GET - 3D avatars
Get a 3D avatar GLB file with desired performance and configuration settings.
Get an avatar GLB by id or by short code.
GET
https://models.readyplayer.me
Get an avatar 3D GLB model with desired performance and configuration settings.
Path Parameters
Name | Type | Description |
---|---|---|
avatarId.glb* | String | ID of an avatar. |
Query Parameters
Name | Type | Description |
---|---|---|
morphTargets | String | Comma-separated list of individual morph targets or morph target standard groups to include on the avatar. |
textureSizeLimit | Int | Sets the upper limit for texture resolution in pixels of any texture in the avatar. |
useDracoMeshCompression | Boolean | Reduces file size by compressing output avatars with Draco mesh compression. More effective on complex meshes. |
pose | String | Defines the pose for a full-body avatar. |
useHands | Boolean | Toggles hands for half-body VR avatars. |
meshLod | Int | Controls the triangle count of the avatar. |
textureAtlas | Int | Generates a texture atlas of the desired resolution. The operation merges all meshes and splits opaque objects from transparent ones resulting in a maximum of 2 draw calls. |
quality | String | low, medium or high - Use quality presets to combine performance related parameters. |
textureChannels | String | Define which textureChannels should be included in the .glb. It can be a comma-separated combination of the following values: baseColor, normal, metallicRoughness, emissive, occlusion |
useMeshOptCompression | Boolean | Reduces file size by compressing output avatars with Mesh Optimization compression. More effective on meshes with morph targets. |
Parameters, expected values, and examples
You can combine multiple parameters by concatenating with &.
So for example requesting an avatar with meshLod 2 and without texture atlassing would look like that:
Parameters, expected values, and examples
ID or Shortcode of an avatar.
Expected values (String)
6185a4acfb622cf1cdc49348.glb
ABC123.glb
Notes
You must include the .glb
file extension or you will get a 404
return value.
You can get an avatar id or short code via postMessage
returned from Ready Player Me. You can read more about how to do that at Native Integration.
Without any of the optional parameters, the avatar is returned based on default values.
Use quality presets to combine performance related parameters from below.
Expected Values (String)
low
medium
high
The values behind those presets are the following:
low (meshLod=2, textureSizeLimit=256, textureAtlas=256, morphTargets=none)
medium (meshLod=1, textureSizeLimit=512=textureAtlas=512, morphTargets=none)
high (meshLod=0, textureSizeLimit=1024=textureAtlas=1024, morphTargets=none)
All other values overwrite quality. So e.g. you can use quality=low and overwrite the LOD with 0 to get the high-res avatar. See Examples.
Control the triangle count of the returned avatar.
Expected values (Number)
0
- No triangle count reduction is applied (default).1
- Retain 50% of the original triangle count.2
- Retain 25% of the original triangle count.
Set the upper limit for texture resolution in pixels of any texture in the avatar.
Expected values (Number)
The value needs to be a multiple of two.
Min:
256
Max:
1024
(default)
Generate a texture atlas of the desired resolution. This operation merges all meshes and splits opaque objects from transparent ones resulting in a maximum of 2 draw calls.
The texture atlas is generated for all PBR channels - baseColor, normal, metallicRoughness, emissive, and occlusion, if any of the assets making up the avatar includes them.
Expected Values (String, Number)
none
- Do not create a texture atlas (default).256
- Create a texture atlas of 256x256px.512
- Create a texture atlas of 512x512px.1024
- Create a texture atlas of 1024x1024px.
Select the texture channels you want to have included in the .glb. (By default, the .glb comes with all available channels).
Expected Values (String)
baseColor
normal
metallicRoughness
emissive
occlusion
none
You can combine these values by comma separation. See examples.
Comma-separated list of individual morph targets or morph target standard groups to include on the avatar.
Expected values (String)
Default
ARKitst
Oculus Visemes
+ or any supported morph targets.
The default value is "Default"
.
Define the pose for a full-body avatar.
Expected values (String)
A
- Create a full-body avatar in A pose (default).T
- Create a full-body avatar in T pose.
Only applies to full-body avatars.
Reduce the file size by compressing output avatars with Draco mesh compression.
Expected values (Boolean)
true
- Enable compression.false
- No compression (default).
Draco mesh compression is disabled by default for maximum compatibility for various glTF loaders.
Reduce the file size by compressing output avatars with Mesh Optimization compression. This technique is more effective on avatars with morph targets.
Expected values (Boolean)
true
- Enable compression.false
- No compression (default).
Mesh Optimization compression is disabled by default for maximum compatibility for various glTF loaders.
Toggle hands for half-body VR avatars.
Expected values (Boolean)
false
- Do not include hands with half-body VR avatars.true
- Include hands with half-body VR avatars (default).
Only applies to half-body avatars.
The default values above only apply when you have not requested any changes to those settings previously. Please reach out to support@readyplayer.me if you want to reset your default settings.
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