Checking Skin Weights

Inspect how your asset deforms with animations.

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!

Animation Library

A good way to inspect the effect of skin weights on your asset is to watch it deform when it performs an animation.

Ready Player Me offers an extensive library of animations that are compatible with Ready Player Me avatars. You can download the whole library or only choose the FBX animations you need.

Depending on whether your asset is based on the masculine or feminine template, choose the animations accordingly. Because of different skeleton proportions, using an animation for a different skeleton may result in unexpected behavior.

Dance animations usually cover a wide range of motions and are, therefore, well suited for inspecting the effect of skin weights on an asset. You should try different animations.

You'll be able to use these animations in your digital content creation software.

Be sure to not include any animation in the exported GLB file.

We'll show you how to use them for Preview in Visage, our WebGL viewer for the web.

Preview in Visage

Visage is a collection of components for showcasing Ready Player Me avatars on the web. You can use our deployed example to drag & drop your assets into it.

These are the steps on how to use it:

  1. Drag & drop your exported glb file into the designated area.

  2. Drag & drop a glb or FBX file that contains a compatible animation in to the 3D view.

  3. You can now also drop other animation files into the 3D view.

  4. To load a different asset, you have to reload the Visage page and repeat from step 1.

Preview in Mixamo

Reday Player Me rigs are compatible with Mixamo animations, which means you can test your asset's deformation with animations in your browser using Mixamo.

  1. Remove the roughness map from your FBX file to avoid errors when uploading to Mixamo.

  2. Export your updated FBX file.

  3. Go to the Mixamo website, login if necessary, and click Upload Character in the right sidebar.

  4. Select the FBX for your character, wait until uploading is finished, and click Next.

  5. In the panel on the left, pick an animation to test.

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