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FAQ ​

Click a question to open its answer. Sorted by how often each question comes up.

🔝 Most common ​

What is Bake Mode? How is it different from Auto Fix (Recommended)?

Auto Fix (Recommended) uses your edited BlendShape values to fix the eye BlendShapes.
Bake Mode bakes your edited expression into the mesh as its shape at value 0, then applies the fix.
It may reduce breakage caused by conflicts with expression animations.

See How to Choose a Fix Mode to choose a mode for your setup.

The mouth or other parts move unexpectedly after switching to Bake Mode

Mouth BlendShapes or other non-eye shapes may be included in the bake targets.
Select the Avatar Blink Fix object and try setting [Bake Range] to [Eyes Only].
Changing the range resets manual selections to the automatic setup. Shapes using values outside 0–100 remain included.

To exclude individual shapes, press [Stop preview], then open [Advanced Settings] → [BlendShapes to Bake].
Uncheck the orange items you do not want baked.
Leave cyan items selected.

Press [Preview the baked result] to check your changes.
See Adjusting bake targets for the steps.

My usual expressions look wrong after switching to Bake Mode

An expression animation may be applying another non-zero value to a BlendShape that was already used for the baked expression.
Applying another value to the same BlendShape can make the expression look too strong or distort its shape.

Open the expression animation and temporarily remove the entries that overlap with the baked expression, then check the result.
Do not remove every animated item at once. Check only the overlapping items one at a time, and leave BlendShapes that still need to move, such as blinking, in place.

If the cause is still unclear

  1. Stop Unity Play Mode and any expression preview in your expression-editing tool
  2. Select [Avatar Blink Fix (Bake)] in the Hierarchy
  3. Press [Stop preview] in the Inspector. If the preview is already stopped, leave it as is
  4. At the bottom, press [Output support information] → [Copy support information]
  5. Paste the copied text into a message on the Avatar Blink Fix page on BOOTH

If the information is split into multiple parts, copy and send every part in order.
Do not change the settings or press [Reload Expression] while collecting this information.

I ran the fix but the avatar in my scene looks the same

Auto Fix normally turns the preview on automatically, so the fixed face shows right away. If not, check these:

  • Is the Inspector button showing "Preview the fix" (= preview OFF)? Press it to turn the preview on
  • NDMF's preview can stall. Restarting Unity often recovers it
Expression backups

Avatar Blink Fix saves backups of your expression's BlendShape values when applying fixes and during related operations.
If your expression edits have been lost, a backup from before the problem may let you restore those values.

Restoring from a backup

Do not immediately press [Reload Expression] when your expression looks wrong. Check the backups first.
Before starting, keep a copy of your current avatar and the Data folder listed below.

  1. Stop Unity Play Mode and any preview in your expression-editing tool.
  2. Press [Stop preview] in Avatar Blink Fix to return to the original mesh. If the preview is already stopped, leave it as is.
  3. Open the window from Unity's [Tools] → [Avatar Blink Fix] menu and assign the avatar you want to restore.
  4. Expand [Restore BlendShape Weights from Backup] at the bottom of the window.
  5. Under [Backup], select a backup for the same avatar, dated before the problem. Backups for other avatars also appear, so check both the name and date.
  6. Press [Restore from Selected Backup], then [Restore] in the confirmation dialog.

Check the face and its BlendShape values after restoring.
Only after confirming that the intended expression is back should you use [Reload Expression] or adjust the fix settings as needed.

Backup location

In Unity's Project window, open:

Assets/LEMONERU/Avatar Blink Fix/Data/AvatarName/

Backups are named ABF_Backup_timestamp.json. You do not need to edit these files directly.
This operation restores expression values. It does not automatically restore fix settings such as bake targets.

If you cannot find a backup or restore the expression

The restore section is hidden when no target avatar is assigned or no backups are available.
Without a backup from before the problem, this method may not recover your expression. Keep the Data folder and contact us through BOOTH messages.

