Games
Use Your Own Character in AI Host
Upload your own 3D character (GLB, VRM or FBX) to host your AI Host stream. Which files work, where to get one, how to check it in the preview, what each error means and how to fix it.
Updated
AI Host can be hosted by your own 3D character instead of Max. You upload the file, Livecade finds the body and the mouth and gets it ready for your stream, and you check it in a live preview before you save. Then you give it a name, a voice and a personality, and the AI plays that character.
What you need
- A 3D character file: GLB, VRM or FBX, up to 60 MB, with a skeleton.
- The right to use it. Only upload a character you made, bought with a licence that allows streaming, or have permission to use.
- Pro to go on stream. On the free plan you can upload a character and see it talk in the preview. Your game preview and your stream show Ember until you have Pro.
You can keep up to 5 characters. Delete one to add another.
Supported files
| File | Works | Notes |
|---|---|---|
| .vrm | Yes | VRM 0.x and 1.0. Its own mouth and blink are used. |
| .glb | Yes | glTF 2.0, everything inside one file. |
| .fbx | Yes | Binary FBX only. Livecade turns it into a GLB first. |
| .gltf with separate files | No | Export it again as a single .glb. |
| .zip | No | Unzip it and upload the .glb, .vrm or .fbx inside. |
| .obj, .blend | No | Export a .glb from your 3D tool. |
Where to get a character
- Make one with VRoid Studio, for free. It saves VRM files, which come with a skeleton and a mouth that moves.
- Buy one with a licence that allows streaming, from a store like Booth or Sketchfab. Read the licence before you buy: some allow personal use only.
- No skeleton? Mixamo adds one to your model, free with an Adobe account. Download the result as FBX with skin and upload that file.
What works best
- A body with a head, two arms and two legs. Characters that stand on two legs work. Animals on four legs and objects do not yet.
- Standing, facing forward. If it comes in upside down or facing away, you can fix that in the review.
- A mouth that can move. A VRM's mouth shape or a jaw bone talks best. If the mouth is only painted on, Livecade makes a jaw for it. With no mouth at all, the head nods as it talks.
- Not too heavy. Livecade makes big files lighter for OBS and phones, but a file near the limits loads slower.
Step by step
- In your dashboard, open AI Host settings. Under Look, choose the Upload your own tile.
- Drop your file into the window, or click to choose it.
- Tick I made this character, or I have permission to use it on my streams. You must tick it for every upload.
- Click Upload. When the file has arrived, Livecade prepares it. This usually takes under half a minute. You can close the window: it carries on, and the tile shows when it is ready.
- Check your character in the review (below), then fill in who it is.
- Click Save. A new character becomes your look straight away if it can play.
If you open the character window during a stream and your viewers can see your screen, they will see the window too.
The review
When your character is ready, the window shows it on a live stage, talking without sound. Next to it is a list of checks:
- A green tick is something that worked, like Body found or Mouth moves as it talks.
- An amber warning says what it means and what to do, like The mouth will not move.
- A grey dot is something Livecade did to the file, like Converted from FBX or Made lighter for OBS and phones.
Below the stage you can fix what looks wrong. Every fix shows on the stage, and your stream uses the same result.
Looks right?
For GLB and FBX files. VRM files say which way they face, so they do not need it.
- Flip upright turns a character that stands upside down.
- Turn around turns a character that shows its back.
Livecade prepares the character again from your original file. If it does not work, your character stays as it was.
Mouth
For GLB and FBX files. Pick how the mouth moves:
| Choice | What it does |
|---|---|
| Automatic | Livecade's own pick: the file's jaw, a jaw made along a painted mouth, or none, so the head nods. |
| Jaw bone | Shown only when other bones in the file can open the mouth. Pick one from the list and the stage shows it at once. |
| Place it myself | The stage zooms in on the face. Tap the middle of the mouth, then click Use this spot. Livecade makes a mouth there. |
| No moving mouth | The mouth stays still and the head nods as it talks. Use this if the mouth opens in the wrong place. |
Camera
- Level looks at your character straight on. This is the default.
- From above looks down a little. It shows a face under a hat, a snout or a bill.
The whole body stays in view either way. You can still move and resize the host on your stream as before.
Motion
Pick how your character moves:
| Choice | What it does |
|---|---|
| Calm | Relaxed gestures, like the built-in hosts. This is the default. |
| Energetic | Bigger, quicker gestures. |
| No body motion | The whole character sways and nods as one piece. For characters whose arms or head should not move. |
The file's own animations. For GLB and FBX files that come with animations. Each one Livecade can use is listed, and you can pick one for Idle and for each expression: Happy, Laugh, Surprised, Sad, Thinking, Wink, Smirk and Skeptical. Ours keeps Livecade's own motion for that slot.
- Picking an expression shows it on the stage.
- Idle needs an animation that loops. If the file has a standing one, Livecade picks it for you.
- An expression plays for up to 6 seconds, then the host goes back to talking or waiting.
- Talking always uses Livecade's gestures.
- An animation that walks or runs is held in place.
