Avatar setup

Since SDK 0.2.1

The Avatar Setup sample of NodeWorld SDK Avatars holds the game's default avatar, set up, and the setup of an avatar, step by step, in a README.md. Import it from the Package Manager: select NodeWorld SDK Avatars, tab Samples, Import (install the SDK).

DefaultAvatar.prefab is the default avatar, ready to publish: Avatar.fbx imported as Humanoid, the NWAvatar component on its root with the viewpoint at the eyes. Drag it into a scene to see each step below done, or publish it as is to try the Avatar Publisher. It has no mouth blendshapes, so no lip sync. Like the rest of the SDK, it is under the MIT License.

The steps

  1. Import the model (FBX). In its import settings, tab Rig: Animation Type, Humanoid, then Apply.
  2. Drag it into a scene. On its root (the object with the Animator), Add Component, NWAvatar.
  3. In the NWAvatar inspector, Auto-Detect Viewpoint; move the viewpoint by hand if it is not between the eyes.
  4. Lip sync: leave Manual Viseme Mapping off when the mouth blendshapes are named vrc.v_sil, vrc.v_pp… (or v_sil, v_pp…). Otherwise turn it on, pick the face mesh in Manual Viseme Renderer and give each of the 15 Oculus visemes its blendshape, in this order: sil, PP, FF, TH, DD, kk, CH, SS, nn, RR, aa, E, ih, oh, ou.
  5. Publish it with the Avatar Publisher.

What the model needs and the budgets: make an avatar.