心始终对准所述目标虚拟角色;或者在所述第一虚拟角色未持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
作为一种方案,响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的朝向始终对准目标虚拟角色,包括:在第一虚拟角色持有虚拟攻击道具时,响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色持有的虚拟攻击道具的准心始终对准目标虚拟角色;或者在第一虚拟角色未持有虚拟攻击道具时,响应于目标瞄准指令,在第一虚拟角色移动的过程中,控制第一虚拟角色的朝向始终对准目标虚拟角色。
在本实施例中,上述虚拟攻击道具可以包括但不限于虚拟枪支、虚拟投掷物、虚拟近战武器等,上述控制第一虚拟角色持有的虚拟攻击道具的准心始终对准目标虚拟角色可以包括,但不限于,第一虚拟角色的上半身以及虚拟攻击道具朝向目标虚拟角色。
下面结合具体的完整示例,对本申请进行进一步的解释说明:
采用本实施例之前,由于传统的AI设计只关注于行为树的逻辑控制,而少关注于AI的动画表现,所以往往行为树“决定让AI转向”的时候,都是瞬间转向的。
造成上述问题的原因在于UE4的Movement Component中的底层机制。AI控制的虚拟角色在接收AI Controller的输入操作时,需要插值旋转才能做到平滑,不仅可以让AI边移动边转向的时候可以避免“拐直角”式的瞬间转向,还可以让AI在战斗的时候,平滑的调动角色的Aim-Offset,做到走位转身开枪以及滑铲转身开枪。
本实施例由两部分技术组成:其一用于让AI在移动转向时平滑转向;其二通过调用动画系统的Aim-offset让AI能够做到提前预瞄准某一方向并且同时移动,既上半身的标准动作与下半身的移动融合。
逻辑层方面,基于传统的“行为树操控AIcontroller->AIcontroller操控角色”添加了动画逻辑层。
在动画逻辑方面,设计了两个节点:EnableSmoothRotation节点和AI预瞄动画系统SetFocus Service节点。
其中,EnableSmoothRotation节点用于AI移动时,让AIcontroller平滑的转向到角色移动方向,配合行为树使用,可以在需要的时候开启,在不需要的时候关闭。
当该节点开启作用时,会通知到玩家角色的运动组件(Movement Component),在玩家每次运动转向时,都会做插值转向而非瞬间转向。
AI预瞄动画系统SetFocus Service节点可以从动画层面,让行为树调动Aim-Offset,从而实现平滑的让AI上半身瞄准到目标,同样的需要结合行为树使用, 在需要的位置上挂载。
如此,当在行为树的某一个分支上挂载此节点,则可以实现,上半身调用动画系统的Aim-offset,下半身融合角色八方向移动的Blendspace,从而做到上半身始终用枪口对准敌人,下半身横向移动。
图13是根据本申请实施例的又一种虚拟角色的控制方法的示意图,如图13所示,上述虚拟角色的控制方法可以包括但不限于如下步骤:
S1,接收到指示虚拟角色转向移动的控制消息;
S2,判断是否开启了SetFocus Service节点;
S3,在步骤S2判断结果为是的情况下,调动动画系统中的Aim-Offset,控制AI虚拟角色上半身将朝向锁定在目标(对应于前述的目标虚拟角色)身上;
S4,调动动画系统中的BlendSpace,控制角色的下半身,将目标(预定的移动方向)设定为移动方向;
S5,将上半身动画与下半身动画混合,并执行步骤S11;
S6,在步骤S2判断结果为否的情况下,判断平滑转动功能节点(EnableSmoothRotation)是否打开;
S7,在判断结果为是的情况下,设定插值速度的默认值=10;
S8,判断AI虚拟角色当前Yaw值与目标方向角度差值是否大于默认值;
S9,在判断结果为是的情况下,朝目标方向旋转,旋转角度等于默认值;
S10,在步骤S2或步骤S4的判断结果为否的情况下,直接将AI虚拟角色的Yaw值设定为目标方向(对应于前述的第二方向)的Yaw值;
S11,判断是否离开节点,在判断结果为否的情况下,返回步骤S2;
S12,在步骤S11判断结果为是的情况下,清除SetFocus。
通过本实施例,可以使得AI结合动画混合空间,平滑的进行转向,做出接近于真人玩家的行为动作。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟角色的控制方法的虚拟角色的控制装置。如图14所示,该装置包括:
第一显示模块1402,用于显示第一虚拟角色所在的虚拟场景以及位于所述虚拟场景中的第一虚拟角色,其中,所述第一虚拟角色是非玩家控制角色;
第二显示模块1404,用于在所述第一虚拟角色移动的过程中,获取目标转向指令,其中,所述目标转向指令用于指示所述第一虚拟角色从第一方向转动到第二方向;
第一控制模块1406,用于响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,包括:第一显示模块,用于显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;第二显示模块,用于在所述第一虚拟角色移动的过程中,显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;第 一控制模块,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
