
VRChat detects (when the user talks) and supports 15 visemes, but it's up to you to create them in your model.

Visemes The visual positions of the avatar's mouth (or equivalent) that represent certain sounds. You can use Blendshapes on any part of your model, but most VRChat avatar makers are interested in three specific features: Our avatar already comes with many Shape Keys. Since they are an attribute of the mesh, click go into Mesh Edit Mode by clicking the green triangle node in the Outliner, then click the same icon down below to open the Object Data Properties and finally locate the Shape Keys section. List of shape keys, with left blink selected in mesh edit mode. The main categories you want to keep an eye on for now are: Not everything in the PRS has to be dealt with while creating your 3D model most of them are for later. We're going to compare our model with the values on the tables. Open the Documentation on the Performance Ranking System.

Normally you want this, because it makes the avatar more efficient and better ranked, but if for some reason you want to keep them separated you could turn that off.Īt this point you might normally want to make your model more efficient and lightweight. For example, the "Join Meshes" operation merged the avatar's five objects into a single one. You can disable one or more of them if you don't want them. If you click the wrench beside Fix Model, you'll see the list of operations Fix Model runs. The Cats plugin will take a few seconds to run a batch of automated operations on your avatar, and when it's done it should look like this picture. Make sure the orange Armature root is still selected and click the Fix Model button.
