Glasses
Create custom eyewear for Ready Player Me avatars.
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Create custom eyewear for Ready Player Me avatars.
Last updated
Was this helpful?
This document explains how to create custom glasses that meet Ready Player Me technical specifications and functions properly in your application. The glasses asset type is any asset that only covers the eyes.
Use Blender to open the glasses-example.blend.
Inspect this example and familiarize yourself with the details as your design must match the same requirements.
The materials use the metalness PBR workflow.
Keep the shading network of the material as simple as possible.
Enable Backface Culling (single-sided materials). Only use double-sided materials when absolutely necessary. Otherwise, leave the box checked.
Export the glasses model into glTF Binary (.glb). Below are the required export settings using Blender.
Only include the glasses model in the export, not the head reference.
File type: .GLB
File Size: max. 10 MB
Icon file size: max. 1 MB
In the Type
selection, you must select Glasses as the asset type.
In the Gender
selection, choose Neutral to make them available to all stereotypes.
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 glasses
.
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.
Download template glasses . The template project contains a reference head model and glasses.
Create glasses as a single object. They should fit the head reference model in the glasses-example.blend template project. ->
Occlusion map: Optional We recommend to pack the occlusion map into the red-channel of the metallicRoughnessTexture. See on how to export it.
It's possible to add an opacity map as a separate texture, but it's preferable to include it in the alpha channel of basecolor map.
Using the interface, you can navigate to the Asset Manager, and then choose Add new asset
, or directly go to .
Once the export is complete, open Ready Player Me Studio () and upload your creation. The asset will be validated on upload. Learn more .