作为一种方案,所述装置用于通过如下方式在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向:在所述第一虚拟角色的转动过程中,当所述第一虚拟角色对应的平滑转动功能已开启的情况下,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,其中,所述平滑转动功能用于在被开启后控制所述第一虚拟角色进行平滑转动。
作为一种方案,所述装置还用于:显示朝向对准目标虚拟角色的所述第一虚拟角色,其中,所述目标虚拟角色是玩家控制的角色;在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
作为一种方案,所述装置用于通过如下方式在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色:在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的下半身沿目标移动方向移动,并控制所述第一虚拟角色的上半身的朝向始终对准所述目标虚拟角色。
作为一种方案,所述装置用于通过如下方式在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色:在所述第一虚拟角色持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色持有的所述虚拟攻击道具的准心始终对准所述目标虚拟角色;或者在所述第一虚拟角色未持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
作为一种方案,所述第一控制模块包括:第一控制单元,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,在所述N次转动中的至少前N-1次转动中,所述第一虚拟角色每次转动的转动角度相同,N为大于或等于2的正整数。
作为一种方案,所述第一控制模块包括:第二控制单元,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,所述N次转动中的每相邻两次转动之间的时间间隔小于或等于预设时长,所述时间间隔用于使得所述第一虚拟角色从所述第一方向开始平滑地转动到所述第二方向,N为大于或等于2的正整数。
根据本申请实施例的另一方面,还提供了一种虚拟角色的控制装置,包括:第三显示模块,用于显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;获取模块,用于在所述第一虚拟角色移动的过程中,获取目标转向指令,其中,所述目标转向指令用于指示所述第一虚拟角色从第一方向转动到第二方向;第二控制模块,用于响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
作为一种方案,所述装置用于通过如下方式在所述第一虚拟角色移动的过程中,获取目标转向指令:在所述第一虚拟角色移动的过程中,获取非玩家角色控制器发送的所述目标转向指令;所述装置用于通过如下方式响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向:响应于所述目标转向指令,判断是否开启了所述第一虚拟角色对应的平滑转动功能,其中,所述平滑转动功能用于在被开 启后控制所述第一虚拟角色进行平滑转动;在判断出开启了所述第一虚拟角色对应的所述平滑转动功能时,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
作为一种方案,所述装置还用于:获取目标瞄准指令,其中,所述目标瞄准指令用于指示在所述第一虚拟角色移动的过程中,将所述第一虚拟角色的朝向始终对准目标虚拟角色,所述目标虚拟角色是玩家控制角色;响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
作为一种方案,所述装置用于通过如下方式响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色:响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的下半身沿目标移动方向移动,并控制所述第一虚拟角色的上半身的朝向始终对准所述目标虚拟角色。
作为一种方案,所述装置用于通过如下方式响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色:在所述第一虚拟角色持有虚拟攻击道具时,响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色持有的所述虚拟攻击道具的准心始终对准所述目标虚拟角色;或者在所述第一虚拟角色未持有虚拟攻击道具时,响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机程序/指令包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分1509从网络上被下载和安装,和/或从可拆卸介质1511被安装。在该计算机程序被中央处理器1501执行时,执行本申请实施例提供的各种功能。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
图15示意性地示出了用于实现本申请实施例的电子设备的计算机系统结构框图。
需要说明的是,图15示出的电子设备的计算机系统1500仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
