G-Nook Avatar Profile

Build one avatar, bind different versions per game, test walk/run/jump before saving.
Player: Loading... Profile: Default Avatar G-Backs: 3,250

Live Avatar Viewer

Runtime avatar ready No engine source package Action: idle
Drag = orbit Wheel = zoom Double-click = focus
Idle Procedural
Movement test: Arrow/WASD = walk, Shift+forward = run, Space = jump, Left/Right = turn.

Avatar Source

Use a preset, build procedurally, upload an editable runtime avatar, or submit your own Unity/Unreal/runtime avatar as a locked model with no custom sliders.

Runtime Preview File

No runtime file selected. GLB/GLTF/VRM is recommended for web and G-Nook runtime. Submit Own Avatar stores it locked/as-is.

Unity / Unreal Source Package

No Unity/Unreal source selected. Raw engine files are accepted for intake/conversion. Submit Source Avatar stores it locked until the converter creates a runtime file.

Marketplace / Submission Info

Name shown in My Avatars after upload.
Can be all-games or a specific G-Nook game key.
Used for game binding and conversion routing.
Stored for audit; does not grant rights by itself.
Where the asset came from, if applicable.
Optional attribution metadata.
For third-party marketplace models, users upload the downloaded files. G-Nook stores the source URL/license declaration and can lock the avatar so no G-Nook customization sliders alter it.

Avatar Mode

Locked submit mode: off. Customization tabs are editable for procedural/imported avatars.

My Avatar Library

Load different avatars you uploaded or submitted. Runtime files can preview now; Unity/Unreal source files stay queued until the converter exports a runtime GLB/VRM/FBX.

Uploaded / Submitted Avatars

No uploaded avatars loaded yet.
Upload a runtime avatar or Unity/Unreal source package from the Source tab.

Body Shape

These are saved as avatar DNA. Procedural avatars update immediately; imported models use the data for compatible morphs or game-side rig scaling.

Core Proportions

Build Presets

Face

Facial DNA is stored for future expression, lip-sync, and emotion animation support.

Face Controls

Expression Defaults

Eyes

Customize color, size, spacing, brows, lashes, and glow style for game-specific identity.

Eye Controls

Fast Eye Colors

Hair

Hair style, length, color, facial hair, eyebrows, and game-friendly head attachments.

Hair Controls

Hair Style Library

Skin / Markings

Skin tone, freckles, scars, tattoos, makeup, and tint metadata are saved to the profile state.

Skin Controls

Tone Palette

Clothes / Outfit

Clothes are saved as loadout slots. Imported models can use named meshes/materials like shirt, pants, shoes, armor, dress, jacket.

Clothing Slots

Outfit Presets

Accessories

Hats, glasses, backpacks, wings, jewelry, watches, badges, masks, and special effects are controlled here.

Accessory Slots

Enabled Accessories

Motion / Controls

Choose how the avatar moves in the profile viewer and how G-Nook games map control commands.

Movement Controls

Animation Mapping

Game Bindings

One G-Nook identity can bind different avatar formats, control profiles, and visual loadouts per game.

Default Game Target

Per-Game Overrides

Review / Manifest

This is the saved profile data sent to G-Nook. It lets games reconstruct the avatar, load files, and map movement.

Manifest

Compatibility

Not saved yet.