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Before continuing, make sure you’ve installed the APS SDK inside Unity.
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Export the avatar from Blender as a .fbx to the Unity project folder. → Be sure the avatar was set in rest-pose when exporting the .fbx, no animation data on armature or mesh. → It needs to be just the deform bones (The ones referenced in your skinning/vertex groups, not the control rig, IK/FK bones.) correctly parented to each other, arms being child of shoulders etc…
Select the .fbx in Unity content browser and set type to "humanoid", Then “Apply”, then “Configure”, and check that all required bones shows in green. ”Done” once all your bones match correctly the Unity humanoid Bones.



Drag & drop the .fbx from the content browser into the Unity scene (you can save this scene with the name of the avatar.), select it in the outliner, inspector > add component > APS_SDK (script)
Click build avatar.
set the sunglasses (headset position)
Pick your mesh that holds your blendshapes in “Face Renderers”, by clicking on the small circle.

<aside> 🙂
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