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Este documento está desactualizado. A tener en cuenta: Menciona High Fidelity, solo menciona FBX (glTF también es compatible), no se menciona lo que no necesitas para empaquetar, menciona Marketplace

Empaqueta y Aloja Tu Avatar

Como mínimo, los avatares en Vircadia deben tener un modelo FBX, glTF, o GLB y un archivo FST asociado que incluya información acerca de como se ve y se comporta tu avatar. Juntos, esos dos archivos (con cualquier textura o script opcional) forman un "paquete de avatar". Hay dos maneras en la que puedes crear un paquete de avatar: utilizando el Empaquetador de Avatar en una interfaz o el Exportador de Avatares de Vircadia para Unity (sin mantenimiento) en Unity.

Una vez que hayas empaquetado tu avatar, necesitas alojarlo en la nube para que Vircadia pueda acceder a él y renderizar correctamente tu avatar para todos los usuarios.

Empaqueta Tu Avatar

Si está leyendo esta página, probablemente ya construiste tu propio modelo FBX o encontraste y descargaste un modelo que quieras usar en Vircadia. Por lo tanto, todo lo que queda es empaquetar tu avatar y crear el archivo FST. Este archivo incluye información sobre el esqueleto, las combinaciones de formas (blendshapes), las texturas y los scripts utilizados por tu avatar.

Ofrecemos dos formas de crear un paquete de avatar: a través de Unity o mediante nuestro Empaquetador de Avatar.

Exportador de Avatares de Vircadia para Unity (sin mantenimiento)

En algunos casos, necesitarás descargar un avatar desde una página web externa y usar el avatar en Vircadia. El Exportador de Avatar de Vircadia para Unity (también conocido como "exportador de avatar") convierte avatares de apariencia humana y los empaqueta para usarlos en Vircadia.

Una vez que hayas usado exitosamente el exportador de avatar para empaquetar tu avatar, debes alojarlo en algún lugar de la nube. Puedes subirlo a Amazon S3 o un webserver por ejemplo.

Empaquetador de Avatar

El Empaquetador de Avatar es una herramienta en la interfaz que identifica potenciales errores en tu modelo de avatar FBX y luego crea un archivo FST para ti.

Para empaquetar tu avatar usa el Empaquetador de Avatar:

  1. En la interfaz, ve a Edit > Avatar Packager.

  2. En la ventana del Empaquetador de Avatar, haz click en "New Proyect".

  3. En la ventana de "Create Proyect", completa los siguientes detalles:

    • Name: El nombre que quieres para tu avatar.

    • Project Location: La ruta de la carpeta donde se almacenan los archivos de tu avatar. El Empaquetador de Avatar creará una nueva carpeta para tu proyecto en esta ubicación. El paquete contendrá tu modelo FBX, un archivo FST y cualquier script/texturas en tu avatar.

    • Avatar Model: La ubicación del modelo FBX de tu avatar.

    • Texture Folder: Si tu avatar tiene las texturas en una carpeta a parte, especifica la ubicación de la carpeta. Si las texturas de tu avatar están incorporadas en el FBX, no necesitas especificar nada.

  4. Haz click en "Create".

En este punto, haz empaquetado tu avatar exitosamente. Puedes cerrar el Empaquetador de Avatar a partir de aquí y subir tu archivo FST y modelo FBX a una ubicación de la nube de tu elección.

Aloja Tu Avatar

Antes de poder utilizar un avatar personalizado, primero debes alojar sus archivos FST y FBX/glTF/GLB en un lugar de acceso público. Puedes utilizar cualquier plataforma en la nube, incluidos Amazon S3, Google Cloud Storage, Microsoft Azure, Dropbox, etc.

Solución de problemas con el Empaquetador de Avatar

El Empaquetador de Avatar te notificará de cualquier error o advertencia que pueda afectar la forma en que tu avatar se vea y se comporte en Vircadia. Esta es una lista de los errores que puedes encontrar, junto con instrucciones básicas sobre cómo corregir tu avatar. Los errores (en rojo) deben ser arreglados antes de subir tu avatar, mientras que las advertencias (en naranja) pueden o no afectar sí tu avatar apareciera y se comportara correctamente en Vircadia.

Nota

Muchos de los errores que encontrarás describen problemas con el esqueleto del avatar. Los siguientes consejos para la resolución de problemas intentarán corregir los errores en Unity.

Sin embargo, si la estructura ósea del modelo no se parece a un esqueleto humanoide (con dos piernas, dos brazos, caderas, pecho, columna y cabeza), es probable que no sea compatible con Vircadia por cómo fue hecho. No podrás arreglar estos avatares solo en Unity. De hecho, es probable que necesites conocimientos avanzados de construcción, armado (rigging) y mapeo (mapping) de huesos en una herramienta de modelado 3D como Blender o Maya.

