# Human avatar provenance

Sam and Maya are adapted from Microsoft Rocketbox's `Male_Adult_07` and `Female_Adult_07` avatars.

- Original publisher: Microsoft; copyright (c) 2020 Microsoft.
- Source: https://github.com/microsoft/Microsoft-Rocketbox
- Female source: https://github.com/microsoft/Microsoft-Rocketbox/tree/master/Assets/Avatars/Adults/Female_Adult_07
- Male source: https://github.com/microsoft/Microsoft-Rocketbox/tree/master/Assets/Avatars/Adults/Male_Adult_07
- License: MIT. The required notice is included in `MICROSOFT-ROCKETBOX-LICENSE.txt`.

Modifications: FBX converted to GLB; photographic color and normal textures embedded as WebP; height normalized to 1.75 meters; arms relaxed from the source pose; facial morphs reduced to six; material roughness and hair transparency adjusted for browser rendering.

Vertex streams were losslessly compacted per material primitive using glTF Transform. Unreferenced vertices and exactly zero morph targets were removed; indexed positions, normals, UVs, joint indices, skin weights and all nonzero facial deltas were preserved. The original rig transforms, inverse bind matrices and image bytes were retained. This reduces duplicated morph texture allocation without simplifying the visible models.

Mobile variants (`sam-mobile.glb`, `maya-mobile.glb`) cap each embedded image at 1024 pixels and re-encode it as WebP. Desktop variants retain their original 2048-pixel images. Geometry, skin weights, skeletal transforms and facial morph buffers are byte-identical between each pair of variants.

These are articulated realtime avatars with photographic textures, not photogrammetric scans or footage of real people. Names and scenario are illustrative.
