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# Avatar Component System & glTF Attachment Spec
> **Status:** Proposed
> **Owner:** Platform team
> **Related:** Server authority + client prediction, world chunk data format
## 1. Overview
This document specifies the **avatar component system ** for **agp-game ** , a
Godot-based multiplayer game. It defines:
- How an avatar is decomposed into **body parts ** and **attachment slots ** .
- How **cosmetic attachments ** (clothing, accessories, gear) mount onto the
base body.
- The **glTF/GLB format requirements ** that all avatar assets must satisfy so
they can be loaded, skinned, and networked consistently.
The goal is a **modular, data-driven avatar pipeline ** : a single base body rig
plus swappable attachments, all authored in glTF and consumed by a shared Godot
runtime. This enables player customization, cosmetic monetization, and
server-authoritative validation of what a player is wearing.
### 1.1 Design Goals
- **Modularity:** Body parts and attachments are independent assets that can be
combined at runtime without re-exporting.
- **Consistency:** A single, well-defined skeleton and slot convention so any
attachment fits any base body.
- **Networkability:** The avatar's composition is expressed as a compact,
serializable **loadout ** that the server can validate and replicate.
- **Performance:** Attachments are skinned to the same skeleton and share
materials where possible to minimize draw calls and skinning cost.
- **Tooling-friendly:** Assets are authored in standard glTF 2.0 and validated
by a build-time checker.
---
## 2. Avatar Decomposition
### 2.1 The Base Body
Every avatar is built on a **base body ** — a single glTF asset containing:
- A **skeleton ** (the canonical rig, see §3).
- A **base mesh ** for the skin/body (head, torso, arms, legs).
- **Attachment points** (empty nodes) that define where accessories mount.
The base body is the only asset that carries the skeleton. Attachments reference
the skeleton by **bone name ** and are skinned to it; they never carry their own
rig.
### 2.2 Body Parts vs. Attachments
Two distinct concepts:
| Concept | Definition | Example |
|----------------|-------------------------------------------------------------------------|----------------------------------|
| **Body part ** | A mesh that replaces part of the base body's skin (e.g., a different head, a tail, wings). | Alternate head, cybernetic arm |
| **Attachment ** | A mesh that mounts * on top of * the body without replacing it (clothing, accessories). | Shirt, hat, glasses, backpack |
The distinction matters for **slot exclusivity ** and **layering ** :
- **Body parts** are * exclusive * per slot — only one head can be equipped.
- **Attachments** are * layered * — a hat and glasses can coexist, and both sit
above the head mesh.
---
## 3. Skeleton & Slot Convention
### 3.1 Canonical Skeleton
All avatars share a **canonical skeleton ** with a fixed set of bone names. This
is the contract that lets any attachment fit any body. The skeleton follows a
humanoid convention (Godot's `Humanoid` profile / glTF VRM-style naming).
Required bones (subset of the full rig):
```
Root
├── Hips
│ ├── Spine
│ │ ├── Chest
│ │ │ ├── Neck
│ │ │ │ └── Head
│ │ │ │ ├── HeadTop # hat / hair mount
│ │ │ │ ├── Jaw # face accessories
│ │ │ │ └── LeftEye / RightEye
│ │ │ ├── LeftShoulder
│ │ │ │ └── LeftUpperArm
│ │ │ │ └── LeftLowerArm
│ │ │ │ └── LeftHand
│ │ │ └── RightShoulder
│ │ │ └── RightUpperArm
│ │ │ └── RightLowerArm
│ │ │ └── RightHand
│ │ └── (Chest children for torso attachments)
│ ├── LeftUpperLeg
│ │ └── LeftLowerLeg
│ │ └── LeftFoot
│ └── RightUpperLeg
│ └── RightLowerLeg
│ └── RightFoot
```
**Rules: **
- Bone names are **case-sensitive ** and must match exactly.
- The skeleton is **T-pose ** at rest for consistent skinning.
- Attachments must be skinned to **at least ** the bones they deform; static
accessories may be parented to a single bone (e.g., a hat parented to `Head` ).
