Hero Characters
Create unique Hero Characters for your application.
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Create unique Hero Characters for your application.
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Was this helpful?
A Hero Character is a complete avatar by any means. It includes all elements of a Ready Player Me avatar, including accessories, hair and body, for example.
Following these guidelines, you can provide a fully prepared custom avatar for the Ready Player Me platform.
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.
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.
Do not include animations in the exported file.
Maximum total triangle count: 30000 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|JPEG For PNG images, use 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 PNG image file to avoid errors.
BaseColor maps: Optional 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
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: 5 MB
Double sided materials: Optional We recommend to use as few double sided materials as possible.
The head of the avatar.
Note that you have to provide a basecolor map for its material, because the users do not have the option to choose the skin color of hero characters. You're in full control.
The left eye of the avatar.
The right eye of the avatar.
Teeth of the avatar.
The body of the avatar, except for the head.
Note that you have to provide a basecolor map for its material, because the users do not have the option to choose the skin color of hero characters. You're in full control.
The hair of the avatar.
Note that you have to provide a basecolor map for its material, because the users do not have the option to choose the hair color of hero characters. You're in full control.
The facial hair of the avatar.
Note that you have to provide a basecolor map for its material, because the users do not have the option to choose the beard color of hero characters. You're in full control.
Assets that can cover parts of the face, like masks.
Assets to put on the avatar's head, like hats or helmets.
Assets that resemble any kind of glasses.
Clothing assets that cover the torso and arms, like shirts and jackets, also including necklace, gloves, backpacks, shoulder pads, or dresses.
Clothing asset that cover the legs, like pants or skirts, also including knee pads or a belt.
Clothing assets that cover the feet of an avatar, like shoes and boots, may include socks.
File type: .GLB
File Size: max. 10 MB
Icon file size: max. 1 MB
In the Type
selection, you must select Hero Character 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.
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 costume
.
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.
You can download fullbody templates . Use the masculine or feminine skeleton.
Occlusion maps: Optional We recommend to pack the occlusion map into the red-channel of the metallicRoughnessTexture. See on how to export it.
The head mesh supports morph targets or facial animation. See documentation on .
The beard mesh supports morph targets or facial animation. See documentation on .
Using the interface, you can navigate to the Asset Manager, and then choose Add new asset
, or directly go to .