Overview

This is a simple guide to understand how to use body avatars with Filta. Body avatars are simply character models that follow the movement of a users body.

example body avatar

example body avatar

Model Setup

To use body avatars, your character model has to have a particular set up. Firstly, your model has to be in a T-pose similar to the example T-pose in the scene.

Example T-Pose Setup

To view the example T-pose, you can use the dev panel to make it visible by clicking Show T-Pose Visualiser as seen in the image below

Show T-pose visualiser button in dev panel

Show T-pose visualiser button in dev panel

In the scene view, the T-pose can be seen.

T-pose example in scene view

T-pose example in scene view

Naming Convention

Secondly, the naming structure of your skeleton has to follow the guide below.

Root
Hips
LeftUpLeg
LeftLeg
LeftFoot
LeftToes
LeftToesEnd
RightUpLeg
RightLeg
RightFoot
RightToes
RightToesEnd
Spine1
Spine2
Spine3
Spine4
Spine5
Spine6
Spine7
LeftShoulder1
LeftArm
LeftForearm
LeftHand
LeftHandIndexStart
LeftHandIndex1
LeftHandIndex2
LeftHandIndex3
LeftHandIndexEnd
LeftHandMidStart
LeftHandMid1
LeftHandMid2
LeftHandMid3
LeftHandMidEnd
LeftHandPinkyStart
LeftHandPinky1
LeftHandPinky2
LeftHandPinky3
LeftHandPinkyEnd
LeftHandRingStart
LeftHandRing1
LeftHandRing2
LeftHandRing3
LeftHandRingEnd
LeftHandThumbStart
LeftHandThumb1
LeftHandThumb2
LeftHandThumbEnd
Neck1
Neck2
Neck3
Neck4
Head
Jaw
Chin
LeftEye
LeftEyeLowerLid
LeftEyeUpperLid
LeftEyeball
Nose
RightEye
RightEyeLowerLid
RightEyeUpperLid
RightEyeball
RightShoulder1
RightArm
RightForearm
RightHand
RightHandIndexStart
RightHandIndex1
RightHandIndex2
RightHandIndex3
RightHandIndexEnd
RightHandMidStart
RightHandMid1
RightHandMid2
RightHandMid3
RightHandMidEnd
RightHandPinkyStart
RightHandPinky1
RightHandPinky2
RightHandPinky3
RightHandPinkyEnd
RightHandRingStart
RightHandRing1
RightHandRing2
RightHandRing3
RightHandRingEnd
RightHandThumbStart
RightHandThumb1
RightHandThumb2
RightHandThumbEnd

Note: Your model’s skeleton does not have to have every joint in this guide. But only joints named exactly as the options above will be updated by user body data.

<aside> 💡 The naming convention and pose of your model has to be set in the 3D modelling software you use because this information must be baked into the fbx or obj file.

</aside>

Implementation

After confirming your model is set up correctly, you can easily make it a body avatar by making it a child of BodyTracker→BodyAvatar.

Body Avatar gameobject in hierarchy

Body Avatar gameobject in hierarchy

And that’s it. You can see your model will now be animated with the user’s body information.

<aside> 💡 Ensure your model is rotated in the same direction as the T-pose before you make it a child of BodyTracker→BodyAvatar.

</aside>