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Overrides

A No tongue override: 1 Name, 2 the Builds line, 3 Capture, 4 its shape, 5 Pinned value, 6 the clips, 7 the preview row, 8 the Advanced fold.12345678
  1. Name.
  2. The Builds line.
  3. Capture, in the Blendshapes section.
  4. The button of the first row, which names the shape and its mesh.
  5. Pinned value.
  6. The list of clips that already move the shape.
  7. The Scene preview row, greyed out.
  8. The Advanced fold.

An override holds a blend shape at one value in every animation that moves it, all the time. It adds no button to the menu and costs no synced bits. Use it for a shape that must never move: for example, a tongue shape that your avatar's face tracking animations move, on a model with no good tongue.

  • To change a shape from the menu, use a toggle or a radial with a Blendshapes section.
  • To hold a shape only while a toggle is on, give the toggle a Blendshapes row. See Blend shape rows.

To add an override, press + Override in the toolbar. It needs Advanced mode, and on a narrow inspector it sits under + More. Overrides sit in the Overrides group of the tree, after Triggers. The group's row says how many rules there are.

The settings in the order the panel shows them.

Shown in: Simple and Advanced · Default: New Override · Choices: any text

The name of the rule. It shows in the tree and in the messages about the rule. An override has no menu button, so the name has no style row.

Shown in: Simple and Advanced

The line under the name says what the entry adds to the avatar. For an override it counts the clips the override rewrites, such as Builds: rewrites 2 clips, or Builds: rewrites 1 clip. These are the clips that the list under the rows names as Animated in 2 clips, so it has the same limit: it reads the avatar's own controllers and cannot see animations that Modular Avatar or VRCFury add at upload. When no clip uses the shape, it reads Builds nothing yet: no animation on this avatar uses this shape. With no row at all, it asks for a target. An override adds no menu control, no synced bit and no layer, so there is nothing else to count.

Shown in: Simple and Advanced · Default: no rows · Choices: any blend shape of a mesh on the avatar

The list of shapes the override holds. An override uses only its blend shape rows. Rows for other kinds of effects are never part of an override.

Shown in: Simple and Advanced

Opens the list of blend shapes of the avatar, with a search field. Picking one adds a row. A new row starts with Pinned value at 0, so the shape is switched off.

Shown in: Simple and Advanced

Opens the list of meshes. Picking one adds a row for every shape of that mesh that is higher than 0 in the scene right now, at that weight. Set the weights in the Skinned Mesh Renderer first. When every shape of the mesh is at 0, the panel says so and adds nothing.

Shown in: Simple and Advanced · Default: none · Choices: any blend shape of the avatar

The button names the shape and its mesh. Press it to pick another shape. The × at the end of the row removes the row. A chip beside the shape says in how many clips of the avatar the shape moves already, for example 2 clips.

Shown in: Simple and Advanced · Default: 0 · Range: 0 to 100

The weight the override holds the shape at. 0 switches the shape off. Any other number holds it there. When two rows of one override name the same shape, the last row decides.

Shown in: Simple and Advanced

Under the rows, the panel reads Animated in 2 clips, or Animated in 1 clip, and names each clip. Click a name to find the clip in the Project window. The list reads only the controllers that the avatar's Avatar Descriptor points at before an upload. Animations that Modular Avatar or VRCFury add at upload do not show here, but the override still reaches them.

When nothing on the avatar moves the shape, the panel says Nothing on this avatar animates this shape yet. The value still applies to the mesh.

Shown in: Simple and Advanced · Default: Default · Choices: none, the choice is greyed out

The choice is greyed out, with the note Applied in the preview whenever it is on. An override is always part of the scene preview, so there is nothing to switch. See Scene preview.

Shown in: Advanced, and Simple once the fold shows · Default: closed · Choices: open, closed

The fold at the bottom of the panel. For an override it holds one setting.

Shown in: Advanced, and Simple once the fold shows · Default: Inherit · Choices: Inherit, Both, PC only, Quest only

Which build applies the override. A rule left out on a platform pins nothing there. See Platform on the toggle page.

An override changes the avatar that is uploaded, never your animation files. It runs twice: once right after Modular Avatar, and once more at the end of the build, after the other tools. In each pass, every animation of the FX layers that moves the shape gets a flat curve at the pinned value. The second pass reaches animations that other tools add in between. It leaves a layer alone that a tool adds after both passes.

The override also sets the shape on the uploaded avatar's mesh to its value. When no animation moves the shape, that is all it does, and a warning says so.

An override wins over every toggle and trigger that changes the same shape, whatever their order in the menu. The Builds line counts the clips that are rewritten. An override adds no menu control, no parameter and no layer.

Docs for AvatarDoc 0.7.1