This how to series you have has been very helpful to me as someone new to 3d modeling as I’m STRUGGLING to get it all in warudo properly after making it. I’m going to have to refer to you as sensei now with how much you’ve taught/helped me. So thank you sensei! 🙇🏻♂️
So I'm trying to do this and followed the tutorial to the letter....when I go to setup the trigger in warudo blueprint it doesn't seem to read the animation as a thing at all...like the blueprint will trigger itself but, it won't trigger the ear animation....idk what I'm doing wrong
@@Zetsuboiki As of recent, Warudo released official nodes for the animator controls. Try using those instead and make sure that you tested the parameter in Unity to confirm it works, make sure the model exports with the Animator Controller and that the node corresponds to the parameter you made.
Hey! Nice video, thank you so much for making these tutorials! I have a question tho, following these examples, the animations cant seem to share an expression! For example, if i use animation 1 to triger on expresion 1, I cant use Animation 1 to also trigger in animation 2, know any fix for this?
@@zordykeaboo You can just reuse the same anim for all the emotes that needs it. Ex. Fun and Joy share the wing flapping anim. If it's like Joy and Fun have wing flap for example but Joy adds a particle anim then you can copy and paste keyframes to still reuse for that specific toggle. Hope that make sense but you can do it as you learn the Unity animation workflow.
Go to the hierarchy, open the model via the small tiny arrow, and select all your meshes (Not the armature), look at "Skinned Mesh Renderer" and find the checkbox that says "Update When Offscreen", and that should fix the issue.
Kana!! I'm stuck on the very last step. Is there a "Is character expression active" but for blendshapes? I want the animation to trigger when the brows go down >.< TYSM!!!!
so what I take away from this is that if I want to make a non-humanoid animation I HAVE TO make the animation in unity I cant just import an fbx with an animation and export that to warudo format
You can use animations from Blender if they export properly via FBX but I prefer animating in Unity for Warudo to avoid certain issues from Blender -> Unity.
This how to series you have has been very helpful to me as someone new to 3d modeling as I’m STRUGGLING to get it all in warudo properly after making it.
I’m going to have to refer to you as sensei now with how much you’ve taught/helped me.
So thank you sensei! 🙇🏻♂️
THANK YOU! Keep up the amazing work!
So I'm trying to do this and followed the tutorial to the letter....when I go to setup the trigger in warudo blueprint it doesn't seem to read the animation as a thing at all...like the blueprint will trigger itself but, it won't trigger the ear animation....idk what I'm doing wrong
@@Zetsuboiki As of recent, Warudo released official nodes for the animator controls. Try using those instead and make sure that you tested the parameter in Unity to confirm it works, make sure the model exports with the Animator Controller and that the node corresponds to the parameter you made.
Hey! Nice video, thank you so much for making these tutorials!
I have a question tho, following these examples, the animations cant seem to share an expression!
For example, if i use animation 1 to triger on expresion 1, I cant use Animation 1 to also trigger in animation 2, know any fix for this?
@@zordykeaboo You can just reuse the same anim for all the emotes that needs it. Ex. Fun and Joy share the wing flapping anim. If it's like Joy and Fun have wing flap for example but Joy adds a particle anim then you can copy and paste keyframes to still reuse for that specific toggle. Hope that make sense but you can do it as you learn the Unity animation workflow.
How did you get Unity to stop making things on your model disappear when you got close?
Go to the hierarchy, open the model via the small tiny arrow, and select all your meshes (Not the armature), look at "Skinned Mesh Renderer" and find the checkbox that says "Update When Offscreen", and that should fix the issue.
Kana!! I'm stuck on the very last step. Is there a "Is character expression active" but for blendshapes? I want the animation to trigger when the brows go down >.< TYSM!!!!
I recommend referencing this: docs.warudo.app/docs/blueprints/tutorials/balloon
@@Kana_Fuyuko TYSM!!!
HI. What if I want to creat a Humanoid Animation? I want to make a pose toggle
@@vuankhanhbeo You make a pose animation in Blender, export as FBX, this tutorial explains: ua-cam.com/video/5771KHRb6g4/v-deo.html
so what I take away from this is that if I want to make a non-humanoid animation I HAVE TO make the animation in unity I cant just import an fbx with an animation and export that to warudo format
You can use animations from Blender if they export properly via FBX but I prefer animating in Unity for Warudo to avoid certain issues from Blender -> Unity.