Avatar

From Neos Wiki
Revision as of 08:49, 11 June 2021 by Earthmark (talk | contribs)
Jump to navigation Jump to search

An avatar is the form of a user in a given world.

Structure

An avatar is a hierarchy of slots, with an #Avatar Root containing #Avatar Nodes

In general, some components may (and do) appear in multiple places over the hierarchy of an avatar:

Avatar Root

Any slot with an active AvatarRoot (Component) defines the root of an avatar.

Commonly the avatar root also contains:

Avatar roots of avatars created with the Avatar Creator have these additional components

Humanoid avatars also contain:

Most often, an Avatar Root contains the #Avatar Node proxies, #Centered Root, and user defined Logix modules (modules do not need to be defined here, but they often are for ease of access).

Avatar Nodes

Any slot under an #avatar root that contains a AvatarPoseNode (Component) is considered an avatar node. Most often, avatar nodes are direct children of the #avatar root.

Avatar nodes represent a strongly identifiable piece of the avatar, such as LeftHand or Head.

With VRIK (Component) based avatars an Avatar Node is named <pose node name> Proxy by convention, and contains:

  • AvatarObjectComponentProxy (Component) - This copies the global transform of the avatar node, onto a target node (at least it appears to). Scans for the node kind identified by the AvatarPoseNode (Component) will find the target of the proxy as well.
  • A child slot named Target - This is where the part of the avatar model will actually try to go to. - Ex: A proxy moves to exactly where a VR tracker is in space, the Target offsets that tracker back to where that body part should be. - Avatar calibration is done by moving the Target slot under the proxies being calibrated.

The Head of the avatar often contains these additional nodes:

Centered Root - VRIK specific

This slot represents where Neos thinks the center of the avatar is.


In World Lifecycle