Closed JPhilipp closed 7 months ago
Based on the differences in hair tone and reflections, I believe this is simply a matter of varying lighting conditions. You can modify the lighting with the setLighting
method. The scene has three lights: ambient, directional, and spotlight, and you can adjust their properties such as intensity, angle, and color. See README for details.
I was able to confirm that it's not the lighting which loses the lipstick, but rather, it's the parameters added to the glb URL which when downloaded lose that texture.
// The standard glb url provided by ReadyPlayerMe, it has makeup texture https://models.readyplayer.me/[some-id].glb
// The glb url as used by the avatar loading sample (the download is also a few MB larger) https://models.readyplayer.me/[some-id].glb?morphTargets=ARKit,Oculus+Visemes,mouthOpen,mouthSmile,eyesClosed,eyesLookUp,eyesLookDown&textureSizeLimit=1024&textureFormat=png
I prefer the non-lipstick version you turn it into, and wasn't otherwise able to get rid of the strong lips color even in the non-makeup setting in ReadyPlayerMe configurator when downloading the glb from their URL, so this is a nice workaround!
I just tested this myself and you are right. It is the textureFormat
parameter. If I download the avatar with the value png
, the lips look much lighter (a lot less red) than when using jpeg
or webp
. I can see the difference also in Blender, so the problem lies with the Ready Player Me service. I could report this to their support, but actually, I also prefer the less bright color. Thanks for letting me know.
Hi! My avatar has lost their lipstick when I include it. (Note the lipstick wasn't a new inclusion, it was added originally when setting up the avatar and getting its id.)
I kind of like the non-make-up version better so it's not a big deal, but wanted to let you know here. I used the mp3.html as a starting point for inclusion. Inclusion shown as square at the top in below screenshot.
cheers!