Your character. Your scene. One studio.
IAMX Avatar Studio brings GLB character presentation and live conversation testing into one workspace. Set the camera and lighting, choose animations, and build actions that respond to conversation or inactivity.

A practical production workflow
- Start with the right model
Select a catalog avatar or upload a GLB. Facial animation needs compatible morph targets; body animation needs tracks that match the model’s skeleton.
- Build the presentation
Arrange the camera, background, platform and lighting. Add supported props and position video screens within the scene.
- Give movement a purpose
Choose idle, listening and talking clips. Add separate actions for greetings, demonstrations, dances or other authored movements.
- Test, save and publish
Try text and voice conversations, preview each action, and save the scene. Select a website template in Publish and test its live preview.
Conversation and actions work together
| Control | What you configure |
|---|---|
| Animation states | Idle, listening and talking clips with playback settings. |
| After inactivity | A delay before an action starts, optional repetition and a repeat interval. |
| AI action | A custom code such as [[action:greeting]] that the model can emit to select the corresponding action. |
| Narration and music | A spoken audio file or text narration with optional background music and character animation. |
| Video | A video screen positioned in the 3D scene, with separately configured accompanying audio. |
Prepare speech once, replay it in sync
Uploaded narration can be prepared ahead of playback: the speech-to-face service solves the audio into facial animation data, which is reused with the saved action. This preparation is specific to action narration. Normal live conversations retain their streaming speech flow.
Animation, narration, music and video have separate settings. Use the action preview to check timing, volume and the facial controls present on your own model.
A model is only as expressive as its rig
A GLB can contain a skeleton, morph targets, both or neither. Uploading an animation cannot add missing facial controls to a character. Use clips authored for a compatible skeleton and check morph target names before applying facial motion.
Build a character people can talk to.
Start with a model, give it a voice and knowledge, and test the complete experience before publishing.
Maintained by IAMX · Updated · Platform facts and requirements