### 3.2 Attachment Slots
Slots are the **logical mount points ** for body parts and attachments. Each slot
maps to one or more bones and defines what can be equipped there.
| Slot ID | Category | Mount bone(s) | Exclusivity | Example assets |
|----------------|--------------|--------------------|-------------|-------------------------------|
| `head` | body part | `Head` | exclusive | alternate head, face |
| `hair` | attachment | `HeadTop` | exclusive | hairstyles, hats |
| `face` | attachment | `Jaw` | exclusive | glasses, masks, beards |
| `torso` | body part | `Chest` | exclusive | alternate torso |
| `chest` | attachment | `Chest` | exclusive | shirts, armor, chest gear |
| `back` | attachment | `Chest` (back) | exclusive | backpacks, wings, capes |
| `left_arm` | body part | `LeftUpperArm` | exclusive | alternate arm |
| `right_arm` | body part | `RightUpperArm` | exclusive | alternate arm |
| `left_hand` | attachment | `LeftHand` | exclusive | gloves, weapons (held) |
| `right_hand` | attachment | `RightHand` | exclusive | gloves, weapons (held) |
| `legs` | body part | `Hips` | exclusive | alternate legs |
| `pants` | attachment | `Hips` | exclusive | pants, skirts |
| `left_foot` | attachment | `LeftFoot` | exclusive | shoes |
| `right_foot` | attachment | `RightFoot` | exclusive | shoes |
| `accessory` | attachment | `Root` (free) | multiple | belts, jewelry, floating items|
**Slot semantics: **
- **`exclusive` ** slots allow at most one equipped item at a time.
- The * * `accessory` ** slot is * multi-slot * — multiple accessories may be equipped
simultaneously (bounded by a configurable limit, e.g., 8).
- **Body-part slots** (`head` , `torso` , `legs` , `left_arm` , `right_arm` ) replace
the corresponding base mesh. When a body part is equipped, the base mesh for
that region is hidden.
- **Attachment slots** layer on top of the base mesh and never hide it.
### 3.3 Slot → Bone Mapping
Each slot declares a **primary mount bone ** and an optional **secondary bone
list** for skinning. The runtime uses this to:
1. Parent static accessories to the mount bone.
2. Skin skinned attachments to the union of the slot's bones.
---
## 4. glTF/GLB Format Requirements
All avatar assets (base bodies, body parts, attachments) are distributed as
**glTF 2.0 ** (`.gltf` + external buffers/textures) or **GLB ** (`.glb` , binary
container). GLB is the preferred distribution format for runtime loading.
### 4.1 Required Conventions
| Concern | Requirement |
|--------------------|------------------------------------------------------------------------------|
| **Format ** | glTF 2.0 (`.gltf` or `.glb` ). GLB preferred for runtime. |
| **Coordinate system ** | glTF standard: * * +Y up, +Z forward, right-handed**. Godot converts to its own convention on import. |
| **Units ** | Meters. Avatar height ~1.8 m at the `Root` bone. |
| **Skeleton ** | Single skeleton per asset; bone names per §3.1. |
| **Skinning ** | `skins` + `nodes` with `JOINTS_0` / `WEIGHTS_0` accessors. |
| **Pose ** | T-pose at rest. |
| **Materials ** | PBR metallic-roughness. Use `KHR_materials_unlit` for emissive/UI-only items. |
| **Textures ** | Max 2048× 2048; power-of-two preferred. Use `KHR_texture_basisu` (BasisU) for runtime. |
| **Animation ** | Optional. If present, must not rename or remove canonical bones. |
### 4.2 Asset Metadata (extras)
Each asset **must ** declare its slot and identity in the glTF `asset.extras`
object. This is the machine-readable contract consumed by the build pipeline and
runtime.
``` json
{
"asset" : {
"version" : "2.0" ,
"extras" : {
"agp" : {
"type" : "attachment" , // "base_body" | "body_part" | "attachment"
"slot" : "chest" , // slot ID from §3.2
"id" : "shirt_bandit_01" , // globally unique asset id
"display_name" : "Bandit Shirt" ,
"version" : "1.0.0" ,
"mount_bone" : "Chest" , // primary mount bone
"skin_bones" : [ "Chest" , "Spine" , "LeftUpperArm" , "RightUpperArm" ] ,
"exclusive" : true , // matches slot exclusivity
"tags" : [ "cloth" , "common" ] ,
"author" : "platform-team"
}
}
}
}
```
**Validation rules for `extras.agp`: **
- `type` must be one of `base_body` , `body_part` , `attachment` .
- `slot` must be a known slot ID (§3.2).
- `mount_bone` must exist in the canonical skeleton.
