-
Notifications
You must be signed in to change notification settings - Fork 20
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
git pushMerge branch 'master' of github.com:HakuyaLabs/warudo-doc
- Loading branch information
Showing
64 changed files
with
1,151 additions
and
356 deletions.
There are no files selected for viewing
Large diffs are not rendered by default.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,27 @@ | ||
--- | ||
sidebar_position: 0 | ||
--- | ||
|
||
# Overview | ||
|
||
Assets are the building blocks of Warudo. They are the components that make up your scene. For example, a character is an asset, a prop is an asset, and a camera is also an asset. Assets can be referenced in [blueprints](../blueprints/overview) to add functionality to your scene. | ||
|
||
## Basics | ||
|
||
In the **Assets** tab, you can see a list of all assets in your scene. Below is the toolbar for the **Assets** tab: | ||
|
||
![](pathname:///doc-img/en-assets-1.png) | ||
<p class="img-desc">The toolbar.</p> | ||
|
||
The toolbar has the following buttons: | ||
* **Add Asset**: Add a new asset to the scene. | ||
* **Remove Asset**: Remove the selected asset from the scene. | ||
* **Duplicate Asset**: Duplicate the selected asset. | ||
* **Rename Asset**: Rename the selected asset. | ||
* **Import Asset**: Import an asset from a JSON string and add it to the scene. | ||
* **Import Into Selected Asset**: Import an asset from a JSON string and merge it into the selected asset. | ||
* **Export Asset**: Export the selected asset to a JSON string. | ||
|
||
:::tip | ||
You can use the import/export feature to copy assets between scenes. | ||
::: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,14 @@ | ||
# Controlling Character | ||
|
||
|
||
### **I want to set up a hotkey or toggling meshes (clothing, accessories, etc.).** | ||
|
||
To do this, create a new blueprint (or open an existing one) and setup like below: | ||
|
||
![](pathname:///doc-img/en-assets-character-1.webp) | ||
|
||
### I want to set up a hotkey for switching the idle animation. | ||
|
||
To do this, create a new blueprint (or open an existing one) and setup like below: | ||
|
||
![](pathname:///doc-img/en-assets-character-2.webp) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,9 @@ | ||
--- | ||
sidebar_position: 30 | ||
--- | ||
|
||
# Normalizing Model Bones | ||
|
||
:::info | ||
You can check if a FBX model has normalized bones by importing it into Unity and checking if the bone transforms have zero rotation. | ||
::: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,9 +1,8 @@ | ||
--- | ||
sidebar_position: 20 | ||
sidebar_position: 10 | ||
--- | ||
|
||
|
||
# Frequently Asked Questions | ||
# Optimizing Performance | ||
|
||
## Warudo's frame rate drops dramatically when running simultaneously with other 3D applications/games (e.g., Apex Legends). | ||
|
||
|
@@ -32,13 +31,3 @@ Increased GPU priority for Warudo can in turn result in decreased frame rates fo | |
:::info | ||
On an Intel i9-9900k + NVIDIA RTX 2080 Ti configuration, running Warudo at 1080p resolution (with a NiloToon-rendered model and a high-precision 3D [environment ](../assets/environment.md)as the background) and playing Elden Ring at high graphics settings, with OBS recording at 1080p, the frame rate stays stable at around 45 FPS. | ||
::: | ||
|
||
## I have selected a camera for motion capture, but my camera does not turn on / camera feed is black.  | ||
|
||
Some antivirus software may block programs that are not on their whitelist from accessing the camera. Please disable the camera protection function of your antivirus software, or add Warudo to the whitelist. | ||
|
||
Also note that Warudo currently does not support IP cameras (such as [DroidCam](https://play.google.com/store/apps/details?id=com.dev47apps.droidcam)). | ||
|
||
## I need other help! | ||
|
||
Please join our [Discord](https://discord.gg/Df8qYYBFhH), or contact [[email protected]](mailto:[email protected]). |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,53 @@ | ||
--- | ||
sidebar_position: 520 | ||
--- | ||
|
||
# Chingmu Avatar | ||
|
||
:::info | ||
This feature is only available in [Warudo Pro](../pro). | ||
::: | ||
|
||
Body tracking via [Chingmu Avatar](https://www.chingmu.com/software/downloaddetail_7.shtml). Requires access to a [Chingmu](https://chingmu.com) optical tracking system. | ||
|
||
In addition to character tracking, prop tracking is also supported. For example, you may want to track a chair or a handheld camera using your optical tracking system and stream the motion data to Warudo, animating a chair prop or camera in Warudo accordingly. | ||
|
||
## Setup | ||
|
||
### Character Tracking | ||
|
||
Open Chingmu Avatar and load the FBX file of your character, and characterize it. **The model must have normalized bones, i.e., all bones on the model should have zero rotation (0, 0, 0) when the model is in T-pose.** The model should also have identical bone hierarchy as the character model loaded in Warudo. | ||
|
||
:::info | ||
You can check if a FBX model has normalized bones by importing it into Unity and checking if the bone transforms have zero rotation. | ||
::: | ||
|
||
Make sure **VRPN Livestream** (启用Vrpn) is checked, along with **Rigidbodies** (刚体), **Bones** (骨骼), and **Motion Retargeting** (重定向). | ||
|
||
![](pathname:///doc-img/en-chingmu-1.png) | ||
|
||
If you have multiple characters in the scene, in Warudo, set **Chingmu Avatar Receiver → Object ID** to the index of the character that you would like to track. The index starts from 0. | ||
|
||
If you are running Chingmu Avatar on a different PC, you need to enter the IP address of the PC running Chingmu Avatar in Warudo's **Settings → Chingmu → VRPN Connection String**. | ||
|
||
### Prop Tracking | ||
|
||
In Warudo, create a new **Chingmu Avatar Rigidbody Receiver** asset and set **Rigidbody ID** to the ID of the rigidbody that you would like to track. Then, for **Target Asset**, select the Warudo prop/camera that you would like to control. | ||
|
||
:::tip | ||
If you would like to access prop tracking data in blueprints, you can use the **Get Chingmu Avatar Rigidbody Receiver Data** node. | ||
::: | ||
|
||
## Frequently Asked Questions | ||
|
||
Please refer to [Overview](overview#FAQ) and [Customizing Pose Tracking](pose-tracking#FAQ) for common questions. | ||
|
||
### My character is in extremely weird poses. | ||
|
||
First, make sure you have loaded the same model in Warudo and Chingmu Avatar. | ||
|
||
We also require the models to have normalized bones, i.e., all bones on the model should have zero rotation (0, 0, 0) when the model is in T-pose. Please refer to [this page](../misc/normalizing-model-bones) for more details. | ||
|
||
### My character is not moving. | ||
|
||
You can try click **Settings → Chingmu → Restart Chingmu Plugin**. If this does not work, try restarting Chingmu Avatar and/or Warudo. |
This file was deleted.
Oops, something went wrong.
Oops, something went wrong.