Avatar Models

Streamoji supports two primary avatar model types to optimize for different use cases and performance requirements.

Full-Body

Complete character model from head to toe. Ideal for VR, third-person games, social hubs, and applications where the full character is visible.

Mesh: ~15k-25k PolysTextures: 2K-4K resolutionFile Size: ~3-5MB

Half-Body

Optimized model cropped at the waist. Best for VR meetings, first-person experiences, and applications where only the upper body is visible. Reduces memory usage and improves performance.

Mesh: ~8k-12k PolysTextures: 2K resolutionFile Size: ~2-3MB

Model Specifications

PropertyFull-BodyHalf-Body
Polygon Count15,000 - 25,0008,000 - 12,000
Texture Resolution2K - 4K2K
Rig TypeHumanoid (Unity/Unreal compatible)
Bone Count~75 bones (standard humanoid skeleton)
Blendshapes52 ARKit-compatible facial blendshapes
File FormatGLB (GLTF Binary)

Texture Maps

All avatars include the following texture maps:

Base Color (Albedo): Main texture with skin, clothing, and accessory colors
Normal Map: Surface detail and depth information
Roughness/Metallic: Material properties for PBR rendering
Occlusion: Ambient occlusion for realistic lighting

Morph Targets & Blendshapes

All Streamoji avatars include a comprehensive set of facial blendshapes for realistic animation, lip-sync, and expression control.

ARKit Standard (52 Blendshapes)

Full ARKit-compatible blendshape set for facial tracking and animation:

Eye Controls: EyeBlinkLeft, EyeBlinkRight, EyeLookDownLeft, EyeLookDownRight, EyeLookInLeft, EyeLookInRight, EyeLookOutLeft, EyeLookOutRight, EyeLookUpLeft, EyeLookUpRight, EyeSquintLeft, EyeSquintRight, EyeWideLeft, EyeWideRight
Brow Controls: BrowDownLeft, BrowDownRight, BrowInnerUp, BrowOuterUpLeft, BrowOuterUpRight
Cheek Controls: CheekPuff, CheekSquintLeft, CheekSquintRight
Jaw Controls: JawForward, JawLeft, JawRight, JawOpen
Mouth Controls: MouthClose, MouthDimpleLeft, MouthDimpleRight, MouthFrownLeft, MouthFrownRight, MouthFunnel, MouthLeft, MouthLowerDownLeft, MouthLowerDownRight, MouthPressLeft, MouthPressRight, MouthPucker, MouthRight, MouthRollLower, MouthRollUpper, MouthShrugLower, MouthShrugUpper, MouthSmileLeft, MouthSmileRight, MouthStretchLeft, MouthStretchRight, MouthUpperUpLeft, MouthUpperUpRight
Nose Controls: NoseSneerLeft, NoseSneerRight
Tongue Controls: TongueOut

Oculus Visemes (15 Phonemes)

Phoneme-based blendshapes optimized for speech animation:

Visemes: sil, PP, FF, TH, DD, kk, CH, SS, nn, RR, aa, E, ih, oh, ou

Custom Expressions

Pre-built expression combinations for common emotions:

Smile: Combination of mouth and cheek blendshapes
Blink: Eye blink animation
Surprise: Wide eyes and open mouth expression
Frown: Downward mouth and brow expression

Using Blendshapes

Blendshapes can be controlled programmatically in your application:

// Three.js example
const mesh = avatar.scene.getObjectByName('Head');
const blendshape = mesh.morphTargetDictionary['eyeBlinkLeft'];
mesh.morphTargetInfluences[blendshape] = 1.0; // Fully close left eye

// Unity example
SkinnedMeshRenderer renderer = avatar.GetComponent<SkinnedMeshRenderer>();
int blendShapeIndex = renderer.sharedMesh.GetBlendShapeIndex("eyeBlinkLeft");
renderer.SetBlendShapeWeight(blendShapeIndex, 100f); // 0-100 range

Animation Rig

Streamoji avatars use a standard humanoid rig compatible with most animation systems and motion capture solutions.

Bone Structure

The avatar skeleton follows a standard humanoid hierarchy:

  • Root/Hips: Base of the skeleton, controls overall position
  • Spine Chain: Spine, Spine1, Spine2 for torso movement
  • Arms: Shoulder, UpperArm, LowerArm, Hand with finger bones
  • Legs: UpperLeg, LowerLeg, Foot with toe bones
  • Head: Neck, Head for head movement

Animation Compatibility

Unity Humanoid Avatar system (automatic retargeting)
Unreal Engine Skeleton (compatible with most animation blueprints)
Mixamo animations (direct compatibility)
Motion capture data (standard BVH/FBX formats)
VR hand tracking (Oculus, OpenXR)

Included Animations

Base avatar models include standard T-pose and idle animations. Additional animations can be applied using your preferred animation system.