Avatar complexity tiers
Let’s start with 3D avatars.
The 3D avatar models and the props contain different numbers of polygon faces. The more detailed the object is (high-poly model), the more computational power it will need to be displayed and animated.
Remember, in a .avatar container file, you can put multiple types of avatar content. Sure, mostly you will find there 3D characters/avatars, but an Animaze .avatar container file can also hold props (hats, glasses, etc.), backdrops (3D/2D), 2D avatars (currently using Live2D technology), or hybrid avatars.
Depending on the use case you envision for your avatar (mainly used in a face-cam scenario, used mostly on mobiles or on desktops) it can have varying degrees of complexity. To make things easier, we are defining for you several complexity tiers for 3D avatars:
Complexity by features | ||||
Feature | Floating head Tier 1 | Upper Body Tier 2 | Full Body Tier 3 | Cinematic Tier 4 |
Animations | ||||
expression animations | Y | Y | Y | Y |
head rigid animations | Y | Y | Y | Y |
idle animation | Y | Y | Y | Y |
special actions | Y | Y | Y | Y |
visemes | Y | Y | Y | Y |
upper-body animations | N | Y | Y | Y |
hand animations (IK chains) | N | Y | Y | Y |
body animations (retargeting chain) | N | N | Y | Y |
body animation correctives | N | N | Y | Y |
sitting animations (in, loop, out) | N | N | Y | Y |
walking animations | N | N | Y | Y |
complex palms and finger animations | N | Y | Y | Y |
Shading | ||||
basic lighting | Y | Y | Y | Y |
fur | Y | Y | Y | Y |
skin shading | limited* | Y | Y | Y |
transparencies | Y | Y | Y | Y |
cel shading (diffuse tone, specular tone, edge tone textures) | Y | Y | Y | Y |
animated normals | limited* | Y | Y | Y |
animated diffuse | limited* | limited* | limited* | Y |
Textures | ||||
diffuse | Y | Y | Y | Y |
bump | Y | Y | Y | Y |
spec | Y | Y | Y | Y |
fur mask | Y | Y | Y | Y |
color customization mask | Y | Y | Y | Y |
animated normal targets | limited* | Y | Y | Y |
animated diffuse targets | limited* | limited* | limited* | Y |
translucency | Y | Y | Y | Y |
subsurface scattering | Y | Y | Y | Y |
Others | |||||
dynamic elements (physics) | Y | Y | Y | Y | |
self-body collision handling | Y | Y | Y | Y | |
particle effects | Y | Y | Y | Y | |
limited* - it's recommended to avoid using this feature as it is resource overwhelming for some platforms (consult the breakdown by Performance and Download Size). |
Complexity by performance | ||||
| Mobile friendly | Laptop friendly (works on integrated GPU/ Ultrabook GPU) | Desktop friendly (also works on dedicated laptops GPU) | Cinematic (but Still real- time. Needs entry level gaming class dedicated GPU) |
animation system type | skeletal | blendshapes and skeletal | blendshapes and skeletal | blendshapes and skeletal |
number of vertices (overall per item) |
1000-9000 the number of active shaders & percentage of display on screen impacts performance |
9000-15000 |
15000-25000 |
> 25000 |
number of textures |
0-5 (choose not to use some of the following: diffuse, bump, spec, customizations mask) |
> 5 |
> 5 |
> 5 |
max texture size | 1024 | 2048 | 4096 | > 4096 |
shading | as stated in Complexity by features breakdown | as stated in Complexity by features breakdown | as stated in Complexity by features breakdown |
as stated in Complexity by features breakdown |
physics |
simple pendulums and no more than 2-3 dynamic elements
|
simple pendulums and no more than 2-3 dynamic elements |
full featured physics |
full featured physics |
particle effects |
simple and no more than 1 particle system | simple and no more than 1 particle system | full featured particle systems (recommended to max 3) |
full featured particle systems |
Complexity by download size | ||||
|
Mobile friendly | Laptop friendly (works on integrated GPU/ Ultrabook GPU) |
Desktop friendly (also works on dedicated laptops GPU) |
Cinematic (but Still real- time. Needs entry level gaming class dedicated GPU) |
animation system type | skeletal | blendshapes and skeletal | blendshapes and skeletal | blendshapes and skeletal |
number of vertices (overall per item) |
negligible |
negligible |
negligible |
negligible |
number of textures |
0-5 (choose not to use some of the following: diffuse, bump, spec, customizations mask) |
> 5 |
> 5 |
> 5 |
max texture size | 1024 | 2048 | 4096 | > 4096 |
shading | negligible | negligible | negligible | negligible |
physics | negligible | negligible | negligible | negligible |
particle effects | negligible | negligible | negligible | negligible |
There is an extra avatar Tier, namely the hybrid avatar, which consists of a combination of 2D with the 3D world. You can find more information on it here.
We will update this document on a regular basis, anytime notable changes arise and need to be publicly shared.