- With No body motion, the file's animations do not play.
Animations Livecade cannot use are listed under Not usable, each with the reason: one still pose or a T-pose, no body movement, too short to see, lying down or bending over, sitting, crouching or falling, or turning its back to the camera.
Who it is
- Name. Leave it empty and it is called Max. The host says its name, and answers a little sooner when viewers use it.
- Who is your character? Up to 500 characters on how it talks, what it loves and phrases it uses. Start from one of the buttons above the box and make it your own. The AI plays this character, but your stream's rules still come first.
- Voice. Pick one in the voice picker, the same one the other looks use.
- Background. Optional. Without one, your stream shows through behind the host.
A licence inside the file
A VRM file can carry its author's licence. If that licence limits how the character can be used, the review says This file's licence limits how it can be used and lists why:
- Only its author, or people they allow, may use it as an avatar.
- It may not be used to make money, and a stream that takes gifts does.
- It may not be changed, and Livecade makes its textures smaller for streaming.
The character goes on stream only after you tick I have the author's permission to stream this character and click Confirm. Until then its tile says Licence to confirm. If you made the character yourself, you are the author.
Edit or delete a character
Your characters show as tiles under Look, before the Upload your own tile. Pick one and click Edit to change its name, voice, personality, background, mouth or camera.
To use a different file, delete the character and upload the new file. When you delete a character, its file is removed from Livecade, and if your stream is showing it, Ember takes its place.
If your file is refused
These are the exact messages and what to do about each.
| Message | What to do |
|---|---|
| This file is too small to be a 3D character. | Check you chose the right file. |
| This file is too large. The limit is 60 MB. | Make the textures smaller or simplify the model, then export again. |
| This is not a GLB, VRM or FBX file, whatever its name says. | Export it again from your 3D tool as .glb, .vrm or .fbx. Renaming a file does not change its type. |
| This is a zip file. Unzip it and upload the .glb, .vrm or .fbx inside. | Unzip it and upload the model file inside. |
| This model comes as several files. Export it again as a single .glb. | In Blender: File, Export, glTF 2.0, and set Format to glTF Binary (.glb). Upload the single .glb file. |
| This FBX is saved as text. Export it again as a binary FBX. | Export the FBX again and choose Binary as the format. |
| This file is damaged or was cut short. Export it again. | Export it again. If you downloaded it, download it again. |
| This file is damaged. Export it again. | Export it again from your 3D tool. |
| This file uses an old glTF version. Export it again as glTF 2.0 (.glb). | Export it again as glTF 2.0. |
| This file has too many parts to show on stream. Simplify it and export it again. | Join or remove parts you do not need, then export again. |
| This file points to other files outside it. Export it again with everything embedded. | In Blender: File, Export, glTF 2.0, and set Format to glTF Binary (.glb). Upload the single .glb file. |
| This file is too large once opened. Simplify it and export it again. | Simplify the model and make the textures smaller. |
| This file uses a format feature the overlay cannot show. Export it again without compression. | In Blender: File, Export, glTF 2.0, and set Format to glTF Binary (.glb). Leave Compression turned off. |
| This file repeats one part many times, which the overlay cannot show. Export it again with that turned off. | Turn off GPU instancing in your export settings. |
| A texture in this file is not a PNG, JPEG or WebP image. | Save the textures as PNG or JPEG and export again. |
| A texture in this file is damaged. | Open the textures in an image editor, save them again and export again. |
| A texture in this file is too large. Use textures of 8192 pixels or less. | Make the textures 8192 pixels or smaller (Blender: Image, Resize), then export again. |
| This model has no skeleton, so it cannot move. Rig it first, for example with Mixamo. | See Rig it with Mixamo below. A character made in VRoid Studio comes rigged: export it as VRM. |
| This model is too detailed to show on stream. Simplify it and export it again. | Open the file in Blender and select the character. Add a Decimate modifier and lower the Ratio until it shows under 150,000 faces. In Blender: File, Export, glTF 2.0, and set Format to glTF Binary (.glb). A VRM can have up to 40,000 triangles. |
| No body with a head, two arms and two legs was found in this skeleton. | Characters that stand on two legs with two arms work. Animals on four legs and objects do not yet. If yours stands on two legs, its bones may be named or placed in an unusual way: rig it again with Mixamo, which gives every bone a standard name. Download it as FBX with skin, then upload that file. |
| We could not tell which way up this character stands. Export it standing upright and try again. | Open the file in Blender and stand the character up, facing forward. Select it, then Object, Apply, Rotation and Scale. In Blender: File, Export, glTF 2.0, and set Format to glTF Binary (.glb). |
| This FBX could not be read. Export it again from a recent version of your 3D tool. | Export it again from a recent version, or export a .glb instead. |
| This file could not be prepared. Try exporting it again, or try another file. | Export it again, or try another file. |
| The file did not arrive. Upload it again. | Upload it again. |
| The upload did not finish. Upload the file again. | Check your connection and upload it again. |
| This file cannot be used on Livecade. It was taken down after a report. | The file was removed after a copyright or abuse report. If you think that was a mistake, see Copyright and reports. |
When a file is refused, the window shows the message and the steps to fix it. Click Upload another file to try again.
