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Customization and configuration

The Avatar Creator and its generated 3D avatars can be customized and configured in multiple ways. To have access to all the following customizations, you must be a registered development partner.
After being accepted as a development-partner, you can request your changes via email to [email protected].

Theme

Choose a light or dark theme for the Avatar Creator.
Light (default)
Dark
Light and dark themes for the Avatar Creator

Shortcodes

You can enable avatar shortcodes to retrieve avatars into your application.
This is especially useful for VR and mixed reality applications where avatar creation via WebView is difficult. Read more about shortcodes.

Body type

Specify whether your Ready Player Me subdomain displays and exports half-body or full-body avatars.
Full-body
Full-body avatars for games and VR
Half-body (VR)
Half-body avatars suitable for VR applications

Hands for half-body avatars

Specify whether exported half-body avatars include hand models.
True (default)
Hands are enabled
False
Hands are disabled
You can specify hands for avatars with the Avatar API parameter useHands
Read more

Export pose for full-body avatars

Specify whether avatars should be exported in A-pose or T-pose.
A-pose (default)
Avatars are exported in A-pose.
T-pose
Avatars are exported in T-pose.
You can specify the default pose for avatars with the Avatar API parameter pose
Read more

Facial animation blend shapes

Specify which facial animation blend shapes are included on the exported avatars.
Ready Player Me supports Oculus LipSync SDK and Apple ARKit standards.
You can specify the included blend-shapes for avatars with the Avatar API parameter morphTargets
Read more

List of supported facial animation blend shapes

// Visemes compatible with Oculus LipSync SDK
viseme_sil
viseme_PP
viseme_FF
viseme_TH
viseme_DD
viseme_kk
viseme_CH
viseme_SS
viseme_nn
viseme_RR
viseme_aa
viseme_E
viseme_I
viseme_O
viseme_U
// Blend shapes compatible with Apple ARKit (52)
eyeBlinkLeft
eyeLookDownLeft
eyeLookInLeft
eyeLookOutLeft
eyeLookUpLeft
eyeSquintLeft
eyeWideLeft
eyeBlinkRight
eyeLookDownRight
eyeLookInRight
eyeLookOutRight
eyeLookUpRight
eyeSquintRight
eyeWideRight
jawForward
jawLeft
jawRight
jawOpen
mouthClose
mouthFunnel
mouthPucker
mouthLeft
mouthRight
mouthSmileLeft
mouthSmileRight
mouthFrownLeft
mouthFrownRight
mouthDimpleLeft
mouthDimpleRight
mouthStretchLeft
mouthStretchRight
mouthRollLower
mouthRollUpper
mouthShrugLower
mouthShrugUpper
mouthPressLeft
mouthPressRight
mouthLowerDownLeft
mouthLowerDownRight
mouthUpperUpLeft
mouthUpperUpRight
browDownLeft
browDownRight
browInnerUp
browOuterUpLeft
browOuterUpRight
cheekPuff
cheekSquintLeft
cheekSquintRight
noseSneerLeft
noseSneerRight
tongueOut
// Additional blend shapes
mouthOpen
mouthSmile
eyesClosed
eyesLookUp
eyesLookDown

Level of detail

LOD configuration is now available through Avatar API and its integration in the SDK

Transparent objects

There is one more parameter, that is not available through Avatar API but you might consider it helpful when tuning to max-performance. You can disable transparent objects.
If any transparent objects are present, an additional Wolf3D_Avatar_Transparent object and material are included, and avatar rendering requires 2 draw calls.
Transparent objects
Objects and materials
Calls to draw
No
  • Wolf3D_Avatar(mesh and material)
1
Yes (e.g. glasses)
  • Wolf3D_Avatar (mesh and material)
  • Wolf3D_Avatar_Transparent (mesh and material)
2