Wallpaper Engine

Wallpaper Engine

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Legoshi in a Café (Mobile)
   
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Type: Scene
Age Rating: Everyone
Genre: Animal
Resolution: Other resolution
Category: Wallpaper
File Size
Posted
Updated
17.843 MB
Jun 13, 2023 @ 12:20am
Jan 14, 2024 @ 1:05pm
12 Change Notes ( view )

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Legoshi in a Café (Mobile)

Description
Found this picture on Pinterest and saved it. Legoshi/Legosi from Beastars. Now I cannot find it anymore... It didn't come in a wider resolution, therefore it's only for phones.

Well, my first time trying to use Puppet Warp. I think messed up. I don't know what the f I am doing. I had to watch so many tutorials... But this is the end product and I want to jump off a cliff.

Motivation? I love dogs. Period.

Update: Added "better" blinking animation.

Update 2 (21/04/2025): I have come to unfortunate realisation that the image I had found is actually AI generated. I'm sorry for not realising earlier.
7 Comments
翹家人阿樂 Apr 21 @ 6:30am 
It's a great wallpaper for mobile phones. It would be even better if there were haru's
Samsy  [author] Aug 3, 2023 @ 10:55am 
I'm glad to hear to hear that WE is getting new features and what you described was exactly what I was thinking of.
Biohazard  [developer] Aug 3, 2023 @ 9:06am 
Also regarding blinking animations, we're adding support for vertex based animations/blend shapes either in the next update or the one following that. That's what pretty much every game engine uses for facial expressions including blinking.

It will also have a certain learning curve since you need to get a feel of where to place vertices to make expressions look good, so we'll definitely try to provide guidelines for this in a tutorial from the start, but we'll need to collect some feedback and iterate on the feature once its released.
Biohazard  [developer] Aug 3, 2023 @ 8:58am 
Thanks for the insight, we could add a visualization for depth to the weight editor where the order of bones can be adjusted, I can think of a few approaches here that would be worth trying.

We could also add the bone depth controls to the animation editor so ordering issues could be fixed as they are discovered. This won't be straight forward to implement but I think it should be possible. We'll also have to make sure that it doesn't give the false impression that the order can be changed between different animations.

Regarding your second issue, does this also occur if you place the new bone into a sensible position using the reference pose menu? When a new bone is added after you already created animations, the intention would be that the bone should revert to the reference post in those animations (assuming a reference pose was set). If this isn't working correctly right now, we'll look into fixing that.
Samsy  [author] Aug 3, 2023 @ 2:31am 
What I also forgot to say was:
If I try to add another limb/asset to the skeleton, I have to go to every existing animation and reset the bone of the new limb.
Samsy  [author] Aug 3, 2023 @ 2:24am 
Hello, thanks for reaching out to me.

I am slowly understanding how to use Puppet Warp. To keep it short, creating the subject and adding the skeleton is already as understandable as it is.

What annoys me sometimes during animation is when the one or other weight depth’s value is incorrect making a limb appear in front of others. Maybe a visual cue to show from bottom to top, in which order the limbs are layered, would help.

When it comes to animation, I found it difficult to get the motion and timing right. Sure, this is something that one must train. So, most of the time, it’s never Wallpaper Engine’s fault when someone doesn’t work as intended.

(Completely unrelated: Just wanted to add that blinking animations are hard)

All in all, I think Wallpaper Engine is already beginner friendly enough. It only takes a bit of exercise to get accustomed to.
Biohazard  [developer] Aug 1, 2023 @ 11:07am 
Hi, I'm curious if you would be able to describe which parts of puppet warping are the most difficult to understand right now? Like, the process of having to split the image first, adding the bones or something for the animation itself?

I think all of your puppet warp animations look good. It's definitely a more advanced feature and we would not be able to compete with triple A software from Adobe or such, but having some specific insight about which steps are the most difficult might help us to find ways to make it a bit easier all in all.