- `skin_bones` must all exist in the canonical skeleton.
- `exclusive` must match the slot's declared exclusivity.
- `id` must be unique across the asset catalog.
### 4.3 Node Naming Convention
To make assets self-describing and mergeable, nodes follow a convention:
- **Base body:** the mesh node is named `Body` ; the skeleton root is `Root` .
- **Body part:** the mesh node is named `<SlotID>_Mesh` (e.g., `head_Mesh` ).
- **Attachment:** the mesh node is named `<SlotID>_<AssetID>` (e.g.,
`chest_shirt_bandit_01` ).
- **Attachment points** (empty nodes) on the base body are named
`attach_<slot>` (e.g., `attach_head` , `attach_left_hand` ).
### 4.4 Material & Texture Requirements
- All materials use the **metallic-roughness ** PBR model.
- Textures are embedded in the GLB or referenced as external files; external
references must be relative paths within the asset package.
- **Color customization** is supported via a `baseColorFactor` tint applied at
runtime (multiplied over the albedo). Assets should use a neutral albedo
(white/gray) where tinting is intended.
- **Masked/transparent** materials must set the correct alpha mode
(`MASK` or `BLEND` ) and `alphaCutoff` .
### 4.5 Skeleton Merging at Runtime
When an attachment is loaded, the runtime **merges ** it onto the base body:
1. Load the base body (skeleton + base meshes).
2. Load each equipped attachment.
3. For each attachment, **re-target its skin ** to the base body's skeleton by
bone name (no re-export needed).
4. Parent static accessories to their `mount_bone` .
5. Hide base meshes for any equipped body-part slots.
6. Apply material tints and merge into the render tree.
The merge is **name-based ** — bone names must match exactly (§3.1). This is the
core reason for the strict naming contract.
---
## 5. Loadout Model (Network & Persistence)
The avatar's composition is serialized as a **loadout ** — a compact, ordered
list of equipped asset IDs. This is what the server validates, persists, and
replicates.
### 5.1 Loadout JSON
``` json
{
"base_body" : "base_human_male_01" ,
"slots" : {
"head" : "head_cyber_01" ,
"hair" : "hair_mohawk_01" ,
"face" : null ,
"torso" : null ,
"chest" : "chest_bandit_01" ,
"back" : "backpack_01" ,
"left_arm" : null ,
"right_arm" : null ,
"left_hand" : "glove_leather_01" ,
"right_hand" : "glove_leather_01" ,
"legs" : null ,
"pants" : "pants_cargo_01" ,
"left_foot" : "shoe_boot_01" ,
"right_foot" : "shoe_boot_01" ,
"accessory" : [ "belt_01" , "necklace_01" ]
}
}
```
**Rules: **
- `base_body` is required and must reference a valid `base_body` asset.
- Each exclusive slot holds **at most one ** asset id (or `null` ).
- `accessory` is an array (0..N, bounded).
- The server validates that every id exists in the catalog and that slot
exclusivity is respected.
### 5.2 Network Replication
The loadout is replicated as part of the player's spawn/state data:
```
spawn_entity:
entity_id: uint32
type: player
transform: { x, y, rot }
props:
loadout_hash: uint32 # hash of the loadout for change detection
loadout: { ... } # full loadout on spawn / on change
```
- The **full loadout ** is sent on spawn and whenever it changes (reliable).
- A * * `loadout_hash` ** lets clients skip re-resolving assets if unchanged.
- The server is the **authority ** on the loadout; clients send * requests * to
change equipment, and the server validates and broadcasts the result.
### 5.3 Server-Side Validation
The server rejects a loadout if:
- `base_body` is missing or unknown.
- Any slot references an unknown asset id.
- An exclusive slot has more than one item.
- An asset's declared `slot` does not match the slot it is placed in.
- The accessory list exceeds the configured limit.
- The asset is not owned/unlocked by the player (for gated cosmetics).
---
## 6. Godot Runtime Architecture
### 6.1 Node Structure
```
Avatar (Node3D)
├── Skeleton3D # canonical skeleton (from base body)
├── BodyMeshes # base body meshes (skinned to Skeleton3D)
│ ├── head_Mesh
│ ├── torso_Mesh
│ └── ...
├── Attachments # equipped attachments
│ ├── chest_shirt_bandit_01
│ ├── hair_mohawk_01
│ └── ...
