diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index e8aee1f3d2..e38164015f 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -532,19 +532,22 @@ class AvatarData : public QObject, public SpatiallyNestable { * size in the virtual world. Read-only. * @property {boolean} hasPriority - true if the avatar is in a "hero" zone, false if it isn't. * Read-only. - * @property {boolean} hasScriptedBlendshapes=false - Set this to true before using the {@link MyAvatar.setBlendshape} method, - * after you no longer want scripted control over the blendshapes set to back to false.
NOTE: this property will - * automatically become true if the Controller system has valid facial blendshape actions. - * @property {boolean} hasProceduralBlinkFaceMovement=true - By default avatars will blink automatically by animating facial - * blendshapes. Set this property to false to disable this automatic blinking. This can be useful if you - * wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasProceduralEyeFaceMovement=true - By default the avatar eye facial blendshapes will be adjusted - * automatically as the eyes move. This will prevent the iris is never obscured by the upper or lower lids. Set this - * property to false to disable this automatic movement. This can be useful if you wish to fully control - * the eye blendshapes via the {@link MyAvatar.setBlendshape} method. - * @property {boolean} hasAudioEnabledFaceMovement=true - By default the avatar mouth blendshapes will animate based on - * the microphone audio. Set this property to false to disable that animaiton. This can be useful if you - * wish to fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. + * @property {boolean} hasScriptedBlendshapes=false - true if blendshapes are controlled by scripted actions, + * otherwise false. Set this to true before using the {@link MyAvatar.setBlendshape} method, and set back + * to false after you no longer want scripted control over the blendshapes. + *

NOTE: This property will automatically be set to true if the Controller system has valid facial blendshape + * actions.

+ * @property {boolean} hasProceduralBlinkFaceMovement=true - true if avatars blink automatically by animating + * facial blendshapes, false if automatic blinking is disabled. Set this property to false if you wish to + * fully control the blink facial blendshapes via the {@link MyAvatar.setBlendshape} method. + * @property {boolean} hasProceduralEyeFaceMovement=true - true if the facial blendshapes for an avatar's eyes + * adjust automatically as the eyes move, false if this automatic movement is disabled. Set this property + * to true to prevent the iris from being obscured by the upper or lower lids. Set this property to false + * if you wish to fully control the eye blendshapes via the {@link MyAvatar.setBlendshape} method. + * @property {boolean} hasAudioEnabledFaceMovement=true - true if the avatar's mouth blendshapes animate + * automatically based on detected microphone input, false if this automatic movement is disabled. Set + * this property to false if you wish to fully control the mouth facial blendshapes via the + * {@link MyAvatar.setBlendshape} method. */ Q_PROPERTY(glm::vec3 position READ getWorldPosition WRITE setPositionViaScript) Q_PROPERTY(float scale READ getDomainLimitedScale WRITE setTargetScale) @@ -1130,9 +1133,9 @@ public: /**jsdoc - * Sets the value of a blendshape to animate your avatar's face. To enable other users to see the resulting animation of - * your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true while using this API and back to false when your - * animation is complete. + * Sets the value of a blendshape to animate your avatar's face. In order for other users to see the resulting animations + * on your avatar's face, set {@link Avatar.hasScriptedBlendshapes} to true. When you are done using this API, set + * {@link Avatar.hasScriptedBlendshapes} back to false when the animation is complete. * @function Avatar.setBlendshape * @param {string} name - The name of the blendshape, per the * {@link https://docs.highfidelity.com/create/avatars/avatar-standards.html#blendshapes Avatar Standards}.