VastPark, an industry leader in virtual worlds, launches OpenAvatar to create an open source standard generator for avatar development for the virtual world and gaming industry.

Frustrated by the lack of high quality 3D avatar generators, the VastPark team has launched OpenAvatar, a flexible open 3D avatar specification and open source generator that uses the industry-standard Collada format. The free OpenAvatar SDK makes it possible for virtual world platforms to enable users to customize their avatars with swappable body parts and it supports a range of deployment options such as in the cloud and behind the firewall.

The Genesis of OpenAvatar

When the VastPark team wanted to offer their users a way of customizing 3D avatars inworld, they found a big problem. There weren’t any avatar generation systems available that provided the scalable, high quality results they were looking for. In particular, there was no open source solution offering quality results or using an industry standards-based toolset.

Bruce Joy, founder and Chairman of VastPark said “We know that there are great vendors like DI-guy offering good quality avatars and amazing technologies like Facegen and Shapeshot, but no one was offering an end-to-end avatar generator that incorporated these sorts of technologies in a fully reusable way. So when we decided to go ahead with this, we knew it had to be open source, easy to use for commercial projects and offer really high quality results. Why? Because want other developers and platforms to adopt it!”
Lori Kavle, President of VastPark US, explained the strategy, “Our business is focused on our community of practice, web services and virtual worlds platform that is integrates whatever is needed to give users an effective and rich immersive experience. We believe strongly that by improving interoperability between virtual world platforms, we can all help the industry mature and grow. If the industry grows, then so do we.”

What Makes OpenAvatar Different?

As the manager of the Melbourne R&D team for VastPark, Tim Glew has been responsible for driving this project forward. “Most developers are going to be surprised how simple and flexible the OpenAvatar system is,” believes Glew. “The benefit is that the developers can define the avatars features and still let their users customize them with their own artwork. These avatar ‘archetypes’ as we call them, could be anything from a realistic avatar to a 3 headed dragon! The system doesn’t tie the developer into a specification that we’ve created. It lets them define their own avatar specifications.”

Jeremy Massey is the senior artist who originally conceived OpenAvatar. “I was frustrated by what I found available. 3rd party commercial solutions didn’t allow for inworld customization of avatars which made the whole user experience clunky and I knew it didn’t have to be like that. I also wasn’t satisfied with the quality of the avatars I was receiving from these 3rd party systems.”

Bruce Joy agrees, “It wasn’t just us who were frustrated by the quality of the 3rd party avatar generators but our customers were dissatisfied as well. So it’s really gratifying to see the quality and range we’re able to achieve with OpenAvatar.”

Massey made sure that 3D modelers could use their existing design tools to create the components for avatars by having OpenAvatar automatically rig the avatar so it handles animations. Massey explains; “Artists simply bind their model to their entire rig using standard practices in their application of choice and then export to an OpenCollada file. The OpenAvatar Generator handles the rest. This means end users can mix and match body parts on their animated avatar.”

“What excites me is that if a developer devises a new avatar specification, the system will generate that avatar in the Collada format and then it’s easy for that file to be converted into a range of runtime formats to suit various platforms. We’ve already done tests that created the same avatar in Unity3D and in VastPark.” said Joy. “Conceivably, there’s no reason it can’t work in other mesh-based platforms as well. Avatar interoperability between disparate systems is now really within reach, but it will take good will on the part of various vendors to try using the platform”

Announcing the OpenAvatar SDK and Request for Community Feedback

We’re announcing today that the OpenAvatar SDK is now available to partners for immediate trial. A public version will follow soon with the avatar generator released under an MIT open source license which makes it perfect for both commercial and non-commercial use. High quality example artwork is also included under a Creative Commons license so that developers can test the system and work out how to get an avatar generated with the OpenAvatar Generator into their own platform. The OpenAvatar specification is provided royalty-free under an open specification promise.

Lori Kavle described today’s release as focused on getting feedback, “We’re providing the OpenAvatar SDK to interested partners so we can hear feedback. If people are excited by what they can achieve with the SDK then we know this is a big step forward for virtual world interoperability. I know by the amount of buzz we had at the recent Federal Consortium for Virtual World (FCVW) conference that we are on the right track.”

For more information about OpenAvatar, see www.vastpark.org/projects/vp/wiki/OpenAvatar. To request access to the SDK prior to the public release, contact the VastPark team via email (sales@vastpark.com).

