BlendShape Setting¶
New features introduced in UniVRM v0.45:
.
VRMBlendShapeProxy¶

The figure above is VRMBlendShapeProxy in the Inspector window at runtime. VRMBlendShapeProxy can be enabled by clicking the play button in edit mode¶
How to use:
Set BlendShapeAvatar
VRMBlendShapeProxy->BlendShapeAvatar
in the InspectorChange BlendShapeClip value between 0 and 1 at runtime (e.g. BLINK, JOY)
.
BlendShapeAvatar¶
Expressions can be created in the Inspector.

Double click theBlend Shape Avatar
field¶
or

ClickBlendShape
directly in the Project view¶

The Inspector of BlendShape editor¶
Select expressions and customize the values. For example, we selectFun
and edit its expressions as shown in the following:

Example: Setmouth_smile
,eye_smile
andeyeblow_smile
to 100¶
The individual blend shapes such as eyebrow, eye and mouth can be merged into one expression like the image above. Created BlendShape names can be specified.
After changing slider value and creating BlendShape, click the Apply button for saving the current status.
BlendShape preset¶

Select Preset
¶
The predefined names for the BlendShape clips. The following predefined expressions are available:
NEUTRAL¶
Specified as the standard facial expression and assumed to be used in standby state.
A, I, U, E, O¶
Corresponds to the sound of lip-syncaa・ih・ou・E・oh
.
Blink¶
Eye blink.
Blink_L, Blink_R¶
Blinks with only one eye.
Joy, Angry, Sorrow, Fun¶
Emotion.
LookUp, LookDown, LookLeft, LookRight¶
Used when the model’s eyes are controlled by BlendShape.
Unknown¶
New created expressions are specified as Unknown
.
Change the value of BlendShapeProxy (at runtime)¶

Preset
is used¶
You can operate expressions from the Inspector.
[Option] Add additional facial expressions¶

Double click the Blend Shape Avatar
field and click Add BlendShapeClip
¶
Enter a name for the new BlendShapeClip file (BlendShapeClipName.asset) and save it. Then, select the new generated button in the BlendShapeClip list (the last button) and enter a name. Also, please set facial expression values for new BlendShape clips.

Double click the Blend Shape Avatar
field and click Add BlendShapeClip
¶
You can call it from the codes shown as follows:
// unknownなのでstringで呼び出し
proxy.ImmediatelySetValue("びっくり", 1.0f); // 0から1で指定
[Option] Morph material color¶

The setting of Material morph. Double click theCurrent clip
field or directly select the BlendShape clip (e.g. BlendShape.XXX or your created name) in the Project view¶