For the complete documentation index, see llms.txt. This page is also available as Markdown.

GET - 3D Avatars

https://models.enoch.app Get an avatar GLB by id or by short code.

GET https://models.enoch.app

You can combine multiple parameters by concatenating with &.

So for example requesting an avatar with meshLod 2 and without texture atlassing would look like that:

https://models.enochavatar.me/6185a4acfb622cf1cdc49348.glb?meshLod=2&textureAtlas=none

Parameters, expected values, and examples

ID or Shortcode of an avatar.

Expected values (String)

  • 6185a4acfb622cf1cdc49348.glb

  • ABC123.glb

Notes

You must include the .glb file extension or you will get a 404 return value.

You can get an avatar id or short code via postMessage returned from Enoch Avatar. You can read more about how to do that at Native Integration.

Without any of the optional parameters, the avatar is returned based on default values.

Request avatar by ID

https://models.enochavatar.me/6185a4acfb622cf1cdc49348.glb

Request avatar by short code

https://models.enochavatar.me/ABC123.glb

Returned value

You will receive a standardized .glb file. You can import and modify this file in any 3D software that supports this format.

Use quality presets to combine performance related parameters from below.

Expected Values (String)

  • low

  • medium

  • high

The values behind those presets are the following:

  • low (meshLod=2, textureSizeLimit=256, textureAtlas=256, morphTargets=none)

  • medium (meshLod=1, textureSizeLimit=512=textureAtlas=512, morphTargets=none)

  • high (meshLod=0, textureSizeLimit=1024=textureAtlas=1024, morphTargets=none)

Request an avatar with quality high

Request an avatar with quality medium

Request an avatar with quality low

Request an avatar with quality low but overwrite meshLod

Control the triangle count of the returned avatar.

Expected values (Number)

  • 0 - No triangle count reduction is applied (default).

  • 1 - Retain 50% of the original triangle count.

  • 2 - Retain 25% of the original triangle count.

Request an avatar with meshLod 2

Set the upper limit for texture resolution in pixels of any texture in the avatar.

Expected values (Number)

The value needs to be a multiple of two.

  • Min: 256

  • Max: 1024 (default)

Request an avatar with textureSize limited to 512 x 512

Generate a texture atlas of the desired resolution. This operation merges all meshes and splits opaque objects from transparent ones resulting in a maximum of 2 draw calls.

The texture atlas is generated for all PBR channels - baseColor, normal, metallicRoughness, emissive, and occlusion, if any of the assets making up the avatar includes them.

Expected Values (String, Number)

  • none - Do not create a texture atlas (default).

  • 256 - Create a texture atlas of 256x256px.

  • 512 - Create a texture atlas of 512x512px.

  • 1024 - Create a texture atlas of 1024x1024px.

Disable texture atlas:

Create 512px texture atlas:

Select the texture channels you want to have included in the .glb. (By default, the .glb comes with all available channels).

Expected Values (String)

  • baseColor

  • normal

  • metallicRoughness

  • emissive

  • occlusion

  • none

You can combine these values by comma separation. See examples.

Get avatar with no textures

Get avatar with only baseColor and normal map.

Comma-separated list of individual morph targets or morph target standard groups to include on the avatar.

Expected values (String)

  • Default

  • ARKitst

  • Oculus Visemes

  • + or any supported morph targets.

The default value is "Default".Disable all morph targets

?morphTargets=none

Use selected morph targets ?morphTargets=mouthSmile,mouthOpen

Use morph target standard groups ?morphTargets=ARKit,Oculus Visemes

Use selected morph targets and standard group ?morphTargets=mouthSmile,ARKit

Disable all morph targets

?morphTargets=none

Use selected morph targets ?morphTargets=mouthSmile,mouthOpen

Use morph target standard groups ?morphTargets=ARKit,Oculus Visemes

Use selected morph targets and standard group ?morphTargets=mouthSmile,ARKit

Example:

Disable all morph targets

?morphTargets=none

Use selected morph targets ?morphTargets=mouthSmile,mouthOpen

Use morph target standard groups ?morphTargets=ARKit,Oculus Visemes

Use selected morph targets and standard group ?morphTargets=mouthSmile,ARKit

Example:

Define the pose for a full-body avatar.

Expected values (String)

  • A - Create a full-body avatar in A pose (default).

  • T - Create a full-body avatar in T pose.

Only applies to full-body avatars.

Define the pose for a full-body avatar.

Expected values (String)

  • A - Create a full-body avatar in A pose (default).

  • T - Create a full-body avatar in T pose.

Only applies to full-body avatars.

Create an avatar in T-pose

Create an avatar in A-pose

Reduce the file size by compressing output avatars with Draco mesh compression.

Expected values (Boolean)

  • true - Enable compression.

  • false - No compression (default).

Request an avatar with Draco mesh compression turned on

Toggle hands for half-body VR avatars.

Expected values (Boolean)

  • false - Do not include hands with half-body VR avatars.

  • true - Include hands with half-body VR avatars (default).

Only applies to half-body avatars.

Enable hands for half-body VR avatars

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