Developer postOriginal post (opens in a new tab)

0.12.16 Update

Pushed a new update 0.12.16 on the beta channel.
Note:

  • These updates are from January 15, 2024 to March 6, 2025.
  • This is an integration notification on the Steam platform.
  • These updates were previously notified on Discord; in the future, updates will be notified synchronously on Discord and Steam.

Please note this is a beta release. You can enroll in the beta by right-clicking Warudo in Steam, select "Properties -> Betas -> Beta Participation -> beta" to switch to the beta branch.

For All Warudo users:

  • Live2D Pendulum Physics: Ear & eye wiggle when blinking, arm sway when leaning... adding Live2D-style physics to your model without touching blueprints at all!
  • This new feature is now available in all face trackers. You can use your head position, rotation and face expressions to drive the pendulum physics of any character bones & blendshapes!
  • By default, arm & finger sway already included!
  • Y axis is now also inverted for the "Inverted" body rotation type in face trackers
  • Triggering conditions now support reading face tracking data instead of relying on character's current blendshapes
  • ARKit-driven VRM models now don't open their mouth all the time (needs to set up the model again)
  • Body leaning: Forward leaning is now included in the default pendulum physics profile. You can also import it into your existing setup very easily! Check out the image below.
  • New anti-aliasing options: FXAA and SMAA (Low, Medium, High), along with the original MSAA (2x, 4x, 8x).
  • The default is now set to FXAA which should substantially improve Warudo's performance on mid/low-end PCs
  • If you would like to have the most crisp image, use SMAA High or MSAA 8x
  • Better body rotation when using Leap Motion / MediaPipe hand tracking: the hands don't bounce around anymore when the model body is rotated
  • Pendulum physics can now also control position and scale besides rotation!
  • Pendulum physics inputs can now be clamped to a range
  • Pendulum physics profiles can now be partially imported and appended to your existing entries
  • Added "Is Binary" option to Target BlendShapes/Material Properties of a character's expression
  • WebSocket nodes can now listen to all network interfaces instead of just localhost
  • Added automatic setup script to add Warudo to firewall exclusions & remove virtual cameras when uninstalled
  • VR TRACKING! Warudo can now receive data from SteamVR and track your character using your HMD, controllers & trackers.
  • To set up, simply select "SteamVR" for pose tracking during the onboarding process. Then, go to the tracker asset and click "Setup / Calibrate" to assign trackers and calibrate.
  • Currently Warudo supports up to 6 trackers, but we are looking to support 11-point tracking (+Elbows/Knees/Chest) in the future!
  • You can also track a prop's position & rotation using a VR tracker by using the SteamVR Prop Tracker asset, or Get SteamVR Device Data node if you are a blueprint person!
  • Magica Cloth 2 support
  • Improved VR tracking calibration
  • Previously, tracker offsets were buggy if calibration space is rotated
  • Calibration now adjusts all tracker position/rotation offsets instead of only the hip's
  • Playground code can now load Warudo mods without crashing
  • Fixed Twitch integration not working for some users
  • MMD animations! The MMD player is now revamped and available to all users. Simply create a "MMD Player" asset to get started! Both character & camera VMD files are supported, and you can also synchronize it with music.
  • Your face tracking still works when playing an MMD animation!
  • For Pro users: You no longer need to use a blueprint to animate the character! By default, the MMD Player asset will override the character's body tracking.
  • VRM 1.0 support! Long-awaited compatibility with VRM 1.0 models, including correctly identifying VRM 1.0 expressions and blendshape names, as well as transform constraints.
  • We don't have many VRM 1.0 models to test on, so please let us know if you experience issues with your models.
  • Controller inputs! We added nodes that allow you to detect controller inputs easily. With a little bit of blueprint magic, you can use your controller to switch expressions, move around your props, and more!
  • Up to 4 controllers supported! (If you need more, let me know, but... why?)
  • Controller inputs are now detected even when Warudo is in background!
  • Expression profiles (finally)! You can now import/export the character expression list. This allows you to carry over character expression settings across scenes much easier!
  • When importing VRM expressions, you are now asked whether to replace the existing expressions (if any)
  • You can now batch edit the enter/exit duration/ease/delay of all target blendshapes/material properties. Huge time saver!
  • The Character Exit All Expressions node no longer glitches out your face if you keep invoking it
  • Settings -> Controller stuff is now moved to Camera -> Controller, since the original settings only affect the camera anyway.
  • New Asset Equal and Get Asset Name nodes that can hopefully simplify some of your blueprints!
  • For technical folks: Playground now supports the new Unity Input System (Unity.InputSystem namespace).
  • Added Asset/blueprint ordering & grouping and in-app help
  • Group and reorder: You can now sort assets & blueprints and group them together! Ever managed channels on a Discord server? Yeah... the controls are pretty much like that.
  • Built-in documentation: Not sure what an asset setting means? Click the Help button to view the documentation for the current asset!
  • Added shadow resolution & projection settings in Menu -> Settings
  • Added "Set Direction From Main Camera" button to the light assets
  • Character shadows are now enabled by default in new scenes. You can also manually enable Directional Light -> Shadows. A few tweaks to make shadows look better:
  • Shadow projection is now by default "Close Fit"
  • Shadow bias is now by default 0.005
  • When selected transparent background during the onboarding process, a dark color would be used for ambient lighting instead of skybox
  • Better motion recorder & player! The upgraded Warudo Animation (.wanim) format allows you to record the motion of multiple character & props and play back later. Perfect for creating music videos!