About the 3.0.13 update

Version 3.0.13 fixes an issue where edited values could be lost after stopping the Bake Mode preview, entering Unity Play Mode, and leaving it.
Updating does not restore values that were already lost. If this happened to you, check your backups using the steps above.

If [Reload Expression] asks you to confirm that all values are 0, cancel and check your backups first unless you intentionally set them to 0.

I stopped the preview and the face went back to how it was

Stopping the preview shows the face without the blinking and other fixes.
Auto Fix and Auto Fix (Bake Mode) still apply their fixes at upload (build) time, even when the preview is stopped.

Losing your edited expression values, however, is not normal behavior.
If your expression edits themselves have been lost, see Expression backups.

Want to see it in the scene again? Press "Preview the fix" in the Inspector.

I already fixed, but want to redo my expression edits

Press "Stop preview" first, then edit. While previewing, the displayed mesh is swapped for the fixed one, and editing in that state can give unintended results.

  1. Press "Stop preview" in the Inspector
  2. Redo your expression edits
  3. Press "Reload Expression" (re-records the edited state)

Deleting the "Avatar Blink Fix (NDMF)" object and right-clicking → Auto Fix again works too.

When creating or editing expression animation clips in an expression tool, keep the object and work with the preview ON instead.

"No eye deformation found" / the lists show no BlendShapes

The cause: the face mesh's BlendShape values haven't been changed.

This tool repairs expression edits made by changing BlendShape values. If your expression tool only created animation clips, the mesh values are unchanged — so the tool decides there's nothing to fix.

After editing BlendShape values, press "Reload Expression" (or re-detect, in the window).

I can't check a BlendShape that my expression edits use

By design. Fixing a BlendShape your expression is using would change the very expression you made.

  • In 3.0, Auto Fix (Bake Mode) can help here: it bakes the expression into the mesh before fixing, so the expression can survive the fix
  • The classic workaround: use split left/right BlendShapes (BlinkL / BlinkR etc.) at equal values in the expression, and set the original back to 0
Blinking looks broken in-game / eyes don't close

Check in this order:

  1. Conflict with expression animations — if the Inspector shows the yellow notice, and it breaks only while playing expressions, press "Switch to Bake mode" (→ Auto Fix (Bake Mode))
  2. Zero-value keys in expression animations — if an existing animation contains the fixed BlendShape with value 0, it conflicts. Remove that entry from the animation file
  3. Reset BlendShapes — after a fix, if a left/right reset BlendShape at the bottom of the face mesh's list sits at 100, one eye may snap back. Set it to 0

When using Bake Mode, you do not need to remove the zero-value keys in step 2.

Install / free edition / presets ​

The free edition won't fix / no fix target appears

The free edition fixes one automatically selected blink BlendShape.

Some avatars don't have a BlendShape it can target, so the trial can't run on them. Fixing MMD or face-tracking BlendShapes is also a paid feature.

→ Free vs Complete Edition compares which one you need.

My avatar is supported, but it says there's no matching preset
  • Installed via VCC / ALCOM: try updating the tool to the latest version. Presets ship with tool updates
  • Installed via unitypackage: download the latest version from the product page and re-import
  • An avatar-side update can also break the preset match. Manual Fix still works, and if you contact us we'll consider updating the preset

The list of supported avatars is on the Avatar Blink Fix page on BOOTH.

I updated my avatar and Auto Fix stopped appearing

When an avatar update adds or removes BlendShapes, the preset may no longer match.

  • First try updating the tool (a matching preset may already be included)
  • In a hurry? Manual Fix lets you pick the targets and fix right away
  • Contact us and we'll consider a preset update for that avatar version
What happens to avatars I fixed with 2.x?

They keep working. Installing 3.0 won't break them. Even if you right-click-fix an already-fixed avatar, the tool detects it and shows guidance.

For a summary of what changed in 3.0 → Coming from 2.x

I want to go back to 2.x

The steps are in Coming from 2.x: Going back to 2.x.

