Full-body avatars

Complete avatars, suitable for most applications and games.

By default, full-body avatars have a fully skinned Mixamo-compatible bone structure and separate nodes for the mesh. Texture quality is set to medium per default. You can, however, request avatars with combined mesh, to reduce draw calls and modify texture quality via REST API or Avatar Configuration in Unity SDK and Unreal SDK


By default, you get separate meshes for different body-parts of the avatar. You can however define a textureAtlas, so that the avatar comes as one single mesh, for performance optimization (transparent glasses are always on a separate node).

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)

Learn how to request different LODs via REST API, Unity SDK or Unreal SDK.


Avatars come with PBR materials included.

By default, texture atlassing is off to optimize flexibility. You can request avatars with one combined mesh and material to reduce the number of draw calls and optimize for performance.

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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