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}.