Tutorial:Avatar creation
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The Avatar Creator is the tool that takes a humanoid 3D model already in the world and produces a wearable avatar from it. It places the head and hand proxies so your tracking maps onto the model, optionally attaches a volume meter tied to your voice and tries to set up face tracking.
This page walks you through the creation steps.
Before you start
You will need:
- An imported humanoid model in the world. See Avatar Importing Guide for that step.
- A logged-in account. So you can save to your Inventory.
- Builder permissions in the world. See Permission System for what builder access is. If you are in someone else's World you may need to ask them for this permission. If no one is around to grant them or the session just is not focused on building, opening your own world is the simplest path: see Create New World.
Spawning the Avatar Creator
Open the Dash Menu, go to the Home page, and spawn an Avatar Creator. This menu consists of a Headset visual, two hand visuals and a UI Panel. Place the headset at the model's head as if it was wearing it, the two dots inside the headset indicate where your vision will be.
Aligning the head
After positioning the head in roughly the right spot it is usually best to use the alignment tools of the Avatar Creator Align Head Forward, Align Head Up, Align Head Right, Center Head Position, and finally Try Align Hands.
The last button uses the headset as a line of symmetry, which is why the Head should be aligned first.
Aligning the hands
If the model is symmetric in pose, the hands should already be in roughly the right place after Try Align Hands. Inspect both, and if one is off, adjust it by hand, for most Avatars aligning the hands based on the index finger is ideal.
If the model is not symmetric, uncheck Use Symmetry in the Avatar Creator and place each hand on its own. If your model should be Symmetrical but the hands appear offset you may have accidentally moved the avatar during setup.
Tool anchors
Tool anchors are the points where tools, attach when held. To customize them, check Show Tool Anchors in the creator. As with aligning the hands for most Avatars positioning the Tool Anchor at the tip of the index finger produces the best results. Showing the Tool Anchors will also show the Grab Spheres, and Tool Shelves. Grab Spheres are usually positioned in the palm of the hand so that the sphere covers the area of the palm. If you are trying to grab an object these spheres control where the object needs to be relational to your hand. Tool Shelves are generally positioned at the back of the wrist and act as convenient storage for your Tools.
Other creator options
The Avatar Creator has a couple of toggles worth knowing about:
- Setup Volume Meter adds a volume meter component to your head proxy. This Volume meter gets set up to Animate your whisper bubble. See Voice modes if you are wondering what Whisper is.
- Setup Face Tracking wires up face tracking inputs if your Avatar supports it and Resonite can Identify them.
- Protect Avatar Adds avatar Protection to the Avatar to prevent others from wearing and saving the Avatar.
Pressing Create
When the head is aligned, the hands look right, and the optional toggles match what you want, press Create. Once you have done so remember to save the resulting Avatar to your Inventory even before equipping, to avoid losing progress.
After creation
Two things commonly need attention right after the first equip.
Geometry over the eyes
Some models have hair, helmets, or face structure that covers the view. There are two main ways to fix it.
The simplest fix is to move the head proxy target. Inspect the equipped avatar with a developer tool. Under the avatar root you will find a hierarchy that includes a Head Proxy slot with a Target under it. Move that Target slot back along its Z axis (Blue). The head visually moves backward, taking the offending geometry behind the camera with it.
If proxy adjustment is not enough or your avatar has a muzzle that you don't wish to see, attach a RenderTransformOverride (Component) to the offending slot itself (the hair, helmet, hat, or whatever piece is poking through) and set ScaleOverride to (1, 1, 0.01). The slot becomes invisible in the wearer's first-person view but still renders in mirrors, cameras, and for other users.
If you get blinded
If the first equip puts geometry directly on top of your eyes and you cannot see, three reliable ways out:
- Use Emergency shortcuts to respawn yourself.
- Switch to desktop mode and use the third person camera to navigate while you fix the new avatar.
- If you imported with someone else, have them adjust the head proxy or the head bone's render override while you stay in the avatar.
Textures and material orbs
Each renderer on the avatar holds one or more material references. The renderers sit just under the avatar's Armature slot. Two ways to access the materials:
- Material orbs spawned at import. If you checked Spawn Material Orbs in the import dialog before pressing import, every material on the avatar appears as a physical orb floating near the model. Reach for these first; they are the simplest path.
- Pull from the renderers. If no orbs were spawned, equip the Material Tool empty, aim at any part of the avatar's mesh, and press the secondary action. The tool extracts the material into an orb in front of you (This does not work well with avatars that have more than one Material and use Skinned Meshes). As an alternative, open the avatar in the Scene Inspector and find the renderer's material reference; the inspector exposes the material fields directly without needing the tool.
Bringing textures in
Drag the texture files (typically PNG or WEBP) from your desktop onto the Resonite window, or import them through the File Browser. Each texture lands in the world as a 2D image that you can pick up and drop into a material slot.
Assigning textures
With a material orb in hand, either use the Material Tool and pick Edit Material from the Context menu, or grab the inspector panel directly off the orb. The material exposes named fields for each channel: Albedo, Normal Map, Metallic, Emissive, and so on, depending on the material type.
Drag each texture into the corresponding field. The renderer picks up the change immediately and the avatar updates in place.
Choosing a material type
The default for most imported avatars is PBS Metallic (Component), which uses the standard physically-based metallic-roughness workflow. Two common alternatives:
- PBS Specular (Component) for content authored in the specular-glossiness workflow.
- XiexeToonMaterial (Component) for stylized toon-shaded looks that do not need PBR realism.
You can convert a material from one type to another through the Material Tool's context menu without losing the texture assignments. The tool replaces every instance of the original material on the avatar with the converted version.
Nice-to-have components
These are not required for a working avatar, but they are small additions that handle common edge cases cleanly.
Default user scale
DefaultUserScale (Component) sets the scale the avatar spawns at when equipped, and the scale it returns to when the wearer picks Reset Scale from the Context menu. Useful when the avatar is intended to be played at a specific non-default size, for example a tiny critter avatar that should default to 0.5 instead of 1.0. Add the component anywhere on the avatar and set the DefaultScale field.
Without this component, equipping the avatar simply keeps you at whatever scale you happened to be at when you put it on, and Reset Scale always snaps you to 1.0 regardless of what the model's natural size suggests. Adding a DefaultUserScale (Component) is what lets the avatar carry its own intended scale across both equip and reset.
Where to go next
Once the avatar is created and the view is clean, the rest is customization:
- Common Avatar Issues for known gotchas after creation.
- Avatar Standard for the optional best-practice components.
- Avatar Hub for more guides, community resources and avatars.
- Full Body Tracking for the FBT calibration flow.