如图15所示,计算机系统1500包括中央处理器1501(Central Processing Unit,CPU),其可以根据存储在只读存储器1502(Read-Only Memory,ROM)中的程序,或者从存储部分1508加载到随机访问存储器1503(Random Access Memory,RAM)中的程序而执行各种适当的动作和处理。在随机访问存储器1503中,还存储有系统操作所需的各种程序和数据。中央处理器1501、只读存储器1502以及随机访问存储器1503通过总线1504彼此相连。输入/输出接口1505(Input/Output接口,即I/O接口)也连接至总线1504。
以下部件连接至输入/输出接口1505:包括键盘、鼠标等的输入部分1506;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分1507;包括硬盘等的存储部分1508;以及包括诸如局域网卡、调制解调器等的网络接口卡的通信部分1509。通信部分1509经由诸如因特网的网络执行通信处理。驱动器1150也根据需要连接至输入/输出接口1505。可拆卸介质1511,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱 动器1150上,以便于从其上读出的计算机程序根据需要被安装入存储部分1508。
特别地,根据本申请的实施例,各个方法流程图中所描述的过程可以被实现为计算机软件程序。例如,本申请的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分1509从网络上被下载和安装,和/或从可拆卸介质1511被安装。在该计算机程序被中央处理器1501执行时,执行本申请的系统中限定的各种功能。
根据本申请实施例的又一个方面,还提供了一种用于实施上述虚拟角色的控制方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。本实施例以该电子设备为终端设备为例来说明。如图16所示,该电子设备包括存储器1602和处理器1604,该存储器1602中存储有计算机程序,该处理器1604被设置为通过运行计算机程序执行上述任一项方法实施例中的步骤。
在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在本实施例中,上述处理器可以被设置为通过运行计算机程序执行以下步骤:
S1,显示第一虚拟角色所在的虚拟场景以及位于虚拟场景中的第一虚拟角色,其中,第一虚拟角色是非玩家控制角色;
S2,在第一虚拟角色移动的过程中,获取目标转向指令,其中,目标转向指令用于指示第一虚拟角色从第一方向转动到第二方向;
S3,响应于目标转向指令,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。
本领域普通技术人员可以理解,图16所示的结构仅为示意,电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图16并不对上述电子设备的结构造成限定。例如,电子设备还可包括比图16中所示更多或者更少的组件(如网络接口等),或者具有与图16所示不同的配置。
其中,存储器1602可用于存储软件程序以及模块,如本申请实施例中的虚拟角色的控制方法和装置对应的程序指令/模块,处理器1604通过运行存储在存储器1602内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟角色的控制方法。存储器1602可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1602可进一步包括相对于处理器1604远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1602具体可以但不限于用于虚拟场景等信息。作为一种示例,如图16所示,上述存储器1602中可以但不限于包括上述虚拟角色的控制装置中的显示模块1402、获取模块1404以及控制模块1406。此外,还可以包括但不限于上述虚拟角色的控制装置中的其他模块单元,本示例中不再赘述。
上述的传输装置1606用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1606包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1606为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1608,用于显示上述虚拟场景;和连接总 线1610,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机可读存储介质,计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述虚拟角色的控制方面的各种实现方式中提供的虚拟角色的控制方法。
在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,显示第一虚拟角色所在的虚拟场景以及位于虚拟场景中的第一虚拟角色,其中,第一虚拟角色是非玩家控制角色;
S2,在第一虚拟角色移动的过程中,获取目标转向指令,其中,目标转向指令用于指示第一虚拟角色从第一方向转动到第二方向;
S3,响应于目标转向指令,在第一虚拟角色移动的过程中,控制第一虚拟角色从第一方向开始连续进行多次转动,直到转动到第二方向。
在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部、或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可 以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的一些实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (20)

