
Avatar SDK
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Avatar SDK by Itseez3D turns a single selfie into a recognizable, fully rigged 3D avatar โ realistic or cartoon, head or full-body. Create avatars in the browser with the MetaPerson Creator, embed it via iframe + JS API, or integrate native SDKs for Unity, Unreal Engine, iOS, Android and Web โ plus a headless Cloud API for server-side generation at scale. Every avatar is fully rigged with facial blendshapes and a Mixamo-compatible skeleton, and exports to standard GLB/glTF and FBX (Unity, Unreal, Blender, three.js, Babylon.js). Customize face, body shape, haircuts, outfits and accessories. Deploy in the cloud or on-premise with Local Compute. Built by Itseez3D since 2014; used in games, VR/AR, virtual try-on and virtual identity.
Avatar SDK
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Avatar SDK's answer
Avatar SDK is built by Itseez3D, founded in 2014 and headquartered in Santa Clara, California, by engineers with deep roots in computer vision and the OpenCV community. The company started with 3D face and body scanning and evolved into a platform that reconstructs recognizable, fully rigged 3D avatars from a single photo. Today it powers avatar creation across games, VR/AR, e-commerce/virtual try-on and virtual-identity products, offered as an embeddable creator (MetaPerson), SDKs, and a Cloud API.
Avatar SDK's answer
Computer vision and deep learning for photo-to-3D reconstruction; a 3D graphics pipeline that outputs rigged meshes with facial blendshapes and a Mixamo-compatible skeleton; standard 3D formats (GLB/glTF and FBX); and delivery through SDKs for Unity, Unreal Engine, iOS, Android and Web plus a Cloud REST API. On the web, avatars integrate with three.js and Babylon.js, and Local Compute enables on-premise/offline generation.
Avatar SDK's answer
Avatar SDK turns a single selfie into a fully rigged 3D avatar โ head or full-body, realistic or cartoon โ and delivers it three ways: an embeddable browser-based creator (MetaPerson), native SDKs for Unity, Unreal Engine, iOS, Android and Web, and a headless Cloud REST API for server-side generation. Every avatar has facial blendshapes and a Mixamo-compatible skeleton and exports to standard GLB/glTF and FBX, so it loads into Unity, Unreal, Blender, three.js and Babylon.js with no conversion. It runs in the cloud or fully on-premise/offline via Local Compute.
Avatar SDK's answer
Avatar SDK combines production-ready avatar quality with unusual flexibility in integration and deployment. Unlike cloud-only tools, it can run fully on-premise/offline via Local Compute, and it exports open GLB/glTF and FBX with no lock-in. It offers both an end-user creator you can embed and a headless Cloud API for automated pipelines, plus native SDKs for Unity, Unreal, iOS, Android and Web. It's built by Itseez3D, an independent company shipping avatar technology since 2014 โ and after Ready Player Me shut down in 2026, it became one of the main production-ready migration paths.
Avatar SDK's answer
Developers and enterprises adding avatars to their products โ game studios, VR/AR apps, e-commerce and virtual try-on, metaverse and virtual-identity platforms, and marketing teams. It serves indie and mid-size developers through the Pro plan and the embeddable MetaPerson creator, and larger companies through the Enterprise Cloud API and on-premise Local Compute. The common thread: teams that need recognizable, rigged 3D avatars from a photo without building the pipeline themselves.
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There are paid options like character creator. I also found this, this and this for free, but I don't know how good the outputs are. Source: over 3 years ago
You should check this: https://avatarsdk.com/. Source: over 4 years ago
Just incase anyone searches this in the future, https://avatarsdk.com/ is the solution. Source: over 4 years ago
The head was converted by a friend of mine, and from what I know it was made using this site: https://avatarsdk.com/. Source: over 4 years ago
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