Rig it with Mixamo
- Open Mixamo (free with an Adobe account) and upload your model: mixamo.com.
- Place the markers on the chin, wrists, elbows, knees and groin, and let it rig the character.
- Download it as FBX with skin, then upload that file to Livecade.
Other messages
| Message | What it means |
|---|---|
| Choose a .glb, .vrm or .fbx file. | The file you picked has another extension. |
| You can keep 5 characters. Delete one to add another | You have 5 characters already. |
| The mouth will not move | The review found no mouth it can move, and says why. The head nods as it talks. For a GLB or FBX, choose Place it myself under Mouth and tap its mouth. |
| A large file | It may load slowly on a phone. |
| That did not work, so your character is as it was. | Flip upright or Turn around could not stand it up that way. |
| No mouth could be made there, so your character is as it was. | Tap the middle of the mouth and try again. |
Rights and takedown
- Upload only what you may use. That means a character you made, one you bought with a licence that allows streaming, or one you have permission to use. You confirm this at every upload, and Livecade keeps a record of it.
- Your character is yours alone. It plays only on your own streams. Livecade does not share the file or offer it to other creators.
- Reports. If someone reports that a character uses their work without permission, Livecade can remove it. It stops playing at once, Ember takes its place on your stream, and the character window says This character was removed from Livecade after a report. with the reason.
- If you think a removal is a mistake and you have the rights to use the character, you can send a counter-notice.
- Repeated reports can turn off uploading for an account.
- To report a character, see Copyright and reports.
For AI assistants
If you use an AI assistant to prepare your file, paste it this block.
Livecade AI Host: custom character file requirements
FILE
- One file: .glb (glTF 2.0 binary, everything embedded),
.vrm (VRM 0.x or 1.0) or .fbx (binary).
- Not accepted: .gltf with separate files, .zip, .obj, .blend,
ASCII FBX.
- Size: 1 KB to 60 MB.
- Compression: meshopt is fine. Refused: Draco mesh compression
(KHR_draco_mesh_compression), KTX2 / Basis textures
(KHR_texture_basisu), GPU instancing (EXT_mesh_gpu_instancing).
- Textures: PNG, JPEG or WebP, each side 8192 px or less, about
134 million pixels in total. Resized to 1024 px for streaming.
DETAIL
- GLB or FBX: up to 150,000 triangles. Reduced for streaming,
usually to 20,000 or fewer.
- VRM: up to 40,000 triangles, kept as they are.
- Structure limits: 10,000 nodes, 1,000 meshes, 4,000 primitives,
256 materials, 256 textures, 128 images, 32 skins,
2,048 joints per skin, 512 animations,
512 morph targets per primitive, 16 scenes, node depth 256,
scene JSON 8 MB, all data decoded 512 MB.
SKELETON
- Required: a skinned mesh with a skeleton. One character per file.
- Humanoid: hips, head, and on each side an upper arm, forearm and
hand, plus two legs. The body is found from the skeleton's shape
and checked against the bone names.
- Pose: standing upright, facing forward.
- A VRM's own humanoid bone map is used as it is.
- Recognised bone names (any case). Ignored: prefixes such as
"mixamorig:", "mixamorig_", "ValveBiped.", "Bip01", "CC_Base_",
"DEF-", and number endings like "_01". Side words: L, R, Left,
Right (LeftArm, Arm_L, L UpperArm).
hips: Hips, Hip, Pelvis
head: Head
neck: Neck
upper arm: UpperArm, UpArm, Arm
forearm: ForeArm, LowerArm, Elbow
hand: Hand
upper leg: UpLeg, UpperLeg, Thigh, Leg
lower leg: Leg (when an UpLeg exists), LowerLeg, Calf, Shin,
Knee
foot: Foot, Ankle
- Mixamo names work as they are: mixamorig:Hips, mixamorig:Head,
mixamorig:LeftArm, mixamorig:LeftForeArm, mixamorig:LeftHand,
mixamorig:LeftUpLeg, mixamorig:LeftLeg, mixamorig:LeftFoot
(and Right).
MOUTH
- VRM 1.0: the "aa" expression opens the mouth, "blink" closes
the eyes.
- VRM 0.x: the blend shape groups with preset "a" and "blink".
- GLB / FBX: a jaw bone. Its name contains jaw, chin, mandible,
lower lip or bottom lip, or starts with "mouth". It must be
skinned to the lower face (20 vertices or more) and, turned,
move the chin down at least 3 mm on a 1.7 m character.
- A name with "upper" or "top" is taken as the upper jaw.
- A bone with a plain name (Bone.012, Joint_5) under the head that
opens part of the face can be picked by the creator in the
review.
- Never used as the jaw: bones named for the eyes, brows, lashes,
lids, glasses, hair, a hat, horns, the tongue or teeth.
- No jaw bone: a mouth painted on the texture gets a jaw made
along it. With no mouth at all, the head nods as it talks.