---
title: Character specifications
description: Character specification lists the specific technical requirements for custom characters created outside of Studio.
---
Character models require a specific set of components and configuration standards to ensure all avatar features work as expected. Check that your model meets the following modeling specifications and guidelines before exporting to ensure Studio compatibility.
When ready to export, see the [export requirements](../../art/characters/export-settings.md) for mesh export settings for Blender and Maya.
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | .5 | .5 | .5 |
| Arm | .25 | 1.5 | .25 |
| Torso | .85 | 1.7 | .7 |
| Leg | .25 | 1.4 | .5 |
| **Total** | **1.35** | **3.6** | **.7** |
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | 3 | 2 | 2 |
| Arm | 2 | 4.5 | 2 |
| Torso | 4.6 | 3.5 | 2.25 |
| Leg | 1.5 | 4 | 2 |
| **Total** | **8.6** | **9.5** | **2.25** |
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | .5 | .5 | .5 |
| Arm | .25 | 1.5 | .25 |
| Torso | .85 | 1.7 | .7 |
| Leg | .25 | 1.4 | .5 |
| **Total** | **1.35** | **3.6** | **.7** |
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | 2 | 2 | 2 |
| Arm | 1.5 | 4 | 2 |
| Torso | 3 | 3.5 | 2 |
| Leg | 1.5 | 4 | 2 |
| **Total** | **6** | **9.5** | **2** |
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | .5 | .5 | .5 |
| Arm | .25 | 1.5 | .25 |
| Torso | .85 | 1.7 | .7 |
| Leg | .25 | 1.4 | .5 |
| **Total** | **1.35** | **3.6** | **.7** |
| Part | X (width) | Y (height) | Z (depth) |
|---|---|---|---|
| Head | 1.5 | 1.8 | 2 |
| Arm | 2 | 3 | 2 |
| Torso | 4 | 3.8 | 2 |
| Leg | 1.5 | 3.5 | 2 |
| **Total** | **8** | **9.1** | **2** |
| Asset type | Included mesh objects | Maximum triangles |
|---|---|---|
| DynamicHead | Head | 4000 |
| Torso | UpperTorso, LowerTorso | 1750 |
| LeftArm | LeftUpperArm, LeftLowerArm, LeftHand | 1248 |
| Right Arm | RightUpperArm, RightLowerArm, RightHand | 1248 |
| LeftLeg | LeftUpperLeg, LeftLowerLeg, LeftFoot | 1248 |
| Right Leg | RightUpperLeg, RightLowerLeg, RightFoot | 1248 |
| Total | Head, UpperTorso, LowerTorso, LeftUpperArm, LeftLowerArm, LeftHand, RightUpperArm, RightLowerArm, RightHand, LeftUpperLeg, LeftLowerLeg, LeftFoot, RightUpperLeg, RightLowerLeg, RightFoot | 10,742 |
### Face accessories
Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with an avatar body. See [Accessory specifications](../accessories/specifications.md#face-accessories) for additional information on face accessories.
### Visibility
To ensure that avatar sizes are visually consistent, you must standardize body part visibility with the following requirements:
- **Opacity** - Body parts must be fully opaque.
- **Bounding Boxes** - Body part assets must take up a significant visible portion of their bounding box in a front, side, and back view.
- Body parts, such as Torso, Left Arm, Right Leg, must take up at least 50% of body part's bounding box.
- The head part must take up at least 50% of the mesh's bounding box.
| Mesh part | Attachment name | Details |
|---|---|---|
| Head | FaceCenter_Att | Anywhere within mesh bounding box |
| FaceFront_Att | Front half of mesh bounding box | |
| Hat_Att | Top half of mesh bounding box, can overlap with Hair_Att | |
| Hair_Att | Top half of mesh bounding box, can overlap with Hat_Att | |
| UpperTorso | LeftCollar_Att | Left top half of mesh bounding box |
| RightCollar_Att | Right top half of mesh bounding box | |
| Neck_Att | Top half of mesh bounding box | |
| BodyBack_Att | Back half of mesh bounding box | |
| BodyFront_Att | Front half of mesh bounding box | |
| LowerTorso | Root_Att | Must set to `0`, `0`, `0` position |
| WaistFront_Att | Front half of mesh bounding box, can overlap with WaistCenter_Att | |
| WaistBack_Att | Back half of mesh bounding box | |
| WaistCenter_Att | Anywhere in mesh bounding box, can overlap with WaistFront_Att | |
| RightUpperArm | RightShoulder_Att | Top half of mesh bounding box |
| RightHand | RightGrip_Att | Anywhere in mesh bounding box. Orient grip attachments **perpendicular** to the lower arm bone. For example, for I-Pose (arms pointing down), set the grip attachment to `90`, `0`, `0` (grip attachment pointing forward). ![]() |
| LeftUpperArm | LeftShoulder_Att | Top half of mesh bounding box |
| LeftHand | LeftGrip_Att | Anywhere in mesh bounding box. Orient grip attachments **perpendicular** to the lower arm bone. For example, for I-Pose (arms pointing down), set the grip attachment to `90`, `0`, `0` (grip attachment pointing forward). ![]() |
| RightFoot | RightFoot_Att | Anywhere in mesh bounding box |
| LeftFoot | LeftFoot_Att | Anywhere in mesh bounding box |