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Training Manual for Trainers: 3D Avatars | CULTUURCONNECT

Objective
Guide trainers in teaching the process of turning already captured photogrammetry data into functional 3D avatars ready for digital or performance-based use. 

 

  1. Preparation (approx. 10 minutes)
  • Objective: Ensure all tools and assets are ready for the session. 
  • Steps: 
  1. Collect pre-processed photogrammetry datasets (e.g. raw scan mesh with texture). 
  1. Install necessary software: MeshLab or Blender (for cleanup), Mixamo (for auto-rigging), optional: Unity/Unreal for finalization and deployment. 
  1. Prepare a sample 3D file to demonstrate. 

Checklist: 

  • Software installed and tested 
  • Demo files loaded 
  • Participants have access to sample datasets 
  • Internet connection (if necessary) 

 

  1. Mesh Cleanup & Optimization (approx. 20 minutes)
  • Objective: Teach participants to clean and optimize a raw scan into a usable 3D model. 
  • Steps: 
  1. Import the 3D scan into Blender or MeshLab. 
  1. Identify and remove non-manifold geometry or artifacts (e.g. floating pieces, holes). 
  1. Use decimation or retopology tools to reduce polygon count while keeping detail. 
  1. Reproject or bake textures onto the cleaned mesh. 

Trainer Tip: Always keep a backup of the original high-poly model. Show side-by-side comparisons before/after optimization. 

 

  1. Rigging the Avatar (approx. 20 minutes)
  • Objective: Add a skeleton to the 3D mesh for animation. 
  • Steps: 
  1. Export the cleaned mesh in .fbx or .obj format. 
  1. Upload the model to Mixamo. 
  1. Use Mixamo’s auto-rigging tool to add bones. Ensure correct joint placement (especially spine, hands, face). 
  1. Choose an animation to preview functionality. 

Trainer Tip: If Mixamo fails to rig the model, check for symmetry, closed geometry, and a neutral pose. 

 

  1. Export & Application (approx. 15 minutes)
  • Objective: Prepare the avatar for real-time environments or creative use. 
  • Steps: 
  1. Download rigged model from Mixamo. 
  1. Import into a platform like Unity, Unreal Engine, or other platforms. 
  1. Discuss file optimization, compression, and compatibility with different engines. 

Optional: Explore integration with facial capture or live puppeteering software (e.g. Faceware, Adobe Character Animator). 

 

  1. Wrap-Up and Feedback (approx. 10 minutes)
  • Objective: Consolidate learning and gather participant feedback. 
  • Steps: 
  1. Recap: Mesh cleanup > Rigging > Export 
  1. Share additional resources: sample projects, rigging tutorials, optimization tips 
  1. Discuss creative use cases (virtual performance, avatars in XR/VR/AR) 
  1. Collect feedback and questions 

 

Post-Training Follow-Up 

  • Share step-by-step workflow PDF and video screencaps. 
  • Provide an optional challenge: create a custom animation with their avatar. 
  • Encourage a shared folder or online community for progress and peer help. 

Trainer Tip: Highlight practical uses in digital storytelling, performance, and accessibility via avatars.