JPH10290886A5 - - Google Patents

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Publication number
JPH10290886A5
JPH10290886A5 JP1998036173A JP3617398A JPH10290886A5 JP H10290886 A5 JPH10290886 A5 JP H10290886A5 JP 1998036173 A JP1998036173 A JP 1998036173A JP 3617398 A JP3617398 A JP 3617398A JP H10290886 A5 JPH10290886 A5 JP H10290886A5
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Japan
Prior art keywords
character
image processing
sight
line
processing method
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Pending
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JP1998036173A
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Japanese (ja)
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JPH10290886A (en
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Priority to JP10036173A priority Critical patent/JPH10290886A/en
Priority claimed from JP10036173A external-priority patent/JPH10290886A/en
Publication of JPH10290886A publication Critical patent/JPH10290886A/en
Publication of JPH10290886A5 publication Critical patent/JPH10290886A5/ja
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Description

【0018】
【課題を解決するための手段】
上記目的を達成するため、請求項1〜7記載の画像処理方法は、仮想3次元空間内の競技者を模したキャラクタの挙動を画像表示する画像処理方法であって、前記キャラクタにゲームを通して関わりを持つ目標体と当該キャラクタとの間の物理的関係またはゲーム内容に関する関係が所定条件を合致する所定状態か否かを判断する第1のステップと、その所定状態が判断されたとき、前記キャラクタの視線を前記目標体に向けさせる第2のステップとを備え、前記目標体は複数個あり、前記第1のステップでは、前記複数個の目標体のいずれに視線を向けるべきかを前記ゲームの状況に応じて判定することを特徴とする。この目標点に代えて、仮想空間内のいずれかの仮想点であってもよい。
[0018]
[Means for solving the problem]
In order to achieve the above object, the image processing method according to claims 1 to 7 is an image processing method for displaying an image of the behavior of a character simulating a player in a virtual three-dimensional space, comprising a first step of determining whether a physical relationship or a relationship related to the game content between the character and an object that has a relationship with the character through a game is in a predetermined state where a predetermined condition is met, and a second step of directing the line of sight of the character to the object when the predetermined state is determined, wherein there are a plurality of objects, and in the first step, it is determined which of the plurality of objects the line of sight of the character should be directed to in accordance with the situation of the game. This object point may be any virtual point in the virtual space.

例えば、前記第2のステップは、前記仮想3次元空間における前記キャラクタと前記目標体の座標値に基づき前記キャラクタの視線方向を計算するステップを有する。また、例えば前記第2のステップは、前記キャラクタの頭部の回転に続いて当該キャラクタの胴部及び腰部を回転制御するステップを有する。また、例えば前記第1のステップでは、前記複数個の目標体のいずれかがドリブルしているか否かを判定し、前記第2のステップでは、ドリブルしていると判定された前記目標体に前記キャラクタの視線を向けるようにする。さらに、例えば前記第1のステップでは、前記複数個の目標体のいずれかに対して前記キャラクタがパス動作を行なっているか否かを判定し、前記第2のステップでは、パスの相手となる前記目標体に前記キャラクタの視線を向けるようにする。さらに、例えば前記複数の目標体の1つはゴールであり、前記第1のステップでは、前記キャラクタがドリブル中でかつセンタリングエリア内にいるか否かを判定し、前記第2のステップでは、前記ゴールに前記キャラクタの視線を向けるようにする。さらに、例えば前記複数の目標体の1つはボールであり、前記第1のステップでは、前記ボールの位置が前記キャラクタの頭上より高い状態にあるか否かを判定し、前記第2のステップでは、前記ボールに前記キャラクタの視線を向けるようにする。 For example, the second step may include a step of calculating the line of sight of the character based on the coordinate values of the character and the target object in the virtual three-dimensional space. Also, for example, the second step may include a step of controlling the rotation of the character's torso and waist following the rotation of the character's head. Also, for example, the first step may determine whether any of the multiple targets is dribbling, and the second step may direct the character's line of sight toward the target object determined to be dribbling. Furthermore, for example, the first step may determine whether the character is making a passing motion toward any of the multiple targets, and the second step may direct the character's line of sight toward the target object to which the pass is intended. Furthermore, for example, one of the multiple targets may be a goal, and the first step may determine whether the character is dribbling and within a centering area, and the second step may direct the character's line of sight toward the goal. Furthermore, for example, one of the multiple targets is a ball, and the first step determines whether the ball is positioned higher than above the character's head, and the second step directs the character's line of sight toward the ball.

