Live Avatar Viewer
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
Unity / Unreal Source Package
Marketplace / Submission Info
Avatar Mode
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
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.