GET - 3D avatar
Get a 3D avatar GLB file with desired performance and configuration settings.
All avatars are hosted in a CDN under https://models.readyplayer.me.
Please always use the https://models.readyplayer.me URL for Avatar requests instead of https://api.readyplayer.me/.
Get an avatar GLB by id.
GET https://models.readyplayer.me/avatarId.glb
Get an avatar 3D GLB model with desired performance and configuration settings.
Path Parameters
avatarId.glb*
String
ID of an avatar.
Query Parameters
quality
String
low, medium or high - Use quality presets to combine performance related parameters.
meshLod
Int
[Deprecated] Use lod instead. Control the triangle count of the assets equipped on the avatar.
textureSizeLimit
Int
Sets the upper limit for texture resolution in pixels of any texture in the avatar.
textureAtlas
Int
Generates a texture atlas of the desired resolution. The operation merges all meshes and splits opaque objects from transparent ones resulting in a maximum of 2 draw calls.
textureChannels
String
Define which textureChannels should be included in the .glb. It can be a comma-separated combination of the following values: baseColor, normal, metallicRoughness, emissive, occlusion
morphTargets
String
Comma-separated list of individual morph targets or morph target standard groups to include on the avatar.
useDracoMeshCompression
Boolean
Reduces file size by compressing output avatars with Draco mesh compression. More effective on complex meshes.
useMeshOptCompression
Boolean
[Deprecated] Reduces file size by compressing output avatars with Mesh Optimization compression. More effective on meshes with morph targets.
useQuantizeMeshOptCompression
Boolean
Reduces file size by quantizing vertex attributes and compressing output avatars with Mesh Optimization compression. More effective on meshes with morph targets.
pose
String
Defines the pose for a full-body avatar.
useHands
Boolean
Toggles hands for half-body VR avatars.
textureFormat
String
Reduce avatar file size by formatting all textures into the specified format. Using webp encoding can result in up to 40% reduction in avatar file size. Supported values: webp, jpeg, png
lod
Int
Control the triangle count of the entire avatar.
textureQuality
String
Choose which texture quality preset to get on the avatar.
Parameters, expected values, and examples
Parameters, expected values, and examples
ID of an avatar.
Expected values (String)
65a8dba831b23abb4f401bae
.glb
Deprecated - Requesting avatar by shortCode, instead request by avatar ID.
ABC123.glb
Notes
You must include the .glb file extension or you will get a 404 return value.
You can get an avatar id or short code via postMessage returned from Ready Player Me. You can read more about how to do that at Native Integration.
Request avatar by ID
Deprecated - Requesting avatar by shortCode, instead request by avatar ID.
Returned value
You will receive a standardized .glb file. You can import and modify this file in any 3D software that supports this format.
Use quality presets to combine performance related parameters from below.
Expected Values (String)
low
medium
high
The values behind those presets are the following:
low (meshLod=2, textureSizeLimit=256, textureAtlas=256, morphTargets=none)
medium (meshLod=1, textureSizeLimit=512=textureAtlas=512, morphTargets=none)
high (meshLod=0, textureSizeLimit=1024=textureAtlas=1024, morphTargets=none)
Request an avatar with quality high
Request an avatar with quality medium
Request an avatar with quality low
Request an avatar with quality low but overwrite meshLod
Control the triangle count of the entire avatar.
Expected values (Number)
0- No triangle count reduction is applied (default).1- Retain 50% of the original triangle count.2- Retain 25% of the original triangle count.
Request an avatar with lod 2
Deprecated - Please use ?lod instead to get the best results.
Control the triangle count of the assets equipped on the avatar. This does not impact the quality of the head model of the avatar.
Expected values (Number)
0- No triangle count reduction is applied (default).1- Retain 50% of the original triangle count.2- Retain 25% of the original triangle count.
Deprecated - Please use ?lod instead to get the best results.
Request an avatar with meshLod 2
Set the upper limit for texture resolution in pixels of any texture in the avatar.
Expected values (Number)
The value needs to be a multiple of two.
Min:
256Max:
1024(default)
Request an avatar with textureSize limited to 512 x 512
Set the quality for textures on the Avatar by choosing from one of the presets.
Expected values (String)
low- overall lower quality textures on the avatar and equipped assets.medium- higher quality head and upper body assets (default).high- overall high quality textures on the whole avatar and assets.
Request an avatar with low quality textures
Request an avatar with medium quality textures
Request an avatar with high quality textures
Generate a texture atlas of the desired resolution. This operation merges all meshes and splits opaque objects from transparent ones resulting in a maximum of 2 draw calls.
The texture atlas is generated for all PBR channels - baseColor, normal, metallicRoughness, emissive, and occlusion, if any of the assets making up the avatar includes them.
Expected Values (String, Number)
none- Do not create a texture atlas (default).256- Create a texture atlas of 256x256px.512- Create a texture atlas of 512x512px.1024- Create a texture atlas of 1024x1024px.
Disable texture atlas:
Create 512px texture atlas:


Reduce avatar file size by formatting all textures into the specified format.
Using webp encoding can result in up to 40% reduction in avatar file size.
Expected Values (String)
webp
jpeg
png
Get an avatar with webp encoded textures
Select the texture channels you want to have included in the .glb. (By default, the .glb comes with all available channels).
Expected Values (String)
baseColor
normal
metallicRoughness
emissive
occlusion
none
Get avatar with no textures
Get avatar with only baseColor and normal map.
Comma-separated list of individual morph targets or morph target standard groups to include on the avatar.
Expected values (String)
DefaultARKitOculus Visemes+ or any supported morph targets.
The default value is "Default".
Disable all morph targets
?morphTargets=none
Use selected morph targets
?morphTargets=mouthSmile,mouthOpen
Use morph target standard groups
?morphTargets=ARKit,Oculus Visemes
Use selected morph targets and standard group
?morphTargets=mouthSmile,ARKit
Example:
Define the pose for a full-body avatar.
Expected values (String)
A- Create a full-body avatar in A pose (default).T- Create a full-body avatar in T pose.
Create an avatar in T-pose
Create an avatar in A-pose
Reduce the file size by compressing output avatars with Draco mesh compression.
Expected values (Boolean)
true- Enable compression.false- No compression (default).
Request an avatar with Draco mesh compression turned on
Reduce the file size by compressing output avatars with Mesh Optimization compression. This technique is more effective on avatars with morph targets.
Expected values (Boolean)
true- Enable compression.false- No compression (default).
Toggle hands for half-body VR avatars.
Expected values (Boolean)
false- Do not include hands with half-body VR avatars.true- Include hands with half-body VR avatars (default).
Enable hands for half-body VR avatars
The default values above only apply when you have not requested any changes to those settings previously. Please reach out to [email protected] if you want to reset your default settings.
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