Fullbody Outfits

Create outfits that meet Ready Player Me specifications.

This document explains how to create an avatar outfit that meets Ready Player Me technical specifications and functions properly in your application. An outfit is an asset type that includes apparel for upper-body clothing, lower-body clothing, and footwear.

Examples

Outfit Requirements

All outfits must comply with the guidelines in this document and pass validation when uploaded. See Upload Custom Outfits.

Structure of an Outfit Asset

Do not simply download an avatar from Ready Player Me and try to upload it as an outfit, because a final avatar does not have the structure expected for the outfit asset type. E.g. all meshes and texture maps may be merged into one if using a texture-atlas is set. And the head, hair etc. must not be part of the outfit.

Templates

You can get templates for the skeletons by downloading the template files for fullbody.

We also provide template files for fullbody-xr. Fullbody-XR Avatars are currently in Alpha and not publicly available. Please reach out to support to get access.

Armature

An Armature is a skeleton that is responsible for deforming the avatar during animation. It does so by a process called linear-blend skinning, for which each vertex on a mesh, aka skin, needs a set of weights that determine by which joint in the skeleton they are going to be influenced.

Use the masculine or feminine skeleton.

Ready Player Me avatars have either a feminine or masculine shape, each based on separate skeletons. When creating an avatar, it must use either the feminine or masculine skeleton. See Checking Skin Weights

Do not include animations in the exported GLB file.

Meshes & Materials

The images in this guide were taken in Blender, but using Blender is not mandatory. You can use any 3D software as long as it can output GLB files. And, if your asset was created in a 3D software that doesn't support the GLB format, you can use Blender to convert from different file types to GLB format.

General Requirements for Meshes, Materials and Textures

An outfit asset can consist of a top, bottom, footwear, and the body. It has to have at least 1 mesh. Each mesh must only use 1 material.

Maximum total triangle count: 20000 You decide how to distribute triangles across meshes. We recommend to use as few triangles as feasible and put details into the texture maps.

Skin weights: Required for ALL meshes Implementations of the gltf 2.0 specs are only required to at least implement 4 skin weights per vertex. Therefore, Ready Player Me assets only support a maximum of 4 skin weights per vertex. Skin weights for each vertex MUST be normalized, meaning they have to add up to 1.0!

Vertex colors: No


Texture files format: PNG/JPG 24 bits per pixel (RGB) or 32 bits per pixel (RGBA). Do not use palettes (8-bit color indexed). Do not include metadata or color profile information in the image file to avoid errors.

BaseColor maps: Optional The Wolf3D_Body material does not support a basecolor map. Use sRGB (IEC 61966-2-1 Default RGB color space) when editing the image.

Normal maps: Optional OpenGL tangent space normal map, +Y up.

Metallic-Roughness maps: Optional

Occlusion maps: Optional We recommend to pack the occlusion map into the red-channel of the metallicRoughnessTexture. See Blender documentation on how to export it.

Emissive maps: Optional

Maximum texture resolution: 2048 x 2048 pixels Texture resolutions must be square and power-of-two, e.g. 128x128, 256x256, 512x512.

Maximum individual texture file size: 4 MB


Double sided materials: Optional We recommend to use as few double sided materials as possible.

Not all of the following meshes are needed. Only include the meshes you need for the custom outit you have in mind. For example, if the outfit completely covers the body, don't include the Wolf3D_Body mesh. Or if you make a dress and may not need lower-body apparel, don't include the Wolf3D_Outfit_Bottom mesh.

It is possible to only use a single mesh for the whole outfit with a single material. In that case we recommend using the Wolf3D_Outfit_Top mesh.

Body

The body of the avatar, except for the head. The body meshes are contained within the template files.

Requirements
  • Mesh name: Wolf3D_Body

  • Material name: Wolf3D_Body

  • Maximum texture resolution: 2048 x 2048 pixels

  • Basecolor map: No

  • Normal map: Optional

  • Roughness map: Optional

  • Metallic map: Optional

  • Emissive map: Optional

  • Vertex colors: No

Do not include a basecolor map for its material, because the users have the option to choose the skin color of their avatars, so any basecolor map assigned will be overwritten.

Remove any triangles in the body mesh that are hidden by clothing, for optimization and to avoid clipping issues.

Do not alter the UV layout of the body mesh or its shape.

Top

Clothing assets that cover the torso and arms, like shirts and jackets, also including necklace, gloves, backpacks, shoulder pads, or dresses.

Requirements
  • Mesh name: Wolf3D_Outfit_Top

  • Material name: Wolf3D_Outfit_Top

  • Maximum texture resolution: 2048 x 2048 pixels

  • Basecolor map: Optional

  • Normal map: Optional

  • Roughness map: Optional

  • Metallic map: Optional

  • Emissive map: Optional

  • Vertex colors: No

Bottom

Clothing asset that cover the legs, like pants or skirts, also including knee pads or a belt.