  1. 一种虚拟角色的控制方法,由电子设备执行,其特征在于,包括:
    显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;
    在所述第一虚拟角色移动的过程中,显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;
    在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
  2. 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,包括:
    在所述第一虚拟角色的转动过程中,当所述第一虚拟角色对应的平滑转动功能已开启的情况下,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,其中,所述平滑转动功能用于在被开启后控制所述第一虚拟角色进行平滑转动。
  3. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    显示朝向对准目标虚拟角色的所述第一虚拟角色,其中,所述目标虚拟角色是玩家控制的角色;
    在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
  4. 根据权利要求3所述的方法,其特征在于,所述在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的下半身沿目标移动方向移动,并控制所述第一虚拟角色的上半身的朝向始终对准所述目标虚拟角色。
  5. 根据权利要求3所述的方法,其特征在于,所述在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    在所述第一虚拟角色持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色持有的所述虚拟攻击道具的准心始终对准所述目标虚拟角色。
  6. 根据权利要求3所述的方法,其特征在于,所述在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    在所述第一虚拟角色未持有虚拟攻击道具,且所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
  7. 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,包括:
    在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,在所述N次转动中的至少前N-1次转动中,所述第一虚拟角色每次转动的转动角度相同,N为大于或等于2的正整数。
  8. 根据权利要求1所述的方法,其特征在于,所述在所述第一虚拟角色的转动 过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,包括:
    在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,在所述N次转动中的每相邻两次转动之间的时间间隔小于或等于预设时长,所述时间间隔用于使得所述第一虚拟角色从所述第一方向开始平滑地转动到所述第二方向,N为大于或等于2的正整数。
  9. 一种虚拟角色的控制方法,由电子设备执行,其特征在于,包括:
    显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;
    在所述第一虚拟角色移动的过程中,获取目标转向指令,其中,所述目标转向指令用于指示所述第一虚拟角色从第一方向转动到第二方向;
    响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
  10. 根据权利要求9所述的方法,其特征在于,
    在所述第一虚拟角色移动的过程中,获取目标转向指令,包括:在所述第一虚拟角色移动的过程中,获取非玩家角色控制器发送的所述目标转向指令;
    响应于所述目标转向指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向,包括:响应于所述目标转向指令,判断是否开启了所述第一虚拟角色对应的平滑转动功能,其中,所述平滑转动功能用于在被开启后控制所述第一虚拟角色进行平滑转动;在判断出开启了所述第一虚拟角色对应的所述平滑转动功能时,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
  11. 根据权利要求9所述的方法,其特征在于,所述方法还包括:
    获取目标瞄准指令,其中,所述目标瞄准指令用于指示在所述第一虚拟角色移动的过程中,将所述第一虚拟角色的朝向始终对准目标虚拟角色,所述目标虚拟角色是玩家控制角色;
    响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
  12. 根据权利要求11所述的方法,其特征在于,所述响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的下半身沿目标移动方向移动,并控制所述第一虚拟角色的上半身的朝向始终对准所述目标虚拟角色。
  13. 根据权利要求11所述的方法,其特征在于,所述响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    在所述第一虚拟角色持有虚拟攻击道具时,响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色持有的所述虚拟攻击道具的准心始终对准所述目标虚拟角色。
  14. 根据权利要求11所述的方法,其特征在于,所述响应于所述目标瞄准指令, 在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色,包括:
    在所述第一虚拟角色未持有虚拟攻击道具时,响应于所述目标瞄准指令,在所述第一虚拟角色移动的过程中,控制所述第一虚拟角色的朝向始终对准所述目标虚拟角色。
  15. 一种虚拟角色的控制装置,其特征在于,包括:
    第一显示模块,用于显示第一虚拟角色所在的虚拟场景以及所述第一虚拟角色,其中,所述第一虚拟角色是非玩家控制的角色;
    第二显示模块,用于在所述第一虚拟角色移动的过程中,显示所述第一虚拟角色从第一方向转动到第二方向的转动过程;
    第一控制模块,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行多次转动,直到转动到所述第二方向。
  16. 根据权利要求15所述的装置,其特征在于,所述第一控制模块包括:
    第一控制单元,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,在所述N次转动中的至少前N-1次转动中,所述第一虚拟角色每次转动的转动角度相同,N为大于或等于2的正整数。
  17. 根据权利要求15所述的装置,其特征在于,所述第一控制模块包括:
    第二控制单元,用于在所述第一虚拟角色的转动过程中,控制所述第一虚拟角色从所述第一方向开始连续进行N次转动,直到转动到所述第二方向,其中,所述N次转动中的每相邻两次转动之间的时间间隔小于或等于预设时长,所述时间间隔用于使得所述第一虚拟角色从所述第一方向开始平滑地转动到所述第二方向,N为大于或等于2的正整数。
  18. 一种计算机可读的存储介质,其特征在于,所述计算机可读的存储介质包括存储的程序,其中,所述程序可被终端设备或计算机运行时执行所述权利要求1至8或9至14任一项中所述的方法。
  19. 一种计算机程序产品,包括计算机程序/指令,其特征在于,该计算机程序/指令被处理器执行时实现权利要求1至8或9至14任一项中所述方法的步骤。
  20. 一种电子设备,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至8或9至14任一项中所述的方法。
PCT/CN2022/115035 2021-11-05 2022-08-26 虚拟角色的控制方法和装置、存储介质及电子设备 WO2023077926A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/213,587 US20230347247A1 (en) 2021-11-05 2023-06-23 Virtual character control method and apparatus, storage medium, and electronic device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202111307100.5A CN114011071A (zh) 2021-11-05 2021-11-05 虚拟角色的控制方法和装置、存储介质及电子设备
CN202111307100.5 2021-11-05