また請求項8記載のROMは、請求項1乃至請求項7のうち何れか1項に記載の画像処理方法をコンピュータに実行させるプログラムが格納されたことを特徴とする。 Furthermore, the ROM described in claim 8 is characterized in that it stores a program that causes a computer to execute the image processing method described in any one of claims 1 to 7.

さらに、請求項9〜11記載の画像処理装置は、仮想3次元空間内の競技者を模したキャラクタの挙動を画像表示する画像処理装置であって、前記キャラクタにゲームを通して関わりを持つ目標体と当該キャラクタとの間の物理的関係またはゲーム内容に関する関係が所定条件に合致する所定状態か否かを判断する判断手段と、この判断手段が前記所定状態を判断したとき、前記キャラクタの視線を前記目標体に向けさせる視線制御手段とを備え、前記目標体は複数個あり、前記判断手段は前記複数個の目標体のいずれに視線を向けるべきかを前記ゲームの状況に応じて判定する判定手段を含むことを特徴とする。この目標点に代えて、仮想空間内のいずれかの仮想点であってもよい。 Furthermore, the image processing device described in claims 9 to 11 is an image processing device that displays images of the behavior of a character simulating a player in a virtual three-dimensional space, and is characterized in that it comprises: a judgment means for judging whether a physical relationship or a relationship related to the game content between the character and an object that is involved with the character through a game is in a predetermined state that meets predetermined conditions; and a gaze control means for directing the character's gaze toward the object when the judgment means judges that the predetermined state is met; and there are a plurality of objects, and the judgment means includes a judgment means for determining which of the plurality of objects the gaze should be directed toward depending on the situation of the game. Instead of this target point, any virtual point in the virtual space may be included.

例えば、前記判断手段は、前記仮想3次元空間における前記キャラクタと前記目標体の座標値に基づき当該キャラクタの視線方向を計算する手段を含む。また、例えば、前記視線制御手段は、前記キャラクタの頭部の回転に続いて当該キャラクタの胴部及び腰部を回転制御する手段を含む。 For example, the determination means includes means for calculating the line of sight of the character based on the coordinate values of the character and the target body in the virtual three-dimensional space. Furthermore, for example, the line of sight control means includes means for controlling the rotation of the character's torso and waist following the rotation of the character's head.

Claims (11)