⚠️ Don't install 2.x while 3.0 is still present (Unity may stop compiling). While 3.0 is still installed, delete the ABF child objects under your avatar, then remove 3.0 before importing 2.x. Leave Data, Animation, json and the unlock key in place.

Do I need NDMF?

Yes, for the non-destructive features (Auto Fix, Auto Fix (Bake Mode)). Installing via VCC / ALCOM brings it in automatically.

+ button disabled / "nadena.dev.ndmf not found"

The NDMF repository isn't registered. Add https://vpm.nadena.dev/vpm.json to VCC / ALCOM as well.

Without NDMF, Mesh Swap (Legacy) (the classic window) still works (when installed via unitypackage).

The fix isn't working ​

The face mesh isn't auto-detected / the wrong mesh is selected

Auto-detection was rebuilt in 3.0.7. It now looks for the mesh that holds the blink BlendShapes rather than requiring the name Body, so avatars with meshes named Face and the like are found too. First, update to the latest version.

If it still picks wrong (e.g. avatars combined from multiple bodies), tick "Manual" next to "Face Mesh (Auto)" in the Inspector and assign the face mesh directly. Once assigned, the fix proceeds automatically.

It misbehaves when combined with a tool that adds BlendShapes

In Mesh Swap (Legacy), the fix record points at the mesh from your first fix. Adding BlendShapes later leaves the record pointing at the old mesh, and the additions may not carry over.

  1. "Restore Original" to go back
  2. Delete that avatar's record from the tool's "Saved Data"
  3. Add your BlendShapes
  4. Fix again

The non-destructive Auto Fix doesn't swap the mesh, so it's much less prone to this.

→ The order to work in: Using Tools That Add BlendShapes

It says "restore first" but the restore button is disabled

Do not delete the saved record yet.
Deleting it while the mesh is still fixed removes the original mesh location, so the tool can no longer restore it.

If this happened after duplicating or renaming, and the avatar from before that change still exists, assign that avatar to the tool and try [Restore Original].
If that avatar is no longer available, or you still cannot restore it, keep the record and contact us.

Duplicating / renaming my avatar makes it count as "already fixed" or error out

Mesh Swap saves its fix records per avatar name.
Follow this order when duplicating or renaming:

  1. Press [Restore Original] in the tool
  2. Duplicate or rename the avatar
  3. Apply the fix again

If you have already duplicated or renamed it and cannot restore it, see When the restore button is disabled.

An old record is getting in the way

An old fix record can sometimes interfere with a new fix.
To delete the record and start over in Mesh Swap, follow this order:

  1. Press [Restore Original] to restore the original mesh
  2. Delete that avatar's record from [Saved Data]
  3. Assign the avatar again and apply the fix

If [Restore Original] is disabled, do not delete the record. See these instructions.

Results / appearance ​

Closing one eye undoes the expression edits on the other eye

On some avatars, closing one eye—for example, when winking—may undo the expression edits on the other eye. These steps also apply if you do not use face tracking.

You usually do not need to change this setting.
If this happens, version 3.0.10 and later let you choose which side ABF corrects for the affected BlendShape.

  1. Select the Avatar Blink Fix object added to your avatar
  2. In the Inspector, open [Advanced Settings] → [Eye correction side (usually not needed)]
  3. Press [Add target] and select the affected BlendShape from your fix targets
  4. Change [Auto] to [Left], [Right], or [Both] for the side you want to correct

Left and right are from the avatar's perspective.
For example, if a right-eye wink undoes the edits on the other eye, try [Right].

To undo the setting, choose [Auto] or press [×] beside the entry.
That BlendShape returns to automatic detection.

This setting only changes the area corrected by ABF. It does not change the original expression motion, animations, or the FBX.

For Mesh Swap, open the same section in the tool's [Advanced Settings]. First select the eye-closing BlendShape in the fix-target list.

You cannot change this setting while the fine-tuning window is open. Confirm your edits and close that window first.

Eyelids or lashes move unnaturally when blinking

In Manual Fix, BlendShapes that didn't need fixing may be checked.