Error How to Fix

Hips are not mapped

This error occurs when there is no "hip" bone identified in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration.
  6. Locate 'Hips' and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Spine is not mapped

This error occurs when there is no "spine" bone identified in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration.
  6. Locate 'Spine' and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Chest (Spine1) is not mapped

This error occurs when there is no "chest" bone identified in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration.
  6. Locate 'Chest' and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Head is not mapped

This error occurs when there is no "head" bone identified in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Head' button next to the humanoid illustration.
  6. Locate 'Head' and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Neck is not mapped

This warning occurs when there is no "neck" bone identified in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Head' button next to the humanoid illustration.
  6. Locate 'Neck' and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

LeftEye is not mapped |
RightEye is not mapped |
Eyes are not mapped

This warning occurs when there is one or more missing "eye" bones in your avatar's skeleton.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Head' button next to the humanoid illustration.
  6. Locate the faulty 'Eye' joint and drag the appropriate bone from the Hierarchy window to map it.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Multiple top-level joints found

Vircadia's standard avatar skeleton has one root bone (typically the hips) that every other bone is connected to, either directly or indirectly. This bone is known as the "parent", "root", or "top-level" bone and it defines the center of your avatar. Click here to view our standard avatar skeleton.

This error occurs when you have more than one of these "top-level" bones defined in your avatar's skeleton. Rather than a hierarchy of joints, you will likely see many bones at the same root level in your skeleton.

In Unity, check your avatar's skeleton in the Hierarchy window. In some cases, having multiple bones at the root level won't affect your avatar, especially if they are unimportant bones (for example, the tongue bone probably will not affect the overall appearance of your avatar). In these cases, you can simply ignore the error and proceed with packaging and hosting your avatar.

If you have multiple "top-level" bones that are important (for example, if the hips and neck bone are at the same level), then you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

<boneName> is mapped multiple times

This warning occurs when one of your avatar's bones is mapped multiple times in your skeleton. For example, a back bone may be mapped to both the spine and the hips.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Locate the duplicate mapping in Humanoid and delete it.
  6. If it is a required bone (such as hips, spine, chest, or head), then locate the correct bone in the Hierarchy window. Drag it to the Humanoid mapping.

If an appropriate bone does not exist, or this does not resolve the issue, you will need to fix the avatar's skeleton in a 3D modeling tool of your choice.

Asymmetrical arm/leg/hand bones

We assume that the left and right appendages (arms, legs, and hands) have the same number of bones. This warning occurs if we detect a different number of bones on the left and rights sides of the body.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. For arm and leg warnings, click the 'Body' button next to the humanoid illustration. For hand warnings, click the appropriate 'Hand' button next to the humanoid illustration.
  6. Compare the left and right side. If the number of bones on the sides do not match, then locate and drag the appropriate bone from the Hierarchy window to map it.

Spine is not a child of Hips

Vircadia's standard avatar skeleton has one root bone, and every other bone is a descendent of that bone (either directly or indirectly). In the standard skeleton, the spine must be a direct descendent of the hips. Click here to view our standard avatar skeleton.

This warning occurs when the spine is not a direct descendent of the hip bone.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration, and click on the 'Hips' mapping. This will highlight the mapped bone in the Hierarchy window.
  6. Now click on the 'Spine' mapping. The highlighted bone should be directly below the Hips bone. If it is not, then locate and drag the appropriate bone from the Hierarchy window to map it.

If the appropriate bones are mapped to the Hips and Spine, or this does not resolve the issue, you will need to fix the avatar's hierarchy in a 3D modeling tool of your choice.

Spine1 is not a child of Spine

Vircadia's standard avatar skeleton has one root bone, and every other bone is a descendent of that bone (either directly or indirectly). In the standard skeleton, the chest bone (or Spine1) must be a direct descendent of the spine. Click here to view our standard avatar skeleton.

This warning occurs when the chest is not a direct descendent of the spine bone.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration, and click on the 'Spine' mapping. This will highlight the mapped bone in the Hierarchy window.
  6. Now click on the 'Chest' mapping. The highlighted bone should be directly below the Spine bone. If it is not, then locate and drag the appropriate bone from the Hierarchy window to map it.

If the appropriate bones are mapped to the Spine and Chest (Spine1), or this does not resolve the issue, you will need to fix the avatar's bone hierarchy in a 3D modeling tool of your choice.

Head is not a child of Spine1

Vircadia's standard avatar skeleton has one root bone, and every other bone is a descendent of that bone (either directly or indirectly). In the standard skeleton, the head bone must be a direct descendent of the chest (or Spine1). Click here to view our standard avatar skeleton.

