METHOD AND APPARATUS FOR ENHANCED VIRTUAL CAMERA CONTROL WITHIN 3D VIDEO GAMES OR OTHER COMPUTER GRAPHICS PRESENTATIONS PROVIDING INTELLIGENT AUTOMATIC 3D-ASSIST FOR THIRD PERSON VIEWPOINTS
First Claim
1. A method of specifying virtual camera position in a virtual 3-D space comprising:
- displaying a view of a 3-D space including at least a game character;
displaying at least one pointing object that is controllable by a player;
detecting an input from a game controller indicating initiation of a free targeting mode;
controlling said game character to assume an aiming position;
determining which side of the game character the pointing object is positioned; and
in response to said determined side, automatically selecting between said first perspective and a second perspective different from said first perspective for viewing said game character in said aiming position.
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Accused Products
Abstract
A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character'"'"'s bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.
202 Citations
15 Claims
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1. A method of specifying virtual camera position in a virtual 3-D space comprising:
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displaying a view of a 3-D space including at least a game character; displaying at least one pointing object that is controllable by a player; detecting an input from a game controller indicating initiation of a free targeting mode; controlling said game character to assume an aiming position; determining which side of the game character the pointing object is positioned; and in response to said determined side, automatically selecting between said first perspective and a second perspective different from said first perspective for viewing said game character in said aiming position. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method of determining virtual camera position in a virtual 3-D space comprising:
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displaying a first perspective of the 3-D space including at least a game character and a target object; detecting an input from a controller, indicating initiation of a lock on targeting mode; displaying a second perspective of the 3-D space, wherein the game character can move freely around the target object but is always facing the target object; and adjusting a virtual camera position such that the target object and game character are both displayed simultaneously and the target object is displayed further to the right than the game character while the second perspective is displayed. - View Dependent Claims (9, 10, 11, 12, 13, 14, 15)
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Specification