In Cluster, custom avatars can generally be uploaded without limitations.
Note: There are internal restrictions to prompt use within reason, which may be changed at any point.
Bone
Humanoid avatars will be required to have the necessary bones to upload:
- hips
- spine
- chest
- neck
- head
- leftUpperArm
- leftLowerArm
- leftHand
- rightUpperArm
- rightLowerArm
- rightHand
- leftUpperLeg
- leftLowerLeg
- leftFoot
- rightUpperLeg
- rightLowerLeg
- rightFoot
Material (Shader)
Shaders available in materials (acceptedShaderNames) are the following:
- Standard ※
- Standard (Roughness setup) ※
- Standard (Specular setup) ※
- VRM/MToon
- UniGLTF/UniUnlit
- VRM/UnlitTexture
- VRM/UnlitCutout
- VRM/UnlitTransparent
- VRM/UnlitTransparentZWrite
Note: Standard shaders will be displayed as UnlitTexture on Cluster
Texture
Category |
Limitation |
Image format of the Texture |
PNG、JPG |
Note: If you use the texture name _cluster_user_icon, on Cluster, it will be shown as the user’s icon. (To reduce size, we recommend using smaller dummy textures when creating the VRM, such as 32*32 px)
Other
VRM files created before UniVRM v0.47 are not supported because they may not follow glTF guidelines. For such VRM files, please try re-exporting it with v0.48 or a later version.
(At Cluster we recommend UniVRM v0.61.1. Exports with older or newer versions may not operate normally)
Reference: Rig import settings on Unity
Although this is not a restriction on uploads, to have avatar animations operate normally, it will be required to follow the below requirements:
- That the Mecanim Animation Type is a Humanoid
- That the front of the avatar is facing Z+
- That the avatar bone is taking a T-pose
You can see details about Humanoids on Unity Manual: Importing a model with humanoid animations.
When there is a problem importing
When the avatar has been imported correctly