Avatars
Choose and configure the Metahuman avatar displayed by the Virbe Kiosk application – appearance, animation, and behaviour.
The Virbe Kiosk uses a photorealistic Metahuman avatar rendered in real time by Unreal Engine. The avatar is the face of your virtual being – it speaks, lip-syncs to the TTS voice, and plays animations in response to conversation events.
Avatar Selection
Avatars are configured in Configure → Personas → [Your Persona] → Voices & Avatar. The avatar (Metahuman character) is selected when the persona is created and is tied to the persona, not the profile.
For kiosk deployments, only Metahuman avatars are available. Web Widget avatars (Custom Web, RPM) are not rendered in the Kiosk application.
Virbe provides a library of available Metahuman characters. Contact your Virbe account manager if you need a custom character (e.g., a branded virtual being) or modifications to an existing character's appearance.
Avatar Appearance in the Kiosk
The kiosk renders the avatar in a 3D scene. The scene appearance is configured in the profile under Settings → Customize 3D scene:
- Ground colour – the colour of the ground plane beneath the avatar
- Skybox colour – the ambient background colour
- Background image URL – optionally replace the default background with a custom image (must be a publicly accessible URL)
The avatar is rendered at a fixed size and position within the scene. Avatar scale and camera angle are configured in Settings → Camera angle (see below).
Camera Angle
The Camera angle setting in the profile controls how the Metahuman is framed. Adjust this to show more or less of the avatar's body depending on your display orientation and enclosure design:
- Tight framing – head and shoulders only; appropriate for portrait screens close to the user
- Medium framing – upper body; balanced framing for most installations
- Wide framing – full body or nearly full body; appropriate for large landscape displays or full-height kiosk enclosures
Animation and Behaviour
The avatar plays animations in response to the conversation state:
- Idle – the avatar plays a looping idle animation when listening or waiting
- Speaking – the avatar's lip and face animate to match the TTS audio output
The Behavior node, which previously let you trigger gesture/expression animations from within a flow, is deprecated and no longer supported.
Focus and Defocus States
The kiosk avatar behaves differently based on whether a user is actively engaged (focus state) or not present (defocus state):
- Defocus state – no active user; the avatar plays a looping idle or attract animation to draw attention
- Focus state – a user is present; the avatar is active and responsive to voice input
The trigger for entering focus state can be:
- Camera face detection – the
On face-detectedhandler fires when the camera detects a face, automatically starting a conversation - Physical presence detection – a proximity sensor or other peripheral sends a signal to trigger the conversation start
Configure the behaviour of each state in the profile under Settings → Focus state behaviour and Defocus state behaviour.
Customer Experience
Tune how end users experience the Virbe Kiosk – avatar appearance and animation, microphone setup, and speech detection mode.
Microphone Settings
Configure microphone sensitivity, gain, and audio settings in Windows and the Virbe profile for optimal speech recognition in your kiosk environment.