AI System for Full-Body Digital Human Generation
Full-body digital human significantly more complex than talking head: requires correct anatomy, natural body kinematics, hand movement coordination with speech, plausible clothing with fabric simulation. We build system covering complete stack from geometry to real-time rendering.
Components
Body Geometry:
- SMPL-X — parametric body model (72 poses, 10 shape, 10 expression parameters). Standard for motion-related tasks
- MetaHuman (Unreal Engine 5) — high-quality geometry + rig, industry standard for realism
- Ready libraries (Mixamo, ActorCore) for accelerated startup
Motion Generation:
- MotionDiffuse / MDM (Motion Diffusion Model) — generating animations from text description ("person walks confidently", "points right")
- T2M-GPT — transformer motion sequence generation
- Gesture synthesis synchronized with speech (Beat2)
- Mixamo Auto-Rigger + motion retargeting for transferring existing animations
Cloth Simulation:
- Marvelous Designer / CLO3D for artistic tailoring
- PhysX / Chaos (UE5) for real-time fabric simulation
- Neural cloth (reducing simulation cost via neural network approximation)
Rendering:
- Unreal Engine 5: Lumen GI + Nanite + MetaHuman for cinematic result
- Real-time DLSS 3.5 + Frame Generation for 60 fps at high quality
- WebGL / Three.js for browser embedding (with LOD degradation)
Development Pipeline
Weeks 1–5: Character design, modeling, rigging. MetaHuman customization or custom mesh.
Weeks 6–10: Motion system: base library + generative animations. Cloth setup.
Weeks 11–14: Real-time dialogue integration (if interactivity needed). Lip sync, facial animation.
Weeks 15–18: Platform deployment. Optimization for target devices and FPS.
Rendering Performance
| Platform | FPS | Quality |
|---|---|---|
| PC (RTX 4080 + UE5) | 60 fps | Cinematic |
| Web (Three.js, LOD2) | 30–60 fps | Good |
| Mobile (iOS/Android) | 25–30 fps | Medium |
| Kiosk (RTX 3080) | 60 fps | High |
Full-body digital human is complex and expensive product. We recommend starting with talking head (3–6 weeks, lower budget) and scaling to full-body with confirmed business case.







