Full-body avatars

Complete avatars.

By default, full-body avatars come with an atlased texture (1024x1024), a fully skinned Mixamo-compatible bone structure, and two main nodes for the combined mesh Wolf3D_Avatar and Wolf3D_Avatar_transparent (for glasses)).

You can modify the structure of the avatar and, for example, disable atlasing or reduce the mesh LOD or texture size.


By default, you get one combined mesh for the whole avatar, plus one mesh for the transparent objects (e.g. glasses). This separation is especially useful, when you want to optimize for VR or mobile, change the materials, or just disable glasses.

You can request an avatar with a more separated mesh. The separated mesh requires more draw calls but comes with extra flexibility.

You can request different LODs for avatars. By default, avatars are optimized and balanced for quality and performance. However, on mobile platforms you may want to optimize for performance or reduce the quality based on the distance of the avatars.

You can currently select 3 different LODs.

  • 0: Full Resolution (full triangle count)

  • 1: Medium Resolution (25% reduction in triangle count)

  • 2: Low Resolution (50% reduction in triangle count)


Avatars come with PBR materials included.

By default, texture atlassing is on to reduce the number of draw calls and optimize for performance. You can request avatars with multiple different meshes and materials for different body parts.

By default, the avatars come with a high resolution texture (1024x1024). To improve performance, you can limit the texture to a minimum resolution of 256x256.

Read more on how to enable or disable atlassing and reducing the texture size with the Avatar API, or the Avatar Configuration in Unity and Unreal Engine.

Skeleton structure

You can see the skeleton structure in the picture below. The root name of the armature is Armature.


You can create your own full-body avatar via https://demo.readyplayer.me/avatar.

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