Closed impactcolor closed 9 months ago
The class supports full-body Ready Player Me avatars (GLB). Here is an example that you can download:
Their rig has a Mixamo-compatible bone structure described here:
https://docs.readyplayer.me/ready-player-me/api-reference/avatars/full-body-avatars
Please note that contrary to what is mentioned on that page, the texture atlassing is off by default. Therefore, as of now, the class assumes the presence of separate meshes for 'EyeLeft', 'EyeRight', 'Wolf3D_Head', and 'Wolf3D_Teeth'.
For lip-sync and facial expressions, you also need to have ARKit and Oculus compatible blend shapes (including the additional ones) all listed here:
https://docs.readyplayer.me/ready-player-me/api-reference/avatars/morph-targets/apple-arkit https://docs.readyplayer.me/ready-player-me/api-reference/avatars/morph-targets/oculus-ovr-libsync
I just updated the TalkingHead class to support texture atlas, thus eliminating the need for separate meshes. I will close this issue, but feel free to ask further questions if any.
How can I add a custom 3D model? What rigging should it have?