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Fine-tune or Replace BlendShapes ​

Available in 3.0.17 and later

Update to 3.0.17 or later through VCC / ALCOM to use this window.

Choose a BlendShape and adjust its shape while watching the preview.
Weaken the original shape, add another shape, or replace it to get the result you want.

This feature is available in the Complete Edition.
It works with both Auto Fix (Recommended) and Auto Fix (Bake Mode).

① Open fine-tuning ​

  1. Select the Avatar Blink Fix object inside your fixed avatar.
  2. Open [Advanced Settings] in the Inspector, then press [Fine tune or replace BlendShapes] near the bottom.
  3. Find the BlendShape in the list of face thumbnails and press [Edit]. You can also search by name.

The initial list shows the BlendShapes selected for automatic correction.
Check the blue [Editing] section to see which BlendShape you are changing.

Choose any BlendShape ​

Coming in a future update

The target selection described below is not included in the public 3.0.17 release.

You can choose any BlendShape on the same mesh and adjust its resulting shape.

  1. Open [Advanced options] below the search box in the list.
  2. Turn on [Show BlendShapes outside the correction targets].
  3. Find the shape under [Other BlendShapes] and press [Edit].

You do not need to add it to the automatic correction targets.
The selected BlendShape keeps its name, while its shape becomes the one you create in this window.

② Adjust the shape ​

Use whichever options you need.

Weaken the original shape ​

Adjust [Original shape strength] from 0 to 100%.
For example, lower the value while watching the face if you want to soften an eye-closing shape.

At 0%, the original deformation is removed, while any shapes you added remain.

Add another shape ​

Expand [Add another shape] and choose a BlendShape to add.
Hover over a name to temporarily preview it added at 50%. Moving the pointer away restores the view. Hovering alone does not change your settings.

After selecting a shape, adjust its value and the area it affects: [Both], [Left], or [Right].
For example, add a little of an eye-area shape to change how the eyes look when closed.

Replace with another shape ​

Press [Choose] under [Replace with another shape] to show the available fix targets.
Hover over a candidate to preview the replacement, then click the one you want to use.

For example, you can replace a blink with smiling eyes.
Only the shape changes. The name of the BlendShape you are editing stays the same.

Press [Restore corrected shape] to remove the replacement.

To include any BlendShape in the replacement candidates, enable [Show BlendShapes outside the correction targets] in the list (the upcoming feature described above).

③ Save your changes ​

When the shape looks right, press [Save changes].
Your adjustments are saved to the Avatar Blink Fix settings and used in the corrected result. Save your Unity scene afterward as well.

Use [Back to list] to choose another BlendShape.
Turning off [Show BlendShapes outside the correction targets] does not remove saved adjustments.

After saving, check blinking and expression animations.
This feature changes BlendShape shapes. It does not change values or movements in animation files.

Undo adjustments ​

To reset one BlendShape, set [Original shape strength] back to 100% and remove any added shapes with [×].
If you also replaced its shape, press [Restore corrected shape], then press [Save changes].

[Reset all] in the list clears all adjustments and replacements made in this window, including hidden entries.
Press [Save changes] to keep the reset settings.

If a multi-frame warning appears

For BlendShapes with multiple shape frames, fine-tuning changes only the first frame. Added and replacement shapes also use their first frame.
Later frames stay unchanged, so the shape at 100% may not change. Check the result at the values you actually use.