Build an Avatar
Talking mouth and blinking eyes
In game, mouths follow voice volume, eyes blink and gaze can shift, as long as the mesh has the right morph targets. No shapes = still face; avatar still works.
- Open-mouth: the talk shape
- Left and right eye-close: blink
- Optional look-left / look-right
Naming is flexible: MouthOpen, jawOpen, LeftEyeBlink, eyeBlink_L all work. Avoid names like Smile, because expression shapes are ignored.
The game moves one mouth shape. If your mesh carries a set of visemes, it uses the open "aa" one: vrc.v_aa (Unreal imports it as vrc_v_aa), viseme_aa, AA or Fcl_MTH_A. The other visemes are left alone. vrc.v_aa and AA work from the next VR Realms update.
Check it before you upload
The sliders in the mesh editor only prove the shapes exist. The game goes by the shape's name. From Creator Kit 0.4.26, picking your mesh in the Avatar panel shows a Face: line. It names the shape your voice opens and the one that blinks, or says that none was found.
Nothing found? Open the mesh, right-click the shape in the Morph Targets list and choose Rename. Call the open mouth MouthOpen and the closed eyes Blink. Save, then Build again.
Measured locally from the audio you receive, so it costs no extra bandwidth. Roughly one avatar in seven currently has shapes.