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Merge pull request #58 from unsolublesugar/fix/broken-link-vrm-blends…
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Fix: Broken link for VRM BlendShapeClips
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TigerHix authored Jul 30, 2024
2 parents e14f2e7 + 15e1116 commit 60e9454
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2 changes: 1 addition & 1 deletion docs/assets/character.md
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## Expressions {#expressions}

Expressions are a way to control the character's facial expressions on top of your face tracking. The character asset supports both VRM expressions (also known as [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html)) and custom expressions.
Expressions are a way to control the character's facial expressions on top of your face tracking. The character asset supports both VRM expressions (also known as [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/)) and custom expressions.

During onboarding, Warudo will automatically import all of the VRM expressions in your character, and generate a blueprint to add hotkeys for them. You can also import VRM expressions manually by clicking **Import VRM Expressions**, and generate a blueprint for key binding by clicking **Generate Key Binding Blueprint**.

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## 표현 {#expressions}

표현은 얼굴 추적 외에도 캐릭터의 얼굴 표정을 제어하는 방법이에요. 캐릭터 asset은 VRM 표현 ([VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html)로도 알려져 있음)과 사용자 정의 표현 모두를 지원해요.
표현은 얼굴 추적 외에도 캐릭터의 얼굴 표정을 제어하는 방법이에요. 캐릭터 asset은 VRM 표현 ([VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/)로도 알려져 있음)과 사용자 정의 표현 모두를 지원해요.

온보딩 중에 Warudo는 캐릭터의 모든 VRM 표현을 자동으로 가져오고, 해당 표현에 단축키를 추가하는 blueprint를 생성해요. 또한, **Import VRM Expressions**를 클릭하여 VRM 표현을 수동으로 가져오고, **Generate Key Binding Blueprint**를 클릭하여 키 바인딩을 위한 blueprint를 생성할 수도 있어요.

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## 表情 {#expressions}

「表情」可以在面部捕捉的基础上进一步控制角色的面部表情。角色资源支持 VRM 表情(又名 [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html))以及自定义表情。
「表情」可以在面部捕捉的基础上进一步控制角色的面部表情。角色资源支持 VRM 表情(又名 [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/))以及自定义表情。

Expressions are a way to control the character's facial expressions on top of your face tracking. The character asset supports both VRM expressions (also known as [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html)) and custom expressions.
Expressions are a way to control the character's facial expressions on top of your face tracking. The character asset supports both VRM expressions (also known as [VRM BlendShapeClips](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/)) and custom expressions.

在新手向导中,Warudo 会自动导入角色的所有 VRM 表情,并生成对应热键的蓝图。你也可以点击**导入 VRM 表情****生成按键绑定蓝图**这两个按钮来手动完成对应的操作。

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# 表情

* 导入 VRM 表情:如果模型是 VRM 格式,导入模型内置的所有 VRM [BlendShapeClip ](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html)作为表情。
* 导入 VRM 表情:如果模型是 VRM 格式,导入模型内置的所有 VRM [BlendShapeClip ](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/)作为表情。
* 生成按键绑定蓝图:根据当前配置好的表情,生成按键绑定蓝图。

:::info
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* 最小值:当此表情为激活状态时,受约束 BlendShape 的值不能小于此值。
* 最大值:当此表情为激活状态时,受约束 BlendShape 的值不能大于此值。
* 目标材质属性:
* 目前该选项仅为兼容 VRM BlendShapeClip 的 [MaterialValueBinding](https://vrm.dev/en/univrm/blendshape/univrm\_blendshape.html#id3)(用来修改模型某材质的属性,比如将衣服材质变透明实现换衣效果)。
* 目前该选项仅为兼容 VRM BlendShapeClip 的 [MaterialValueBinding](https://vrm.dev/en/univrm/blendshape/univrm_blendshape/#id3)(用来修改模型某材质的属性,比如将衣服材质变透明实现换衣效果)。
* 默认 BlendShape 列表:模型默认设置的 BlendShape(除非被动捕数据覆盖)。
* 列表元素:
* 目标蒙皮网格:BlendShape 位于的蒙皮网格(Skinned Mesh)。
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