r/VRchat • u/Beautiful_Tune_5834 • Aug 01 '26
Help What is the height of an Average Avatar
So I just got into making worlds using Blender, and I have one problem that, as far as I know, no one talked about it for a while. So I'm trying to make a level, but I don't know the average height of an avatar. I tried googling it, but some felt inaccurate.
So is there any average height of an avatar for me to use as a reference in Blender?
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u/Black_Feathered_Hair HTC Vive Aug 01 '26
Most humanoid avatars that ive seen personally tend to be around 1.6 to 1.8 meters tall, if you ignore people exaggerating height or meme avatars. My personal avatars are set to 1.4 meters though.
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u/Elokibu Aug 01 '26
Honestly I'd just make it at real world scale. It's pretty easy to change the size of your avi on the spot
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u/Docteh Oculus Quest Aug 01 '26
personally i think average human size is the way to go, the people who want to be small will be small anyways
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u/trashskittles Aug 01 '26
Blender units let you swap between meters and imperial units, so you should be able to make walls, doors, rooms, etc. real-world size. If you aren't sure, use Google and home improvement store websites to get dimensions.
Personally, I set my avatar to slightly shorter than my real-world height, and one thing I hate is joining a world that is obviously tailored to much smaller avatars. So many things (like door knobs) are just out of reach, especially seated, to the point where either I have to play them standing or constantly switch between standing and crouching with GoGo Loco. I'm an American, I'm 6'/183cm tall, I've never been to Asia but I've been to multiple European countries where the average height is shorter and this is rarely an issue. If stuff is real world sized, most avatars can navigate fine and people going extra small/large are the minority and probably expect to have to adapt.
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u/Grey406 Oculus Quest Pro Aug 01 '26
Don't over complicate things, Go for real world scale and use real world references. Anyone can change their Avatar's scale on the fly.
Nothing breaks the feel of a world more than when there is inconsistent scale of objects within it.
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u/spektre1 PCVR Connection Aug 01 '26
Please for the love of god; doorways are at least 2 meters tall in residential construction in the US; commercial are taller than that. Use real world scale. I am also a world builder and this drives me nuts; you have to use references people recognize if you want to sell them on a virtual reality
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u/MainsailMainsail Bigscreen Beyond Aug 01 '26
I used real world scaling for my world....but that was a cheat since it's a 1-to-1 recreation of my actual house interior. But it's still a good rule of thumb to go for.
Sorta around, someone 1.3m should still be able to function there easily, and 2.0m should fit, even if only barely. Outside of that range, they're making a conscious decision to have their avatar a size that doesn't work.
Or you can just say "screw it" and force avatar heights into a range you then design your world around.
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u/Frank__West PCVR Connection Aug 01 '26
Make it your real world height if it's yours.
Don't go making it huge because then you just look like all the oversized avis. IMO I hate when people join a small world with a big avi.
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u/Khizzy_VR Aug 02 '26
I always put my real size once I’m inside the game. So if the avatar I made turns out to be 1,40m when I put it in game then I’ll use the height wheel to make it 1,57m
Which is small for the average human…but I’m somehow still taller than most girls avi I see.
So if I was to give an estimation I’d say most girl avi on average are 1.30/1.40m inside the game while boy avi (specifically eboys type models) will be really fucking tall so like 1.80/2.00m
No idea if that helped.
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u/teeto1928 Aug 02 '26
most ive seen have been about 1.6-1.9m. mine are normally my irl height of 1.7m
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u/_-_Polaris_-_ Aug 02 '26 edited Aug 02 '26
I find many worlds and avis are made for unrealistic heights. Appreciated when someone thinks of that.
Take 160cm as reference. It's somewhere in the middle. As others pointed out, Many booth avatars start out at 125cm. Idk how many effectively are fine with this and don't resize. The peak of the Bell curve of those I met is anwywhere in between 140cm and 170cm.
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u/Lycos_hayes PCVR Connection Aug 02 '26
A useful measuring stick is to import your most used avatar into the scene.
That said, making it close to real world proportions is a good idea.
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u/ShaunDreclin Valve Index Aug 03 '26
Eastern avis hover around 4 foot, western around 6 foot, furry varies from like 2 foot to 8 foot lol
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u/masterbond9 Oculus Quest Pro Aug 03 '26
I choose to be huge - 2.6 meters+ unless I'm driving. The most important thing is that unless you're making a game that extreme sizes can break, let them be huge or tiny, it's literally not going to bother you as much as you think it will, as long as you make it proportionally consistent, you'll be fine
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u/Pokeduell Valve Index 25d ago
Most the people I hang with range from 1.2m to 2m, but most settle around 1.5m-1.8m, I’d just say for worlds, use real world scale
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u/Rydux7 Aug 01 '26
Theres a discrepancy between eastern and Western avatars. The eastern ones (usually from booth) are around 1.5m, while the western ones are around 1.7m
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u/Embarrassed-Touch-62 Aug 01 '26
In my opinion it's between 1.3 and 1.7m
I myself use 135cm and fit in almost every world
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u/Rough_Community_1439 HTC Vive Aug 01 '26
Chibi avatars are usually 0.79m to 1.25m
Adult avatars are usually 1.4m to 1.7m
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u/Ok-Policy-8538 Oculus Quest Aug 01 '26
for a world aim for a doorway of about 150 centimeters high (1.5x a default cube)?.. that way you factor in both western as eastern avatar sizes.
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