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US18/213,587 Continuation US20230347247A1 (en) 2021-11-05 2023-06-23 Virtual character control method and apparatus, storage medium, and electronic device

Publications (1)

Publication Number Publication Date
WO2023077926A1 true WO2023077926A1 (zh) 2023-05-11

Family

ID=80061612

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/115035 WO2023077926A1 (zh) 2021-11-05 2022-08-26 虚拟角色的控制方法和装置、存储介质及电子设备

Country Status (3)

Country Link
US (1) US20230347247A1 (zh)
CN (1) CN114011071A (zh)
WO (1) WO2023077926A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114011071A (zh) * 2021-11-05 2022-02-08 腾讯科技(深圳)有限公司 虚拟角色的控制方法和装置、存储介质及电子设备

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001084402A (ja) * 1999-09-09 2001-03-30 Namco Ltd 画像生成システム及び情報記憶媒体
CN106492457A (zh) * 2016-10-20 2017-03-15 北京乐动卓越科技有限公司 一种全3d动作手机游戏战斗交互系统的实现方法及装置
CN106548503A (zh) * 2016-10-19 2017-03-29 华东师范大学 一种基于命令流三维角色的动画合成方法
CN112704875A (zh) * 2020-12-30 2021-04-27 腾讯科技(深圳)有限公司 虚拟道具控制方法、装置、设备及存储介质
CN113198179A (zh) * 2021-05-10 2021-08-03 网易(杭州)网络有限公司 虚拟对象的转向控制方法及装置、存储介质、电子设备
CN114011071A (zh) * 2021-11-05 2022-02-08 腾讯科技(深圳)有限公司 虚拟角色的控制方法和装置、存储介质及电子设备

