Full-body avatars
Complete avatars, suitable for most applications and games.
Mesh
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)
Materials
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.
Skeleton structure
You can see the skeleton structure in the picture below. The root name of the armature is Armature
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Downloads
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