  • You can even combine different .wanim files! For example, you can record & play motion from one file & face expression from another and adjust their relative delays.
  • Exporting assets to files & import them! Don't know why this one took us so long. You can click on the "..." menu and find the new "Export Asset To File" options!
  • VR finger tracking! You hear that right, you can now track your fingers with Warudo's SteamVR tracking! Both controller-tracked and VR glove-tracked fingers would work!
  • All VR trackers are now visualized during the setup/calibration process
  • If a tracker has lost connection, Warudo now stops its tracking data from applying on your character to avoid weird poses
  • Updated MagicaCloth2 to latest 2.11.0
  • Slight adjustments to editor UI
  • Fixed the following bugs:
  • Major: SteamVR tracker offsets were not correctly applied upon scene restart. If you were using VR tracking in Warudo and didn't know why the tracking broke every time you restart Warudo, this issue should be fixed now!
  • StreamDeck integration not working after scene restart
  • Motion recorder records with incomplete data
  • Motion player plays back at incorrect speed
  • Lattices! You can now deform your characters and props with the new Lattice Deformer asset.
  • Also comes with a few lattice manipulation nodes so you can use it for your redeems!
  • You can now undo (Ctrl+Z) and redo (Ctrl+Y) when using the transform gizmo. Also works when editing lattices!
  • Updated Unity version to 2021.3.44f1. Please let us know if anything is broken! (You can still use the existing SDK project for creating mods.)
  • New animation pack "KAWAII ANIMATIONS"!
  • Enjoy 330+ new cute animations for your character! (*) Do note that many of these animations are meant to be used as one-shot animations in blueprints - only those that are named "looping" or "idle" are suitable as idle animations.
  • You can now trim recorded .wanim files in Motion Player
  • Added stream integration for Douyin
  • Fixed String Slice node not working properly
  • New "Skin Weights" option in settings, allowing you to set the maximum # of bones per vertex during skinning. Set this to "Unlimited" to improve rendering fidelity for complex characters with many bones.
  • Duplicated assets/blueprints now inherit the original group
  • Duplicated assets now have proper numbering
  • Assets and function names are now sorted alphabetically in dropdowns (autocomplete lists)
  • Due to (extremely) popular demand, we now have built-in animator controller nodes!
  • The new nodes are "Set Animator Controller Integer", "Set Animator Controller Float", "Set Animator Controller Bool", "Toggle Animator Controller Bool" and "Set Animator Controller Trigger".
  • These nodes allow you to control Unity's animation parameters. For more information, see https://docs.unity3d.com/Manual/AnimationParameters.html
  • You can now load Unity character animation files (.anim) directly without creating character animation mods!
  • This means you can pose your character in VRM Posing Desktop, export the .anim file, and then use that pose as your character's idle animation in Warudo!
  • You can now export Unity animation (.anim) files using the Motion Player!
  • With this, you can record your mocap data with Warudo and use them in Unity.
  • You can record and export multiple characters/props!
  • Limitation: IK goals are currently not working. We're working on this. (Unless you want to retarget the animation to a different character in Unity, this won't affect you!)
  • Warudo can now play .anim files with blendshape and transform animations!
  • Added collapsible headers and the "Favorites" category to the node palette.
  • Improved editor performance. Opening blueprints should be much faster now, and you should see much fewer loading screens!
  • New nodes: "Toggle Assets In Group Enabled" and "Toggle Blueprints In Group Enabled" that allow you to, well, toggle all assets/blueprints in a group!
  • New node: Convert Boolean To Toggle Action
  • Discover tab now shows total count for each category
  • Preview gallery search bar now supports "-X" to exclude results that contain "X". Keywords can also now be quoted (e.g., "hello world") to match phrases
  • .anim files can now be properly toggled off when using the "Play Character Idle Animation" node
  • "Toggle Asset Enabled" and "Toggle Blueprint Enabled" now support multiple assets/blueprints.
  • "Toggle Assets Enabled" and "Toggle Blueprints Enabled" are now their own nodes instead of merging with the "Toggle Asset Enabled" and "Toggle Blueprint Enabled" nodes which break compatibility.
  • Material properties can now be selected from dropdowns instead of manual input
  • New material property nodes: Get/Set Character/Prop Material Property
  • You can now override textures on characters/props!
  • To override a texture, use either "Default Material Properties" in the character/prop asset or the Set Character/Prop Material Property node
  • Just select a texture property such as _MainTex and you will be able to select an image in the Images folder as override texture!
  • New music player node: Jump Music To Time
  • New list map/reduce nodes for your blueprint wizards
  • Lip sync now supports reading fromthe system audio output
  • Lip sync now supports reading from only the left or right channel
  • BREAKING CHANGE! There is a chance that you will need to re-select the microphone device on the Generate Lip Sync Animation node. If your lip sync stops working, please go to Character -> Motion Capture -> Lip Sync Settings and re-select the microphone.
  • Miscellaneous performance optimizations
  • Added support for Hap and NotchLC codecs for video playback on screen assets
  • For most, this means you can play videos with transparency now as long as you encode your video file using the Hap Alpha codec!
  • For power users: New Get/Set Asset GameObject Property and Invoke Asset GameObject Function nodes.
  • These nodes enable to you control the custom Unity scripts (MonoBehaviours) on your character/prop/environment/etc. mods directly!
  • Get/Set Asset GameObject Property nodes allow you to access C# fields and properties of any GameObject component
  • Invoke Asset GameObject Function node allows you to invoke compatible C# methods on a GameObject component
  • For a method to be compatible, it must be either parameterless or every parameter is of serializable type (int, string, Vector3, Color, etc.)
  • Toggle Asset GameObject node now supports toggling scene GameObjects from the environment asset