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8 Responses to “VastPark launches OpenAvatar for virtual worlds and games”


  1. Ener Hax says:

    wow, looks neato – thanks on the information

    for me, i do like my Raggedy Ann looking hair but lots of people prefer pseudo-photorealistic avatars =)

  2. Csteph says:

    “an industry leader in virtual worlds”

    O rly?

  3. Loki says:

    Interesting. This will work with Second Life once Mesh is released.

  4. Bunjie says:

    This only makes me feel I was right in why I suggested if Linden Lab wanted users to generate personal avatars from photos, perhaps sucking it out of a photo from their Facebook with a simple single click at signup, they should have installed a branded modified version of http://www.digimi.com by http://daz3d.com which is what I’ve been DMing @rodvik about on Twitter for a while, but no one seems to get it at all!
    And neither Linden Lab or Daz3d/Telnic will listen at all, it’s really frustrating considering I’m engaged to DAZ3D’s lead forum admin’s sister and spent 2 years attempting to develop in second life for them in preparation for mesh! which is during the time they was helping Linden Lab with mesh under a NDA.
    DAZ3D was the go to company who was helping with LL’s avatar 2.0 in years gone by but Linden Lab and Philip could not get their shit together and made us all suffer with a stagnant avatar for years.
    So you’d think I perhaps could pitch an idea that would help us all but hay it’s impossible! these company’s just wont listen! I could not even save DAZ3D’s islands which I wanted to be a mecca for mesh development and transitioning from prim to sculpt to mesh from being shut down less than a year before mesh was to be released, this was when I’d put in hours and hours of my life on a mid work in progress prim build while waiting for mesh to be introduced in order to develop more but hay company’s love to rip your life from under you!
    Maybe one day you’ll all forgive me for being angry and mean because I first got burned by Linden Lab no longer allowing me to be called a mentor and then by DAZ3D when they ripped my development for them from under me, which is why I hate these company’s! and stupid corporations who serve the bottom dollar and will no longer imagine anything!
    I’ve been banging on about how it’s 150% necessary to have a roaming avatar we can use in any compatible service for the last 2 years! that is not tied to any game/vworld service provider like Linden Lab so it can’t be wiped or deleted at the drop of a hat as a punishment for none payment, and I know I’m not alone in calling for an industry standard but no one listens!.
    But as far as I’m concerned you can’t have a single global avatar without having a compatible service to serve your profile, this is why I’ve also been banging on about why .tel domains are the future way we will store “links” to our profile data, as avatars are a fundamental part of today’s communications and .tel lets us encrypt links in the DNS that can be pulled out with Oath/Openid login, .tel will eventually with it’s coming .tel to .tel payment system be our ticket to a global solution, if I keep poking them.
    I just wish others would understand where I’m coming from and the tech involved under a .tel is greater than what you see on the present developed cover, and the best place to store our avatars as “profiles” that are hidden as encrypted data and set to be shown only through Linden Lab or other virtual worlds when embedded.

  5. Bunjie says:

    Sorry about the formatting this website seems to have some error that forced it to be published that way and after loading the edit box, wont load the text I entered into it before the timer ran out.

  6. Ener Hax says:

    hi Bunjie, i would think that LL would not partner with anyone to create avatars because of possible licensing fees? but having a file format that can be imported to SL would be a good way to go

    thanks for the link digimi, i will enjoy checking it out! (i have used MakeHuman for creating people for Blender3D)

  7. Wolf Baginski says:

    All in all, it’s just another brick in the wall.

  8. @csteph – considering how many people have fled virtual worlds, and VastPark is still doing business? Yes. An industry leader.
    @Loki – indeed. I’m wondering, in the end, who’ll use it – I wonder if there will be a new avatar-creation market with a small number of players who can do good 3DS / Maya mesh avatars?
    @Bunjie – Couple reasons LL might not jump on that tech: 1. They already have a lot of licenses they pay for, and integrating someone else’s code is a lot of overhead for dev, administration, business support, etc. 2. LL is focused on escapism as the main sell of SL right now. Even as they’re encouraging people to put in physical world data into profiles, they’re still very much pitching SL for fun escapist activities. 3. There’s a ideological reason, that we shouldn’t have to be our physical selves in the virtual world as well.
    So I do think one can understand your perspective. Even if you dismiss 1 as a matter of subjective priorities, I’d like to hear your ideas about 2 and 3?



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