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100817506B1 (ko) * 2006-07-20 2008-03-27 동신대학교산학협력단 지능형 콘텐츠 생성방법
CN108815848B (zh) * 2018-05-31 2022-05-17 腾讯科技(深圳)有限公司 虚拟对象显示方法、装置、电子装置及存储介质
US10864446B2 (en) * 2019-03-27 2020-12-15 Electronic Arts Inc. Automated player control takeover in a video game
CN110538455B (zh) * 2019-09-05 2021-03-19 腾讯科技(深圳)有限公司 虚拟对象的移动控制方法、装置、终端及存储介质
CN110721470B (zh) * 2019-10-25 2022-11-11 网易(杭州)网络有限公司 虚拟对象移动行为的控制方法、装置及电子设备

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001084402A (ja) * 1999-09-09 2001-03-30 Namco Ltd 画像生成システム及び情報記憶媒体
CN106548503A (zh) * 2016-10-19 2017-03-29 华东师范大学 一种基于命令流三维角色的动画合成方法
CN106492457A (zh) * 2016-10-20 2017-03-15 北京乐动卓越科技有限公司 一种全3d动作手机游戏战斗交互系统的实现方法及装置
CN112704875A (zh) * 2020-12-30 2021-04-27 腾讯科技(深圳)有限公司 虚拟道具控制方法、装置、设备及存储介质
CN113198179A (zh) * 2021-05-10 2021-08-03 网易(杭州)网络有限公司 虚拟对象的转向控制方法及装置、存储介质、电子设备
CN114011071A (zh) * 2021-11-05 2022-02-08 腾讯科技(深圳)有限公司 虚拟角色的控制方法和装置、存储介质及电子设备

Also Published As

Publication number Publication date
US20230347247A1 (en) 2023-11-02
CN114011071A (zh) 2022-02-08

Similar Documents

Publication Publication Date Title
KR102325311B1 (ko) 게임 콘텐츠를 동기식으로 디스플레이하기 위한 방법 및 장치, 및 저장 매체
US11504620B2 (en) Method for controlling game character and electronic device and computer storage medium
US11173400B2 (en) Data exchange method and apparatus, storage medium and electronic device
US10004989B2 (en) Methods and apparatus for hiding latency in network multiplayer games
US20230141406A1 (en) Method and apparatus for prompting that virtual object is attacked, terminal, and storage medium
WO2021135623A1 (zh) 虚拟道具的控制方法和装置、存储介质及电子设备
US20160114243A1 (en) Image processing program, server device, image processing system, and image processing method
WO2022267512A1 (zh) 信息发送方法、信息发送装置、计算机可读介质及设备
CN107998654B (zh) 加速度的调整方法和装置、存储介质、电子装置
WO2021143318A1 (zh) 虚拟操作对象的控制方法和装置、存储介质及电子装置
KR20230142597A (ko) 비디오 프레임 렌더링 방법 및 장치, 디바이스 및 저장 매체
TWI793838B (zh) 虛擬對象互動模式的選擇方法、裝置、設備、媒體及產品
WO2023077926A1 (zh) 虚拟角色的控制方法和装置、存储介质及电子设备
US20230078340A1 (en) Virtual object control method and apparatus, electronic device, storage medium, and computer program product
WO2022267736A1 (zh) 技能指示器的控制方法和装置、存储介质及电子设备
JP7070843B2 (ja) 仮想キャラクタの方位確定方法、装置及びコンピュータプログラム
US20240325906A1 (en) Virtual character tracing method and apparatus, storage medium, device, and program product
CN111185007B (zh) 虚拟道具的控制方法和装置、存储介质及电子装置
CN111359214B (zh) 虚拟道具控制方法和装置、存储介质及电子装置
CN115105835A (zh) 游戏中的操作方法、装置、非易失性存储介质和电子装置
CN113813599A (zh) 虚拟角色的控制方法和装置、存储介质及电子设备
WO2020243953A1 (zh) 遥控可移动平台控制方法、设备及计算机可读存储介质
WO2024027312A1 (zh) 虚拟标识的处理方法和装置、存储介质及电子设备
WO2023197777A1 (zh) 虚拟道具的使用方法、装置、设备、介质及程序产品
WO2023160038A1 (zh) 任务提示方法和装置、存储介质及电子设备

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22888958

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE