Objective
Guide trainers in teaching the process of turning already captured photogrammetry data into functional 3D avatars ready for digital or performance-based use.
- Preparation (approx. 10 minutes)
- Objective: Ensure all tools and assets are ready for the session.
- Steps:
- Collect pre-processed photogrammetry datasets (e.g. raw scan mesh with texture).
- Install necessary software: MeshLab or Blender (for cleanup), Mixamo (for auto-rigging), optional: Unity/Unreal for finalization and deployment.
- 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)
- Mesh Cleanup & Optimization (approx. 20 minutes)
- Objective: Teach participants to clean and optimize a raw scan into a usable 3D model.
- Steps:
- Import the 3D scan into Blender or MeshLab.
- Identify and remove non-manifold geometry or artifacts (e.g. floating pieces, holes).
- Use decimation or retopology tools to reduce polygon count while keeping detail.
- 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.
- Rigging the Avatar (approx. 20 minutes)
- Objective: Add a skeleton to the 3D mesh for animation.
- Steps:
- Export the cleaned mesh in .fbx or .obj format.
- Upload the model to Mixamo.
- Use Mixamo’s auto-rigging tool to add bones. Ensure correct joint placement (especially spine, hands, face).
- Choose an animation to preview functionality.
Trainer Tip: If Mixamo fails to rig the model, check for symmetry, closed geometry, and a neutral pose.
- Export & Application (approx. 15 minutes)
- Objective: Prepare the avatar for real-time environments or creative use.
- Steps:
- Download rigged model from Mixamo.
- Import into a platform like Unity, Unreal Engine, or other platforms.
- 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).
- Wrap-Up and Feedback (approx. 10 minutes)
- Objective: Consolidate learning and gather participant feedback.
- Steps:
- Recap: Mesh cleanup > Rigging > Export
- Share additional resources: sample projects, rigging tutorials, optimization tips
- Discuss creative use cases (virtual performance, avatars in XR/VR/AR)
- 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.

