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TigerHix committed Jan 11, 2024
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2 changes: 1 addition & 1 deletion docs/assets/character.md
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Expand Up @@ -119,7 +119,7 @@ Finally, you can use **Additional Bone Offsets** to make small adjustments to th
:::info
By default, the priority of the idle animation, overlay animations, override hand poses, and [body IK](./#body-ik) are all **lower** than motion capture.

In other words, even if you have set an override hand pose for your right hand, if your right hand is being tracked, say by MediaPipe, the model follows your right hand's pose instead of the override hand pose.
For example, even if you have set an override hand pose for your right hand, if your right hand is being tracked, say by MediaPipe, the model follows your right hand's pose instead of the override hand pose. To make the override hand pose take priority over motion capture, you can enable **High Priority** in the hand pose settings.
:::

## Look At IK {#look-ik}
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6 changes: 5 additions & 1 deletion docs/blueprints/templates/upper-body-rotation.md
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Expand Up @@ -4,7 +4,11 @@ sidebar_position: 5

# Upper Body Rotation

By default, Warudo's face tracking does not rotate the character's upper body. This blueprint allows you to add subtle but realistic upper body rotation to your character, adding nuance to your character's body expression.
:::caution
As of Warudo 0.12.0, this blueprint is no longer needed, as upper body rotation is now enabled by default. See [Customizing Face Tracking](../../mocap/face-tracking) for more information.
:::

This blueprint allows you to add subtle but realistic upper body rotation to your character, adding nuance to your character's body expression.

<div style={{width: '100%'}} className="video-box"><video controls loop src="/doc-img/upper-body-rotation.mp4" /></div>
<p class="img-desc">Naturally rotating the upper body when turning the head.</p>
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9 changes: 9 additions & 0 deletions docs/mocap/face-tracking.md
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Expand Up @@ -39,6 +39,11 @@ After onboarding, you can go to the corresponding face tracking asset (e.g., iFa
- To trigger a blendshape at a higher threshold (e.g., your character mouth is already slightly opened but your mouth is still closed), increase the bottom right value. To trigger a blendshape at a lower threshold, decrease the bottom right value.
* **Head Movement/Rotation Intensity:** Adjust the intensity of the head movement/rotation.
* **Body Movement Intensity:** Adjust the intensity of the automatic body movement due to head movement.
* **Body Rotation Type:** Makes the body rotate naturally when the head rotates.
When set to None, the body will not rotate when the head rotates.
When set to Normal, the body rotates in the same direction as the head.
When set to Inverted, the body rotates in the same direction as the head on the X and Y axes, but in the opposite direction on the Z axis.
You can also set **Body Rotation Type** to Custom, which allows you to customize both the direction and magnitude of each rotation axis.
* **Eye Movement Intensity:** Adjust the intensity of the pupil movement.
* **Eye Blink Sensitivity:** Adjust the sensitivity of the eye blink; this is a shortcut for adjusting the sensitivity of the eye blink blendshape in **Configure BlendShapes Mapping**.
* **Linked Eye Blinking:** If enabled, force both eyes to blink at the same time. Useful if your tracking is not accurate enough to blink each eye individually.
Expand All @@ -64,3 +69,7 @@ This is usually caused by applying ARKit tracking on a non-ARKit-compatible mode

* Add ["Perfect Sync" / ARKit blendshapes](../tutorials/3d-primer#arkit) to your model. This is recommended since ARKit-based face tracking is much more expressive, and you already have the tracking data.
* Click **Configure BlendShapes Mapping** in the tracker asset, and increase the threshold (i.e., set the bottom right value to a negative number like `-0.25`) of the ARKit mouth blendshapes `jawOpen`, `mouthFunnel`, `mouthPucker`.

