An avatar is not one thing. The figure a person walks about in is several distinct things that happen to meet in one place, and each has a different owner and a different home. Some are content a world describes; some are content the person owns and carries from world to world; some are not content at all. This page says what an avatar is made of, and where each piece lives.

The pieces

PieceWhoseIn downloadable content?Where it is described
aThe being in the world, a part that acts, driven by a visitorthe worldyesVisitors: beings
bThe person's profile: their dimensions and look (height, build, skin, hair, colors), as a portable description in this languagethe personin the language, but in no world's content: the person carries itFitted and grown; A villager; below
cThe world's avatars: the bodies it gives its visitors, which profile fields it applies to them and within what ranges, and gear given while therethe worldyesbelow
dIts camera, the eye it sees throughthe browser's built-in ruleno; content names only other camerasCameras: the visitor's own camera
eIts connection to a person at a moment: possession, a sessionthe browser and the world's servernoOutside the content
fRegistration of the person, and "this is my avatar", independent of any worldan identity or registration servicenoOutside the content
gThe person's own settings: input mappings, their policy on what a world may do to their avatarthe person, applied by the browsernoOutside the content; Visitors: input mapping

Pieces e, f and g are not downloadable content. The language does not design them; it says only that they live outside the content and what the content sees of them, which is never more than a being and the actions it performs.

Three layers, kept apart

Seen from the person, the pieces fall into three layers:

  1. Identity: who the person is (f, with e and g hung from it). Never in content.
  2. The person's profile: their dimensions and look, which they own and carry from world to world (b), together with their key mapping and settings (g).
  3. The world's avatars: the bodies this world gives its visitors, with the profile applied to them (c), each shown through a being (a).

The world owns the body: which avatars exist, how they are built and drawn, what they can do, and the scale they live at. The person's profile travels with the person and is applied to whatever avatar the world gives. Both hold at once: the world keeps control over its objects and how they are drawn, and the person is still recognisably themselves, with their own controls, in every world.

The person's profile: a portable description

The person's dimensions and look are described in this same language, as a part description: a recipe from the humanbody package's measures and sliders, plus colors, an outfit and hair. So a profile is portable as a description, not a mesh: a few hundred bytes, read by whichever world the person enters. It is the same kind of thing as a villager's person (Fitted and grown):

part myProfile: person(sex: female,                      // illustration: a person's own profile
                       build: (height: 1.68 m, muscle: 0.3),
                       outfit: shirtAndTrousers)

The profile also names the person (their identity, piece f) and carries their key mapping and settings (piece g), which the browser applies whatever avatar they wear. A world never holds a profile as its own. It receives it as the visitor arrives, to apply to its avatar.

The world's avatars

A world states:

part island                                                  // illustration: spelling not chosen
  worldAvatars(cast: [people.islander],
               appliesProfile: [height, build, skin, hair, clothColors],
               heightRange: 1.5 m ..= 2 m)

part ocean
  worldAvatars(cast: [fish], appliesProfile: [colors])

Others see a visitor as the world's avatar with that visitor's profile applied.

Later, a world may allow more (a direction, not yet designed): a person may bring their own avatar, or more of their look, into a world that grants it, for example worldAvatars(..., allowsOwnAvatar: true). It is an option a world grants, never one a person takes.

What the person controls

The policy is one of the person's settings (piece g), kept outside the content (Outside the content). The content sees only the result: an avatar it may present, or a visitor who did not come.

In the world, an avatar is a being

Inside a world, the avatar is a being driven by its visitor. Rules range over beings without naming people: nearest(visitors), on(action(hail, by: v), ...) (Visitors). The being's eye is the visitor's camera, which follows it by a built-in rule (Cameras). Which person drives it, and since when, is possession, outside the content.

How it connects

Open questions

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