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A-Frame Exokit Avatars

This A-Frame component provides an easy way to integrate a full-body IK avatar in WebXR through my fork of the Exokit Avatars system.

Usage

The following is the most basic scene setup that will load in an avatar:

<!DOCTYPE html>
<html>
  <head>
    <script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/aframe-exokit-avatars@1.0.2"></script>
    <title>A-Frame Exokit Avatars</title>
  </head>
  <body>
    <a-scene>
      <a-assets>
        <a-asset-item id="model" src="./dan.glb"></a-asset-item>
      </a-assets>
      <a-plane id="ground" rotation="-90 0 0" color="green" height="10" width="10"></a-plane>
      <a-light type="directional" intensity="0.5"></a-light>
      <a-light type="ambient" intensity="0.5"></a-light>
      <a-sky color="blue"></a-sky>
      <a-entity avatar="model: #model"></a-entity>
      <a-entity id="player">
        <a-camera id="head" near="0.1" wasd-controls look-controls></a-camera>
        <a-entity id="leftHand" tracked-controls="hand: left"></a-entity>
        <a-entity id="rightHand" tracked-controls="hand: right"></a-entity>
      </a-entity>
    </a-scene>
  </body>
</html>

Considerations

  • If implementing some form of touchpad or thumbstick movement, ensure your avatar is not parented under the player/camera rig object, as this will prevent the leg IK from functioning properly.
  • By default, the tracked-controls component in A-Frame reports controller pose based on target ray space by default instead of grip space (refer to the WebXR Device API for more details). It's more than likely there might be some noticeable offset in the hand positions from where your controllers are. There is currently an open PR to let grip space be used for pose reporting, but in the meantime you may want to apply some manual offset to your controller pose to compensate.

Schema

Property Type Description Default Value
model model A selector or path to an avatar model
thirdPerson boolean Whether this is an avatar for a different player than the user false
player selector An element representing the player/camera rig #player
head selector An element representing the main camera of the scene #head
leftHand selector An element representing the tracked left hand #leftHand
rightHand selector An element representing the tracked right hand #rightHand
fingers bool Whether or not to animate finger poses (point, grip) true
hair bool Whether or not to animate hair true
decapitate bool Whether or not to remove the head of the model false
visemes bool Whether or not to animate visemes on the model (mouth, blinking) true
muted bool Whether or not to passthrough mic audio into the page. true
debug bool Whether or not to render debug meshes. false