└── AttachmentPoints # empty nodes for dynamic mounting
├── attach_head
├── attach_left_hand
└── ...
```
### 6.2 Core Classes
| Class | Responsibility |
|--------------------------|-------------------------------------------------------------|
| `AvatarSystem` | Loads base body + attachments, resolves loadouts, owns the avatar node. |
| `AvatarLoader` | glTF/GLB import, skeleton merge, skin re-targeting. |
| `AvatarSlotRegistry` | Static registry of slot definitions (id, bones, exclusivity).|
| `AvatarLoadout` | Serializable loadout model + validation. |
| `AvatarCatalog` | Asset catalog (id → asset metadata + resource path). |
| `AvatarVisualizer` | Builds the render tree from a loadout. |
### 6.3 Loading Pipeline
```
loadout JSON
│
▼
AvatarCatalog.resolve(loadout) # id → asset metadata + GLB path
│
▼
AvatarLoader.load_base_body() # import GLB, extract skeleton + base meshes
│
▼
for each equipped slot:
AvatarLoader.load_attachment()# import GLB, re-target skin to skeleton
│
▼
AvatarVisualizer.assemble() # parent, hide replaced parts, apply tints
│
▼
Avatar node ready for render
```
### 6.4 Performance Considerations
- **Shared skeleton:** All meshes skin to one `Skeleton3D` , so skinning is
computed once per frame.
- **Material batching:** Attachments that share a material are merged into a
single mesh where possible (static accessories).
- **LOD:** Optional LOD variants per asset; the runtime selects based on
distance.
- **Caching:** Resolved loadouts and imported GLB resources are cached by
`AvatarCatalog` to avoid re-importing on respawn or re-join.
---
## 7. Asset Pipeline & Validation
### 7.1 Build-Time Validation
A build-time checker validates every asset before it enters the catalog:
1. **Format check: ** valid glTF 2.0 / GLB.
2. **Metadata check: ** `extras.agp` present and valid (§4.2).
3. **Skeleton check: ** all `skin_bones` exist in the canonical skeleton.
4. **Slot check: ** `slot` is known and `exclusive` matches.
5. **Mesh check: ** meshes are skinned (or static accessories parented to a bone).
6. **Texture check: ** sizes, formats, and alpha modes are valid.
7. **Uniqueness check: ** `id` is unique.
### 7.2 Catalog Manifest
The catalog is a JSON manifest mapping asset ids to metadata and resource paths:
``` json
{
"assets" : {
"base_human_male_01" : {
"type" : "base_body" ,
"path" : "res://assets/avatars/base_human_male_01.glb" ,
"version" : "1.0.0"
} ,
"chest_bandit_01" : {
"type" : "attachment" ,
"slot" : "chest" ,
"path" : "res://assets/avatars/chest_bandit_01.glb" ,
"version" : "1.0.0"
}
}
}
```
---
## 8. Security & Anti-Cheat
- **Server-authoritative loadouts:** Clients only * request * equipment changes;
the server validates against the catalog and the player's owned items.
- **No client asset injection:** Clients cannot send arbitrary GLB data; they
reference catalog ids only.
- **Rate limiting:** Equipment-change requests are rate-limited per peer.
- **Hash verification:** The `loadout_hash` lets the server detect tampered or
stale loadout state.
---
## 9. Open Questions / Future Work
- **Morph targets / blendshapes:** Support for facial expressions and body
morphs (e.g., height, muscle) via glTF morph targets.
- **Physics attachments:** Cloth simulation for capes/skirts (Godot cloth).
- **Dynamic tinting UI:** A color-picker that writes `baseColorFactor` tints.
- **VRM compatibility:** Consider supporting VRM (a glTF extension for
humanoid avatars) as an import source.
- **Attachment LOD streaming:** Streaming high-res attachments on demand.
---
## 10. Summary
| Concern | Decision |
|------------------------|-------------------------------------------------------|
| Format | glTF 2.0 / GLB (GLB preferred for runtime) |
| Skeleton | Single canonical humanoid skeleton, name-based merge |
| Slots | Fixed slot registry; exclusive body parts + layered attachments |
| Loadout | Compact JSON; server-authoritative and validated |
| Replication | Full loadout on spawn/change + `loadout_hash` |
| Runtime | Godot `Skeleton3D` + name-based skin re-targeting |
| Validation | Build-time asset checker + runtime catalog validation |