仮想3次元空間内の競技者を模したキャラクタの挙動を画像表示する画像処理方法において、
前記キャラクタにゲームを通して関わりを持つ目標体と当該キャラクタとの間の物理的関係またはゲーム内容に関する関係が所定条件を合致する所定状態か否かを判断する第1のステップと、その所定状態が判断されたとき、前記キャラクタの視線を前記目標体に向けさせる第2のステップと
を備え、
前記目標体は複数個あり、前記第1のステップでは、前記複数個の目標体のいずれに視線を向けるべきかを前記ゲームの状況に応じて判定することを特徴とする画像処理方法。
An image processing method for displaying an image of a character imitating the behavior of a player in a virtual three-dimensional space, comprising:
a first step of determining whether a physical relationship or a relationship relating to the game content between the character and an object having a relationship with the character through the game is in a predetermined state that satisfies a predetermined condition; and a second step of directing the line of sight of the character to the object when the predetermined state is determined to be satisfied.
Equipped with
An image processing method characterized in that there are a plurality of targets, and in the first step, it is determined which of the plurality of targets the gaze should be directed to in accordance with the situation of the game.
前記第2のステップは、前記仮想3次元空間における前記キャラクタと前記目標体の座標値に基づき前記キャラクタの視線方向を計算するステップを有することを特徴とする請求項1記載の画像処理方法。2. The image processing method according to claim 1, wherein said second step includes a step of calculating a line-of-sight direction of said character based on coordinate values of said character and said target object in said virtual three-dimensional space. 前記第2のステップは、前記キャラクタの頭部の回転に続いて当該キャラクタの胴部及び腰部を回転制御するステップを有することを特徴とする請求項1又は2記載の画像処理方法。3. The image processing method according to claim 1, wherein the second step includes a step of controlling the rotation of the character's torso and waist following the rotation of the character's head. 前記第1のステップでは、前記複数個の目標体のいずれかがドリブルしているか否かを判定し、In the first step, it is determined whether any of the plurality of targets is dribbling;
前記第2のステップでは、ドリブルしていると判定された前記目標体に前記キャラクタの視線を向けることを特徴とする請求項1乃至3記載の画像処理方法。4. The image processing method according to claim 1, wherein in the second step, the line of sight of the character is directed toward the target determined to be dribbling.
前記第1のステップでは、前記複数個の目標体のいずれかに対して前記キャラクタがパス動作を行なっているか否かを判定し、In the first step, it is determined whether the character is performing a passing action to any of the plurality of targets;
前記第2のステップでは、パスの相手となる前記目標体に前記キャラクタの視線を向けることを特徴とする請求項1乃至3記載の画像処理方法。4. An image processing method according to claim 1, wherein in said second step, the line of sight of said character is directed toward said target object to be passed.
前記複数の目標体の1つはゴールであり、one of the plurality of objects is a goal;
前記第1のステップでは、前記キャラクタがドリブル中でかつセンタリングエリア内にいるか否かを判定し、In the first step, it is determined whether the character is dribbling and in a centering area;
前記第2のステップでは、前記ゴールに前記キャラクタの視線を向けることを特徴とする請求項1乃至3記載の画像処理方法。4. The image processing method according to claim 1, wherein in the second step, the line of sight of the character is directed toward the goal.
前記複数の目標体の1つはボールであり、one of the plurality of targets is a ball;
前記第1のステップでは、前記ボールの位置が前記キャラクタの頭上より高い状態にあるか否かを判定し、In the first step, it is determined whether or not the position of the ball is higher than above the head of the character;
前記第2のステップでは、前記ボールに前記キャラクタの視線を向けることを特徴とする請求項1乃至3記載の画像処理方法。4. The image processing method according to claim 1, wherein in the second step, the line of sight of the character is directed toward the ball.
請求項1乃至請求項7のうち何れか1項に記載の画像処理方法をコンピュータに実行させるプログラムが格納されたROM。8. A ROM storing a program for causing a computer to execute the image processing method according to claim 1. 仮想3次元空間内の競技者を模したキャラクタの挙動を画像表示する画像処理装置において、
前記キャラクタにゲームを通して関わりを持つ目標体と当該キャラクタとの間の物理的関係またはゲーム内容に関する関係が所定条件に合致する所定状態か否かを判断する判断手段と、この判断手段が前記所定状態を判断したとき、前記キャラクタの視線を前記目標体に向けさせる視線制御手段と
を備え
前記目標体は複数個あり、前記判断手段は前記複数個の目標体のいずれに視線を向けるべきかを前記ゲームの状況に応じて判定する判定手段を含むことを特徴とする画像処理装置。
An image processing device that displays images of the behavior of characters that mimic athletes in a virtual three-dimensional space,
a determining means for determining whether a physical relationship or a relationship relating to the game content between the character and an object having a relationship with the character through the game is in a predetermined state that satisfies a predetermined condition, and a line of sight control means for directing the line of sight of the character toward the object when the determining means determines that the predetermined state is met ;
An image processing device characterized in that there are a plurality of said targets, and said determining means includes determining which of said plurality of targets the line of sight should be directed to in accordance with the situation of said game.
前記判断手段は、前記仮想3次元空間における前記キャラクタと前記目標体の座標値に基づき前記キャラクタの視線方向を計算する手段を含む請求項記載の画像処理装置。 10. An image processing apparatus according to claim 9 , wherein said determining means includes means for calculating the line of sight of said character based on coordinate values of said character and said target body in said virtual three-dimensional space. 前記視線制御手段は、前記キャラクタの頭部の回転に続いて当該キャラクタの胴部及び腰部を回転制御する手段を含む請求項9又は10記載の画像処理装置。 11. The image processing device according to claim 9 , wherein the line-of-sight control means includes means for controlling the rotation of the torso and waist of the character following the rotation of the head of the character.
JP10036173A 1997-02-18 1998-02-18 Image processing apparatus and image processing method Pending JPH10290886A (en)

