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💡 VRCFury supports the use of Animator Override Controller. These list all the animations in a selected controller and allow you to replace them without messing in the Animator Controller and all the layers. All my Animator Override Controller have the suffix OVERRIDE.
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Swap - Add - Remove Face Gesture
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⚠️ Warning: only Swap/Add/Remove Face Gesture with the prefix OVERRIDE
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- Select the Animator Override Controller: **FX Face_Gesture OVERRIDE
- In the inspector window you will be prompted with a list of all the different face gestures on the avatar and an animation field on their right. You can safely swap/remove/add any facial animation of your choice to each field linked to an OVERRIDE animation.
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💡 Note: animations with the suffix 2F at the end have 2 frames with different values for their animated parameters. Useful for animations with motion time enabled, such as FistWeight. All slots support 2F animations, but in this Animator, only OVERRIDE FistWeight animations use it.
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Make Face Animation
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💡 Note: don’t use the morph and the vrc blendshapes for any gesture animation. The morph blendshapes can only be used for the OVERRIDE _Morph_Face animation
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- First select the Face Prefab of your avatar in the scene, in the Inspector window it should have an Animator component already set up with the controller FX Face_Gesture Draft.


- Extend the prefab Face and select the mesh Face inside (Hierarchy is Face/Face). You can see the blendshapes section in the Inspector window click on it to see all the blendshapes of the Face mesh.


- Now that we have selected our Face mesh we can start to create our animation in the Animation window. Click on the drop-down list and select Create New Clip… choose a name and a folder for your animation.

- Click on the recording button and select the blendshapes to animate.
- Add the newly created animation to the Animator Override Controller



Make Face Animation Compatible With Partial Blinking (optional)