### My body rotates in the opposite direction when I turn my head.

By default, **Body Rotation Type** is set to Inverted to mimic Live2D models and achieve a more anime look. If you want to disable this, set **Body Rotation Type** to Normal or None.
11 changes: 7 additions & 4 deletions docs/modding/character-mod.md
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Expand Up @@ -70,8 +70,11 @@ Bone normalization refers to the process of ensuring the bones in a model have z

If after the character setup, your character's bones become twisted, it is likely that the model did not have normalized bones, and Warudo SDK failed to automatically normalize the bones without breaking the model. In this case, you will need to manually normalize the bones _before_ importing the FBX model into Unity.

There are many ways to normalize bones in modeling tools such as Blender or Maya; however, the most reliable way is creating a [VRM](https://vrm.dev/en/univrm/) model from the FBX model, and then importing the VRM model into Unity. Since VRM models are guaranteed to have normalized bones, you can be sure that the bones will not be twisted after setting up the character using Warudo SDK.
There are many ways to normalize bones in modeling tools such as Blender or Maya; however, the most tried-and-tested way is creating a [VRM](https://vrm.dev/en/univrm/) model from the FBX model, and then importing the VRM model into Unity. Since VRM models are guaranteed to have normalized bones, you can be sure that the bones will not be twisted after setting up the character using Warudo SDK.

:::caution
If you are using Blender, you should use a third-party add-on such as [Better FBX Importer & Exporter](https://blendermarket.com/products/better-fbx-importer--exporter) to export the FBX model. Blender's built-in FBX exporter does not seem to export normalized bones correctly, according to our users.
:::
If you are a Blender user and looking to manually normalize the bones, you can use the **Set Rest Pose** option from [Cats](https://github.com/absolute-quantum/cats-blender-plugin). When you export the FBX, you should use the below settings:

![](pathname:///doc-img/en-mod-15.png)
<p class="img-desc">Credit: [@Kana_Fuyuko](https://twitter.com/Kana_Fuyuko)</p>

Blender's built-in FBX exporter is known to have issues with not exporting the correct bone rotations, so if that didn't work for you, you can try using a third-party add-on such as [Better FBX Importer & Exporter](https://blendermarket.com/products/better-fbx-importer--exporter) or [Cats](https://github.com/absolute-quantum/cats-blender-plugin) to export the FBX model.
8 changes: 8 additions & 0 deletions docs/modding/creating-your-first-mod.md
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Expand Up @@ -53,6 +53,10 @@ By default, the **Mod Export Directory** is empty; in this case, the mod will be

In Warudo, select **Menu → Open Data Folder** to open the data folder. Then, copy the path to the data folder and paste it into the **Mod Export Directory** field. Since we are creating a prop mod, we add `\Props` to the end of the path. For example, if the data folder is `C:\Program Files (x86)\Steam\steamapps\common\Warudo\Warudo_Data\StreamingAssets`, the **Mod Export Directory** should be `C:\Program Files (x86)\Steam\steamapps\common\Warudo\Warudo_Data\StreamingAssets\Props`.

:::tip
Similarly, if you are creating a character mod, you should set the **Mod Export Directory** to the `Characters` data folder, and so on.
:::

Finally, select **Warudo → Build Mod** to export the mod. After the mod is exported, you should see a `WhiteCube.warudo` in the props data folder. Now create a prop asset in Warudo and select "WhiteCube" from the **Source** dropdown. If you see a white cube in the scene, hooray! You just created your first mod!

![](pathname:///doc-img/en-mod-7.png)
Expand All @@ -65,6 +69,10 @@ When you create a new mod, you need to specify a name for your mod. The name of

We recommend using a name that is unique and descriptive; you can include spaces in the name, but not special characters.

:::caution
Be careful that only one mod of the same name can be loaded at a time, which means you should not reuse the mod folder to export a different mod!
:::

## Hot Reloading

Warudo supports hot reloading, which means if you have exported a new version of your mod from Unity, which overrides the existing mod file, Warudo will automatically reload the mod and reflect the changes in the scene. For example, if you change the cube's material to red and export the mod again, you should see the cube turns red in Warudo immediately!
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