An open, collaborative and evolving character creator project for the open metaverse.

Overview

Avatar Creator

An open, collaborative and evolving 3D avatar creator for the open metaverse.

All Contributors

Want to contribute? Please check out the issues, or submit a pull request.

Quick Start (library)

npm install avatarcreator

Quick Start

# Clone the repo and change directory into it
git clone https://github.com/AtlasFoundation/AvatarCreator
cd AvatarCreator

# Install dependencies with legacy peer deps flag to ignore React errors
npm install --legacy-peer-deps
npm run dev

# Or just use yarn
yarn install
yarn run dev

Attributions

Originally based on the three.js editor

Contributors

Thanks goes to these wonderful people (emoji key):


m00n

💻

Hayk

💻 🎨

K. S. Ernest (iFire) Lee

🤔 🔬

intelliverse777

💻

Daniel McCoy

💻

This project follows the all-contributors specification. Contributions of any kind welcome!

Comments
  • Fix broken style

    Fix broken style

    We have removed .scss / .css to simplify the codebase and make a React-only component. However, a few things got broken and don't look great, and need to be fixed.

    opened by lalalune 27
  • Skin Tone Swatch Selection

    Skin Tone Swatch Selection

    Right now we have a light <-> dark slider

    Doesn't look great

    As @fire suggested, a palette of nice skin tones would probably be better (ReadyPlayerMe does this)

    opened by lalalune 4
  • Character should be in idle pose and have a basic animation idle loop playing

    Character should be in idle pose and have a basic animation idle loop playing

    Currently character is in T pose. Should be in an idle pose and animated. We can get free poses from ActorCore, hopefully we don't need a whole retargeting thing.

    This can be very complicated. If we have animation matching the character (which is rigged using Reallusion skeleton) then this is not so hard, but if we don't we need a retargeting solution.

    I think that the best approach is to integrate Ossos and use the retargeting example provided here: https://github.com/sketchpunklabs/ossos/blob/main/examples/threejs/003_retarget_and_springs.html

    We might need to make a new retargeting profile for Character Creator character, since it is different than Mixamo rig which is generally standard.

    image

    high priority 
    opened by lalalune 4
  • Clean up dead code and refactor state

    Clean up dead code and refactor state

    Lots of dead code, and state is currently a bit messy. For a production release we need to go through and make sure we've cleared any dead files, dead code, consolidated everything as tightly as possible.

    opened by lalalune 1
  • Atlas final textures together

    Atlas final textures together

    https://github.com/oguzeroglu/TextureMerger

    We will need to think about things like--

    • Making sure all of our textures fit on one atlas and there is no wasted space
    • Making sure more important parts get more space, or is UV proportionate
    • Transparency objects are separated into a separate material

    End ideal would be a single material and texture set (diffuse, normals, other PBR if contains)

    opened by lalalune 1
  • Combine all VRM assets into single skeleton

    Combine all VRM assets into single skeleton

    Right now the export contains multiple skeletons. We really want all of our assets in the final export to be assigned to a single skeleton, and for the final file to only have one skeleton. This will hugely reduce file size.

    opened by lalalune 1
  • Split heads with morph targets / blendshapes and remove from body to reduce model size in VRMs

    Split heads with morph targets / blendshapes and remove from body to reduce model size in VRMs

    Current the vrm base body assets are 48 megabytes. They can be much, much smaller with a bit of optimization.

    -- Make sure that they are a single combined material -- The head needs to be a separate mesh, and the blendshapes need to be removed from the body, this will reduce file size by 60%

    opened by lalalune 1
  • Clothes not fitting characters properly

    Clothes not fitting characters properly

    When the characters were loaded in as GLB they worked well. We've imported them as VRM and they were facing backwards. After fixing that, there is still an issue where the models are more forward than they need to be. They should behave the same as the base character.

    high priority 
    opened by lalalune 1
  • Add non-NSFW default model

    Add non-NSFW default model

    Accidentally caught some folks off guard at the OMI Developer hour today with the default model in this project 😅 I'd suggest having a less risque default model and default clothing choices.

    The project itself is looking great though! Nice work!

    opened by robertlong 0
  • MeshOptimizer on bake

    MeshOptimizer on bake

    VRM support was merged into meshoptimizer https://github.com/infosia/meshoptimizer/tree/VRM

    We want to add this and support it. Making out files smaller and more performant is important!

    opened by lalalune 0
  • Bake and remove body morph targets

    Bake and remove body morph targets

    Right now we are holding morph target data to morph the clothing to fit each body.

    When we export the model, we want to make sure that the morph targets are baked to final position and removed-- they add massive amounts of data to the final file.

    We want to keep blendshapes on the face, so we are just removing these additional modifier morphs that the character creator uses. The only morph targets remaining should be on the face, and they should only be on the head.

    opened by lalalune 5
Owner
Atlas Foundation
Atlas Foundation
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