This project is in an experimental state
See example/index.html for an example of how to use this.
The avatar .glb files contain multiple versions all with names matching S0_L[0-4]_M[01]_V[01]_optimized_geom
. The meaning of each segment:
Segment | Meaning |
---|---|
S0 |
Unknown |
L[0-4] |
Lod level, 0 being the highest and 4 the lowest |
M[01] |
Model type, 0 being full body and 1 being upper body only |
V[01] |
Viewer type, 0 being first person (no head geometry) and 1 being third person |
For example: S0_L0_M0_V1_optimized_geom
will be the highest detail (L0
), full body (M0
), with head (V1
).
The Meta Avatars SDK comes bundled with 32 sample avatars that can be used. If you'd rather want to use your own avatar, connect your Quest 2 and search for a .glb
file in either one of these directories:
Quest 2/Internal shared storage/Android/data/com.oculus.shellenv/files/Oculus/Avatars2/
Quest 2/Internal shared storage/Android/data/com.oculus.avatar2/cache/Oculus/Avatars2/
There might be multiple files which are either older versions of your avatar or cached avatars of others. When in doubt simply make a small tweak to your avatar and save it. This should result in a new file that's easy to filter out based on the modified date.
- Meta Avatars appear to have two color vertex attributes, neither seem to provide correct output when taken as-is, so vertex colors are disabled.
- The normals and tangents aren't dequantized yet.
- It assumes that the KTX2 texture is of a specific format and that the browser supports this natively (no transcoding is done)
- Textures for avatars intended for the Rift can't be loaded