For Warudo Pro users:

  • Added experimental DLSS support in settings.
  • You can now enable "Receive URP Shadow Maps" in Plugins -> NiloToon to make your NiloToon characters receive URP shadow maps
  • BREAKING: Director switcher now has global "Do Not Restart Camera Animation On Live" option default to "No"
  • Volumetric Light Beam now uses SRP batcher mode to have better performance. If you have issues with volumetric light assets or custom VLB components in environments after this update, let us know!
  • Fixed NiloToon character meshes disappearing due to perspective removal when they are near screen bounds. To ensure your meshes can be properly rendered, use larger bounds for your meshes.
  • Updated optional URP environment mod component PIDI (https://assetstore.unity.com/packages/tools/particles-effects/pidi-planar-reflections-5-urp-edition-257485) to the latest version. Note that PIDI 4 will no longer work! You will need to rebuild your environments for PIDI 5 for your planar reflections to work again.
  • Updated NiloToon to 0.16.12.

General Fixes:

  • Fixed character randomly disappearing when collided with a prop the first time
  • Fixed Warudo Editor does not exit when the main window is exited
  • Fixed MMD toe IK not working properly
  • Improved MMD playback performance
  • Magica Cloth 2 physics can now be reset using Character -> Reset Magica Cloth
  • Feet colliders on character ragdoll are now by default off
  • Fixed lattices resetting when mesh blendshape changes.
  • Fixed screen asset unable to display OBS spout output
  • Fixed some particles that have incorrect alpha blending when used with transparent output
  • Fixed character animations randomly glitch out
  • Fixed mouse position stops updating when mouse down
  • Function nodes can now correctly use assets, asset arrays, structured data, and structured data arrays as input
  • Fixed "Get Asset Position/Rotation/Scale" returns incorrect results if asset is disabled
  • Fixed structured data arrays reordering glitches out
  • Fixed function nodes not being pasted correctly
  • Fixed various issues with overlapping animations
  • Fixed various issues with the motion recorder/player
  • Fixed active flows not showing up in the editor
  • Fixed Set Asset Property node breaking asset watchers and functionalities
  • Fixed motion player not playing StretchSense finger motions correctly
  • Fixed "Create Temporary IK Anchor" in character body IK not working
  • Fixed Watch Data Change node always triggers for string data
  • Added option to not export blendshapes when converting .wanim to .anim
  • Fixed preview gallery unable to search with capitalized letters
  • Fixed pendulum physics showing visualization while disabled
  • Fixed play music node always plays from beginning if a source is selected
  • All resource source nodes now return empty string instead of null when no source is selected
  • Fixed Set Asset Property node not working if the target value is null