| Direct BlendShape | vrcfaceblendh Parameter | |------------------|----------------------------| | Hardcoded to one mesh | Works across LODs / multiple meshes | | May conflict with visemes | Easily blended with other face parameters | | No built-in normalization | Can be remapped (0–100% to 0–1 float) | | Can break avatar dynamics | Fully supported by Expression Menu & Actions |
The "h" in vrcfaceblendh ? That stands for (or historically, "head")—it's designed for face BlendShapes on a humanoid rig. Why Use vrcfaceblendh Instead of Direct BlendShape Control? You might ask: Can't I just animate the BlendShape by its original name (e.g., smile_left )?
Technically, yes. But here’s why vrcfaceblendh is better practice:
Happy avatar building! 🧙♂️✨
Let’s break down what vrcfaceblendh actually is, why it matters, and how to use it without breaking your avatar. In simple terms: vrcfaceblendh is a float parameter that controls a custom facial BlendShape (morph target) on your avatar.
