Avatars
Avatar Specifications
Please make sure to read the General Modeling Guide in addition to the following specifications.
For the limits we specify for Max Restrictions, this is what we will attempt to pair down your asset to if beyond the limits. Going beyond can cause possible lower performance in game, but will not prevent the processing of the asset.
Humanoid
| Restriction | Ideal | Max |
|---|---|---|
| Triangle Count | 20,000 | 40,000 |
| Materials Count | 3 | 5 |
| Skinned Meshes Count | 1 | 1 |
| Textures Resolution | 2048 | 4096 |
| Dimensions in Meters | Min | Max |
|---|---|---|
| Width x Depth x Height | 0.5 x 0.25 x 0.5 | 3 x 1.5 x 3 |
For any humanoid rig we will fuse all Skinned Meshes for proper processing.
Unity's Mecanim Humanoid Rig page will give some in-depth information about the humanoid rig requirements. We support the Mecanim humanoid rig hierarchy for handling humanoid rigs (this allows us to utilize animations we create to automatically be supported by other humanoid characters). If you have a character but are unable to rig, one option to try is Mixamo to auto-rig your humanoid character and allow you to check some test animations in it as well. Another alternative is ActorCore AccuRIG.
Required Humanoid Rig Structure
Here is the breakdown of an example rig that correctly maps to a humanoid.

Humanoid Bone Hierarchy
These are the mapped connections to the rig. Using the following naming convention can help to guarantee your rig maps properly.
Hips - Upper Leg - Lower Leg - Foot - Toes
Hips - Spine - Chest - Neck - Head
Chest - Shoulder - Arm - Forearm - Hand
Hand - Proximal - Intermediate - Distal



Skin Color Changing
In Nifty Island you can change the body color property of avatars.
The skin material will be detected as the first material you have assigned to a mesh with a name containing body or skin, otherwise it will be the first material on the first mesh in your heirarchy.
VRM Features
We support the following features of a VRM Avatar:
- Spring Bones and Spring Bone Collider Groups