Hold a blend shape in every animation
When to use this
Section titled “When to use this”Use an override when a shape must never move, whatever the animations do. For example, the face tracking animations of your avatar move a tongue shape that your model does not have a good tongue for. An override holds that shape at one value in every animation that moves it. It adds no button to the menu and costs no synced bits.
To hold the other shapes of a face only while a toggle is on, see Hold the rest of a face. To change a shape from the menu, see Add a slider.
This needs Advanced mode, the default.
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In the Hierarchy, select the object that holds your AvatarDoc component.
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In the inspector's toolbar, press + More, then + Override. On a wide inspector, it sits on the toolbar itself.
You should now see an override named New Override, selected under Overrides in the tree.
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In the override's panel, type a name into Name, such as No tongue, and press Enter.
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In the Blendshapes section, press + Add.
You should now see a list of your avatar's blend shapes, with a search field.
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Type part of the shape's name, such as
Tongue, and pick the shape.You should now see a row for the shape, with Pinned value at 0.
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Set Pinned value to the weight the shape should keep. 0 switches the shape off.
In the picture, 1 is the shape the override holds, 2 is Pinned value, and 3 is the list of the clips that move the shape.
One override can hold several shapes: add a row for each. If you set the weights in the scene first, press Capture in the section and pick the mesh. AvatarDoc adds a row for every shape of that mesh that is higher than 0, at its weight in the scene.
The list under the rows names the clips of your avatar's own animators that move the shape. Click a name to find the clip in the Project window. The list cannot show animations that VRCFury or Modular Avatar add when you upload, but the override still reaches them. When nothing on the avatar moves the shape yet, the panel says so.
What AvatarDoc does at upload
Section titled “What AvatarDoc does at upload”AvatarDoc changes the copy of the avatar that it uploads, never your animation files. In every animation that moves the shape, the shape stays at Pinned value. AvatarDoc does this once after Modular Avatar and once more after VRCFury, so it also reaches the animations those tools add. When no animation moves the shape, AvatarDoc only sets the mesh to that value.
An override wins over every toggle or trigger that changes the same shape, wherever that entry is in the menu.
Check it worked
Section titled “Check it worked”- In the Scene view, the shape shows at its held value while NDMF's previews are on. An override is always part of the preview, so its Scene preview row is greyed out.
- In Play mode with Gesture Manager, make the gesture or turn on the toggle that used to move the shape. The shape stays still. See Your first toggle for Play mode.
If it does not work
Section titled “If it does not work”- After Play mode or an upload, a warning says the override found no animation that moves the shape: nothing moves the shape, or the row points at a shape on the wrong mesh. Check the row's mesh, or remove the override if setting the mesh is all you wanted. See the message.
- A warning says two overrides hold the same shape at different values: the one later in the tree wins. Remove one of them, or give both the same value. See the message.
- The shape should move some of the time: an override holds it all the time. Use a toggle with a Blendshapes row, or a rule from Hold the rest of a face, instead.
Related
Section titled “Related”- Overrides describes every setting of the panel.
- What happens when you upload explains when each tool runs.
Docs for AvatarDoc 0.7.1