This warning occurs when the head is not a direct descendent of the chest bone.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration, and click on the 'Chest' mapping. This will highlight the mapped bone in the Hierarchy window.
  6. Now click the 'Head' button, and click on the 'Head' mapping. The highlighted bone should be below the Chest bone. If it is not, then locate and drag the appropriate bone from the Hierarchy window to map it.

If the appropriate bones are mapped to the Chest (Spine1) and Head, or this does not resolve the issue, you will need to fix the avatar's bone hierarchy in a 3D modeling tool of your choice.

Hips are on ground

This warning occurs when the bone mapped to the Hips is on the ground, rather than at hip level.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration.
  6. Locate the 'Hips' mapping. This is the one with an incorrect mapping.
  7. Drag the appropriate bone from the Hierarchy window to re-map it.

If the appropriate bone is mapped to the Hips, or this does not resolve the issue, you will need to fix the avatar's bone placement in a 3D modeling tool of your choice.

Hips/Spine/Chest Overlap

Vircadia's standard avatar skeleton requires that each bone is placed at different locations on the body. For example, the hips cannot be positioned at the same location as the chest. This error occurs when either the hips, spine, and/or chest bones have overlapping positions.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Ensure that your avatar is 'Humanoid' (in Unity, go to Inspector > Rig > Animation Type > Humanoid).
  4. Click 'Configure' to open the skeleton mapping configuration.
  5. Click the 'Body' button next to the humanoid illustration, then click on the bone you want to reposition.
  6. In the Scene window, arrows will appear around the bone you have selected. Make minor adjustments to the bone's position using these arrows, until each bone is at its own unique position on the avatar.

If this does not resolve the issue, you will need to fix the avatar's bone placement in a 3D modeling tool of your choice.

Avatar has over 256 bones

This warning occurs when you have more than the maximum number of bones allowed (which is 256 bones).

This warning cannot be resolved in Unity or Vircadia. To fix it, you need to remove bones from your skeleton using a 3D modeling tool of your choice.

Missing # texture(s)

This warning occurs when Vircadia cannot find textures for your avatar. This will affect the appearance of your avatar, and it may appear grey when you try to use it.

After you package your avatar, copy all external textures to the 'Textures' folder that we create for you. Then, update your project using the Avatar Packager.

# unsupported texture(s) found

This warning occurs when your textures are not supported by Vircadia. Supported image formats include PNG, JPG, JPEG, TGA, TIF, and TIFF files.

  1. Open your textures in an image editor of your choice.
  2. Export the textures to a supported format.
  3. Set the new texture to your avatar using Unity's Material Editor or a 3D modeling tool of your choice.

No textures assigned

This warning occurs when you do not have any textures embedded in your model or referenced in your FST file. If your avatar was intentionally designed without textures, this warning can be safely ignored.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. Go to Inspector > Materials.
  4. Change the 'Location' to 'Use External Materials (Legacy)'. Click 'Apply'. This creates a Materials folder.
  5. Copy your textures into the new Materials folder.
  6. Select a material to view its shader in the **Inspector** window. Click and drag your textures to configure them.

For more information, see Unity's help on their Material Editor. You can alternatively use a 3D modeling tool of your choice to assign materials and textures to your avatar.

Model file cannot be opened

This warning occurs when your avatar package is missing either an FBX or FST file.

  1. In a file explorer, open your avatar package folder.
  2. Ensure that your avatar package has both an FST and FBX file.

    • If you are missing your FBX file, locate it and copy it back into this folder.
    • If you are missing an FST file, re-package your avatar using either the High Fidelity Exporter Avatar Exporter for Unity or the Avatar Packager.
  3. If both files are there and you still receive this error, open the FST file in a text editor of your choice.
  4. Locate the line filename = , and ensure that the path to your FBX file is correct.

Unsupported avatar model format

This warning occurs when your avatar model is not a supported format. Vircadia only supports FBX, glTF, and GLB models for avatars.

This warning cannot be resolved in Unity or Vircadia. To fix it, you need to open your model in the 3D modeling tool of your choice, and export your model as an FBX, glTF, or GLB file.

Avatar is possibly too short

This warning occurs when Vircadia detects that your avatar will appear very small when you use it.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. From the High Fidelity menu, click 'Export New Model'.
  4. Slide the scale slider to the right to increase the size of your avatar.

Avatar is possibly too tall

This warning occurs when Vircadia detects that your avatar will appear very large when you use it.

  1. Import your FBX model into a Unity project.
  2. Install the avatar exporter for Unity.
  3. From the High Fidelity menu, click 'Export New Model'.
  4. Slide the scale slider to the left to decrease the size of your avatar.

Avatar has no rig

This warning occurs when your avatar is not rigged.

This warning cannot be resolved in Unity or Vircadia. To fix it, we recommend running your avatar model through an auto-rigging tool such as Mixamo.