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.

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

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.

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.

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

You can configure the following levels of detail (LODs).
  • Texture atlasing (enabled by default)
  • Texture atlas resolution
  • Texture LODs
  • Mesh LODs

Texture atlasing (enabled by default)

With texture atlasing enabled (default), the meshes and textures of an avatar are merged together, and a texture atlas at a specified resolution is generated.
The resulting avatar includes 1 mesh and 1 material and can be rendered with 1 draw call.
This setting overrides the texture LODs setting.
The atlases are generated for diffuse and normal channels of the PBR materials included.

Texture atlas resolution

Choose from these resolutions.
2048
Create avatars with 2048x2048px atlas size.
1024 (default)
Create avatars with 1024x1024px atlas size.

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

Texture atlas examples

Texture atlas ON for half-body avatar
Texture atlas OFF for half-body avatar
Texture atlas ON for full-body avatar
Texture atlas OFF for full-body avatar

Texture LODs

Affects the texture resolution of the exported avatars.
Currently only available for half-body avatars.
This setting is not applicable when texture atlasing is turned on.
Options
Description
LOD 2 (default)
Lowest texture resolution
LOD 1
Medium texture resolution
LOD 0
Highest texture resolution
The texture resolutions apply to all PBR channels (diffuse, normal, roughness, specular).

Specific resolutions

Texture
LOD 0 (px)
LOD 1 (px)
LOD 2 (px)
Face
2048
1024
512
Eyes
512
256
128
Shirt
1024
512
256
Hair
512
512
256
Glasses
256
256
128
Beard (mesh)
512
256
256
Headwear
512
512
256
​

Mesh LODs

Mesh LOD support is coming soon!
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