Overrides
- Name.
- The Builds line.
- Capture, in the Blendshapes section.
- The button of the first row, which names the shape and its mesh.
- Pinned value.
- The list of clips that already move the shape.
- The Scene preview row, greyed out.
- The Advanced fold.
When to use it
Section titled “When to use it”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.
Settings
Section titled “Settings”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.
The Builds line
Section titled “The Builds line”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.
Blendshapes
Section titled “Blendshapes”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.
Capture
Section titled “Capture”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.
The row's shape
Section titled “The row's shape”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.
Pinned value
Section titled “Pinned value”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.
Clips that move the shape
Section titled “Clips that move the shape”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.
Scene preview
Section titled “Scene preview”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.
Advanced
Section titled “Advanced”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.
Platform
Section titled “Platform”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.
What AvatarDoc builds
Section titled “What AvatarDoc builds”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.
Messages
Section titled “Messages”- The override holds the shape in some animations: the count of animations it changed.
- The override found no animation that moves the shape.
- Two overrides hold the same shape at different values: the one that comes later in the tree wins.
- The override's renderer no longer exists at build time.
- A control and an override write the same shape.
- A clip of VRChat's own is left alone.
- The override has no targets.
- A row points at a shape or an object that is gone.
Related
Section titled “Related”- Hold a blend shape in every animation
- Blend shape rows describes the rows of a toggle, which work differently.
- Hold the rest of a face
Docs for AvatarDoc 0.7.1