Avatar Importing Guide
More actions
Getting an avatar fully imported set up normally requires three steps:
- Importing the avatar. Getting the model and textures into the game. (This guide.)
- Creating the avatar. Making it work as a wearable avatar with IK and other systems. (The next guide)
- Toggles, systems and other stuff. All the extra accessories.
Depending on your level of experience, technical curiosity and way you got your avatar, there are three common ways that avatars are imported.
- If your Avatar came as a .unitypackage AND you are already comfortable with or have used/installed Unity.
- You can try the Resonite UnitySDK. If this works you should get you usable in game avatar.
- If your avatar comes with a .blend file, you have installed Blender AND wish to explore the process in more depth.
- Using Resonite's direct import process. This converts the original blender file and textures directly into Resonite for further setup.
- If your avatar only comes in a .unitypackage or as a .fbx with some textures and you DON'T wish to use Unity.
- Extract the model files and import directly, or import the files directly. Much like the previous step, but with a pre-exported file.
After you have chosen your path, find the correct instruction bellow. If you have trouble, you could try asking In this channel on discord
Once you have the model imported in game, see the Avatar Creation page linked at the bottom for the next step.
Preparing Models
.blend
Most avatars should come with Blender files, for a number of reasons it's recommended you check that you can get these if you can. They are useful for both future edits and if there are problems with the model it makes it much easier to fix. These files can be imported directly if Blender is installed, with some minor caveats, for these see: 3D Model Import#Blender
.flb/.gltf - Recommended
Draco mesh compression
Draco mesh compression extension is not supported. You may have to re-export without Compression setting from Blender.
.fbx
A lot of avatars have traditionally been imported using this format because if you have an already extracted and working copy of your avatar
By default an FBX exported by blender adds Leaf-Bones, also known as Terminal-Bones, these bones may affect the positioning and rotation of fingers.
.unitypackage
If you only have a .unitypackage, there are two ways you can bring the Avatar and its assets into Resonite:
In Game
For this procedure you need to extract the assets and make sure they are in a format that Resonite can import directly.
If you already have the model imported within Unity, simply open the Unity project folder in your file browser and Navigate to Assets, within this folder you will find the textures and Model files of your Avatar.
Should you not have the Assets imported into a Unity project and wish to save some time or avoid installing Unity you can also use an Extractor:
- (online): https://peraperavrc.github.io/package-extractor/
- (offline): https://github.com/ticpu/rust-unityextractor
Once the files are extracted, follow: Avatar Importing Guide#Preparing Models
External SDK
While not recommended for inexperienced users, if you are already familiar with Unity, Resonite has a UnitySDK that allows for assert importing and initial setup. This often still requires some final in game tweaking, but can streamline the early stages of avatar importing, including converting some shaders to equivalent Resonite ones.
For more details see: UnitySDK
Preparing Textures
In general 2048x2048 is a good resolution for most textures. It is best to properly resize textures before import as storing a high-res version of a texture that is only ever displayed at a lower resolution still takes up more of your cloud storage than if you import it at the resolution you plan to use.
.webp - Recommended
This loads faster and is smaller than PNG, while having the same color support.
.png
Commonly provided with avatars.
Importing Models
Drag and drop the model from your desktop onto the Resonite window, or import the asset via the File Browser.
A dialog should appear, these options are important:
- 3D Model
- Regular / Avatar
- Auto Humanoid Height
- Advanced Settings
- Scale
- Material and Prefer Specular - PBS with Prefer Specular is recommended, but XiexeToon is a close alternative. See #Texturing the Model and PBS_Metallic, PBS_Specular, and XiexeToon
- Spawn Material Orbs - This can make Texturing the Model easier, as a inspector is not required to access the materials.
Avatar Setup
Once you have the files imported, the next step is how to turn the model into a wearable avatar see: Avatar creation