Requirements
  • Mesh name: Wolf3D_Outfit_Bottom

  • Material name: Wolf3D_Outfit_Bottom

  • Maximum texture resolution: 2048 x 2048 pixels

  • Basecolor map: Optional

  • Normal map: Optional

  • Roughness map: Optional

  • Metallic map: Optional

  • Emissive map: Optional

  • Vertex colors: No

Footwear

Clothing assets that cover the feet of an avatar, like shoes and boots, may include socks.

Requirements
  • Mesh name: Wolf3D_Outfit_Footwear

  • Material name: Wolf3D_Outfit_Footwear

  • Maximum texture resolution: 2048 x 2048 pixels, recommended: 512 x 512 pixels

  • Basecolor map: Optional

  • Normal map: Optional

  • Roughness map: Optional

  • Metallic map: Optional

  • Emissive map: Optional

  • Vertex colors: No

Notes on neck seam

An outfit asset usually contains the body mesh. However, the head of the avatar is added later in the avatar editor when selecting any available outfit.

As the head mesh doesn't completely match the body mesh in the neck area, it is highly suggested to cover that area with clothes or accessories to avoid unwanted clipping as in the following example:

XR Specifics

If you aim to create an outfit for XR, please check following additional guidelines. Fullbody-XR Avatars are currently in Alpha and not publicly available. Please reach out to support to get access.

XR specifics

Body proportions on XR body are different.

The red mesh is an indicator of where the neck limit is so it won't cause any problems in editor. It is suggested to cover the line around that limit with clothes or, if want the neck exposed, cover with an accessory such as a collar.

Steps for creating an outfit

Quickstart

  1. Download the male and female template files that include a body mesh and and a skeleton.

  2. Model the meshes for your outfit around the template body mesh and create their UV layout. Create the texture maps for your outfit.

  3. Add skin weights to the meshes and make sure they deform nicely when animated. See Checking Skin Weights.

  4. Export the outfit as a GLB file including the body mesh and the skeleton (Armature).

  5. Upload the GLB file in Ready Player Me Studio.

Step 1: Download and inspect the template

  1. Download the template files and choose the body type you intend to use.

  2. Inspect the templates and familiarize yourself with the details. Your design must match the Outfit Requirements. Your modeling must be within these constraints.

Step 2: Create your outfit

  • Use the respective template for a feminine or masculine skeleton.

  • Fit your clothing to the template body mesh.

  • Create the UV layout for your clothing meshes.

  • Create the texture maps for your assets.

  • Remove any triangles in the body mesh that are hidden by clothing, for optimization and to avoid clipping issues.

  • Do not alter the UV layout of the body mesh or its shape.

  • Stay within the total triangle count limit.

  • Materials can't be shared between meshes.

See the Recommendations and Tips for details.

Step 3: Deformation testing

Add skin weights to your clothing meshes for the skeleton provided in the template. All vertices need skin weights assigned to them.

Make sure your designs move nicely when the skeleton is animated. See Checking Skin Weights.

Step 4: Export

When you have completed your outfit asset, export it as a GLB file.

Include:

  • The provided unmodified skeleton (Armature),

  • The optimized body mesh,

  • The outfit meshes with materials and skin weights for the skeleton.

Do not include:

  • The head mesh. It is only provided in the template for your reference.

  • Any lights, cameras, etc.

  • Any Animations.

  • Any morph targets, also known as blend shapes.

Do not use custom glTF-Extensions extensions in the file, e.g. Draco mesh compression.

Step 5: Upload in Studio

File Requirements

  • File Type: Only files in the glTF 2.0 binary (.glb) format can be uploaded.

  • File Size: max. 10 MB

  • Icon file size: max. 1 MB

Ready Player Me Studio

Using the Ready Player Me Studio interface, you can navigate to the Asset Manager, and then choose Add new asset, or directly go to https://studio.readyplayer.me/asset-management/new.

In the Type selection, you must select Outfit as the asset type.

In the Gender selection, choose the option matching the skeleton you based your asset on.

Upload the necessary files and Save. The asset is only saved when it passes validation. If any errors are detected regarding the compliance with the requirements, you'll get a notification and more information.

API

When you want to push your assets to your organization at Ready Player Me, use thePOST - Create AssetAPI endpoint with the data.type set to outfit. Once the asset is created, the files will be stored by Ready Player Me.

If you don't have the files yet available at a public URL for use with the Create Asset API endpoint, you can use the temporary storage solution provided by us via the POST - Upload Asset Filesendpoint.

See Asset Manager in Studio.

Last updated