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Avatar

Context: object.virtual.avatar

This document describes the data structure for a virtual avatar, a digital representation of a character or persona used in virtual environments, games, or other digital applications. Virtual avatars can be created using various methods, such as 3D modeling, procedural generation, or even AI-driven techniques.

Fields

KeyTypeDescriptionMandatory
classstringClass or category the avatar belongs toYes
generationstringGeneration or version of the avatarYes
rootBonestringRoot bone in the avatar's skeletal hierarchyYes
modifiersmodifierObjectModifiers applied to customize the avatarNo

Modifier Object

KeyTypeDescriptionMandatory
namestringName of the modifierYes
typestringType of the modifier (e.g., shape, color, size)Yes
hierarchystringHierarchy or path of the modifier in the avatarYes
valuevalueObjectValues associated with the modifierNo

Value Object

KeyTypeDescriptionMandatory
namestringName of the valueNo
typestringType of the value (e.g., range, discrete)No
fromstringLower limit of the value rangeNo
tostringUpper limit of the value rangeNo
discretearray of stringList of discrete values the modifier can takeNo

Example

"avatar": {
"class": "Elf",
"generation": "1.0",
"rootBone": "Hips",
"modifiers": [
{
"name": "BodyType",
"type": "Morph",
"hierarchy": "Body",
"value": {
"name": "Body Preset",
"type": "discrete",
"discrete": ["Athletic", "Curvy", "Slim", "Heavy"]
}
},
{
"name": "HairStyle",
"type": "Mesh",
"hierarchy": "Head.Hair",
"value": {
"name": "Hair Preset",
"type": "discrete",
"discrete": ["Short", "Medium", "Long", "Bald"]
}
},
{
"name": "EyeColor",
"type": "Color",
"hierarchy": "Head.Eyes",
"value": {
"name": "Color",
"type": "range",
"from": "#000000",
"to": "#FFFFFF"
}
}
]
}