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Update notes via Steam Community
  • Body Rotation: Natural body rotation is now built into all face trackers! By default, Warudo uses "Inverted" body rotation which is similar to Live2D models; you can also set body rotation type to "Normal", which rotates your body proportional to your head rotation.
    • If you would like to disable this, simply go to your face tracker and set "Body Rotation Type" to None.

  • Secondary Pose Tracking: You can now set up MediaPipe/Leap Motion/StretchSense as secondary pose tracking in the onboarding assistant! This allows you to easily combine full-body tracking with finger tracking.
  • BlendShape Sensitivity: You can now adjust global blendshape sensitivity in all face trackers.
  • Fix Window Size: You can now fix the window size in Menu -> Settings so that you don't accidentally drag the window borders during a stream!
  • Lip Sync: Added a volume threshold option so that lip sync is only triggered when you are talking; also no more delays / desynchronization!
  • iFacialMocap/MediaPipe now has proper "Is Tracked" status
  • Better error handling when loading a VRM 1.0 model
  • Blueprint related:
    • Added "Is Face Tracked" output to the Get MediaPipe Tracking Data node
    • Set Asset Transform / Position / Rotation nodes now have tweening support as well as a world/local option
    • All nodes with a "Transition Time" data input now have a "On Transition End" flow output

  • Issues fixed:
    • Lip sync requires constantly restarting the microphone
    • Interaction nodes (Throw Prop, Launch Liquid, etc.) does not use world position of source asset
    • Camera bounces when switching virtual camera in the director
    • VRM BlendShapeClip "Is Binary" flag is not read when importing VRM expressions
    • GIF stickers spawned from Spawn Sticker nodes do not loop

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