Vrcfaceblendh ~upd~ May 2026
While VRChat provides built-in parameters for visemes ( vrc_viseme_* ) and eye tracking ( vrc_eyelid_* ), vrcfaceblendh is part of the custom expression pipeline. It allows you to drive specific BlendShapes directly from an animation or a gesture.
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 )? vrcfaceblendh
At first glance, it looks like a typo. "Blendh"? Shouldn't it be "BlendShape"? But make no mistake—this parameter is one of the most powerful (and misunderstood) tools for high-fidelity facial expression management. While VRChat provides built-in parameters for visemes (
Technically, yes. But here’s why vrcfaceblendh is better practice: At first glance, it looks like a typo