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JP10036173A JPH10290886A (en) 1997-02-18 1998-02-18 Image processing apparatus and image processing method

Applications Claiming Priority (3)

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JP9-34089 1997-02-18
JP3408997 1997-02-18
JP10036173A JPH10290886A (en) 1997-02-18 1998-02-18 Image processing apparatus and image processing method

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JP10159011A Division JP3052933B2 (en) 1997-02-18 1998-06-08 Image processing apparatus and image processing method
JP2006318414A Division JP2007054656A (en) 1997-02-18 2006-11-27 Image processing apparatus and image processing method

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JPH10290886A JPH10290886A (en) 1998-11-04
JPH10290886A5 true JPH10290886A5 (en) 2005-08-25

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JP2002200340A (en) * 2000-12-28 2002-07-16 Sega Corp Game device, game method, and game program
US7667705B2 (en) 2001-05-15 2010-02-23 Nintendo Of America Inc. System and method for controlling animation by tagging objects within a game environment
JP4388878B2 (en) 2004-10-19 2009-12-24 任天堂株式会社 Input processing program and input processing apparatus
JP4262217B2 (en) 2005-04-26 2009-05-13 任天堂株式会社 GAME PROGRAM AND GAME DEVICE
JP4260770B2 (en) 2005-05-09 2009-04-30 任天堂株式会社 GAME PROGRAM AND GAME DEVICE
JP4861699B2 (en) * 2005-06-29 2012-01-25 株式会社コナミデジタルエンタテインメント NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP4861706B2 (en) * 2005-06-29 2012-01-25 株式会社コナミデジタルエンタテインメント NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP2007143684A (en) * 2005-11-25 2007-06-14 Konami Digital Entertainment:Kk Game device, method of processing image for game, and program
JP4706966B2 (en) * 2005-12-06 2011-06-22 株式会社セガ Image generation program and image processing apparatus
JP5305561B2 (en) 2006-02-22 2013-10-02 任天堂株式会社 GAME PROGRAM AND GAME DEVICE
JP4851809B2 (en) * 2006-02-23 2012-01-11 株式会社バンダイナムコゲームス PROGRAM, INFORMATION STORAGE MEDIUM, AND GAME DEVICE
JP4838067B2 (en) * 2006-07-20 2011-12-14 株式会社コナミデジタルエンタテインメント Image processing apparatus, image processing apparatus control method, and program
JP4838223B2 (en) * 2007-11-02 2011-12-14 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP5451136B2 (en) * 2008-03-31 2014-03-26 株式会社カプコン Game program and game system
JP5654216B2 (en) * 2009-06-03 2015-01-14 株式会社バンダイナムコゲームス Program and game device
JP5536467B2 (en) * 2010-01-12 2014-07-02 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
CN113546407B (en) * 2021-07-30 2024-11-08 网易(杭州)网络有限公司 Game screen processing method, device, computer equipment and storage medium

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