Narrow the fix targets down to the BlendShape your avatar actually blinks with. When adding more candidates, preview one at a time and uncheck whichever turns unnatural.

My edits use values above 100 or negative values

Supported since 3.0. When overdriven values are involved, the fix goes through Auto Fix (Bake Mode) (the tool guides you).

Blinking does not fix correctly when I use a whole-face BlendShape

BlendShapes that reshape the whole face, or change the eyes and mouth together, may prevent blinking from being fixed correctly.
Counteracting the eye edits can also undo changes to other facial features. Switching to Bake Mode may not resolve this.

If the fix does not look right

  1. Duplicate the avatar first to preserve the original expression and settings.
  2. Stop the Avatar Blink Fix preview on the duplicate.
  3. Set the whole-face BlendShape values to 0, then recreate a similar face using BlendShapes that adjust the eyes, mouth, and other features individually.
  4. Use [Reload Expression] to load the new edits, then check the blink. If you have not set up a fix yet, start with Auto Fix.

Unchecking a fix target does not change the values used for your expression edits.
The steps above rebuild the expression without the whole-face BlendShapes.

Some avatars have dedicated blink-helper BlendShapes, but how to combine them depends on the avatar.
Setting a helper to the same value as the whole-face BlendShape is not a universal solution. Check the avatar's instructions too.

Presets and warnings

Shapes registered for caution in a preset may be shown in red in the list or have other notices.
BlendShapes added by an avatar update may not yet be registered in the preset. The absence of a warning does not guarantee that a shape can be fixed correctly.

Face tracking ​

Does it work on FT avatars?

Yes. Bake Mode is recommended when using face tracking.
Set FT eye-close BlendShapes to [Include in fix]. This is a Complete Edition feature.

→ How to choose, why, and what it can't fix: Using Face Tracking

After adding an FT addon, the eyes sink into the face when smiling

This can come from how the FT addon's animations are built, and in that case this tool can't fix it.

Try Bake Mode with FT eye-close BlendShapes set to [Include in fix] (→ how).
If the symptom remains, check the FT addon's settings.

Webcam blink tracking breaks the eyes

You can also try disabling webcam-driven blinking.
Choose whichever is more convenient: changing your in-game settings or configuring the avatar in Unity.

  • In-game: Open VRChat's Settings → Tracking & IK → Eye Tracking and turn [Disable Eye Lid Tracking] ON. No avatar re-upload is needed.
  • In Unity: Open the avatar's VRC Avatar Descriptor → Eye Look → Eyelids, set the BlendShapes [Blink] entry to [-none-], then re-upload. This also disables regular automatic blinking driven by the Avatar Descriptor.

See VRChat's official guides for in-game settings and avatar blinking settings.

The tool won't run ​

The preview stopped working / the fix became invisible

When NDMF's preview stalls, the fix result can stop showing. Restarting Unity often recovers it.

The face breaks only while AFK or during specific animations

Some animations that ship with the avatar (AFK poses etc.) drive the eye BlendShapes themselves. This tool repairs the BlendShapes; it doesn't rewrite what those animations do.

Remove the eye BlendShape entries from the animation in question.

Other ​

Will it fix my expression animation files themselves?

No. Auto Fix repairs eye-closing BlendShapes. It does not automatically edit or repair values or movements in existing expression animations.

A BlendShape may look correct on its own but look wrong when controlled by an expression animation. To change the animation, use FaceEmo or another expression-editing tool, or edit the Animation file manually.

Auto Fix (Bake Mode) may reduce breakage caused by conflicts between expression edits and animations. It does not resolve every case, and the animations may still need adjustment.
If expressions still look wrong after baking, follow the steps for checking overlapping animation entries.

Merging blinks into expression animations is a separate beta feature. It combines animations you provide into new files; it does not automatically fix problems in existing animations.

Contact ​

Still stuck? Message us via the Avatar Blink Fix page on BOOTH.

Please don't contact avatar creators about this tool

If a problem occurs while using this tool, please don't take it to the avatar's creator or other third parties. Contact us via the BOOTH message above.