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The mHead bone needs to be attached to the mNeck bone, you can't attach mHead to any other bone. When you make an avatar, all the bones need to be named correctly, and in the right order for the bone heirarchy you can't just rearrange the skeleton in whatever way you want. The rest of the Sl+Open Sim Rigged/Static presets are all OK except for this needed change: dae files to SL/OpenSim is STILL not correct (as of 2.93).
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I don't use avastar and I am much more familiar with Blender than SL, so keep my perspective in mind while referencing this
#Blender avastar bento rig attachment rig install#
Videos 51 Avastar-279 Simply Avastar Newbie Page Getting Help 39 Reference 5 First Steps Preparation Create Adjust Export Import SL Shapes 9 Skinning&Weighting Skinning Basics Binding Meshes About Bones Inspect Weights Edit Weights Bone Inheritance Topology Exporting Trouble Shooting Posing Animating Editing Joints 20 Advanced Avastar with Quads Importing Rigs 10 Developer kits 4 Kit Creators Intro for creators Create Kit The Rig Converter Support 6 Kit Users Intro for Kit Users Manage Kits Attach Mesh Reuse Mesh 2 Tips&tricks Maitreya MeshBody The Eye Rig The Hand Rig Fitted Mesh Fitted Physics Tinies & Giants Fixing Asymmetry Rig a Creature Bind a Creature Rest&Bind Pose Install Update Preferences Known Limitations 4 Troubleshooting Installation & Update Issues Export Errors Tracebacks SupportTickets Changelogs 14 Workflows 6 Basic workflows First Time Users Clothing and Attachments Characters Animations Advanced Expert Clones Attach Fitted Mesh Fit to Shape Add Avastar Load Shapes Upload to SL Bind Poses 9 Knowledge Skinning Basics Avastar Bones Fitted Mesh The SL Skeleton Slider Mapping Joint Positions Basics Welding Normals Avastar&Workbench Blender-2.I'll dump my notes for working around the dumb shit that SL makes me go through to make avatars here. While this is not wrong, we loose important information that is later needed for exporting the Collision Volumes with the correct bind pose information. Then it sets the scale and rotation of all bones to neutral (scale 1, rotation 0). It bakes all Bone scales and rotations into the Skeleton. Technician: The Blender Collada importer makes a shortcut. Importing Developer Kits with Fitted Mesh needs Blender 2.79++Īrtist: Please Update to Blender 2.79 or newer. You best avoid the scaling of animations in first place. Note:The Sparkles Toolset contains an Animation scale tool. This can lead to major distortions of your animations. The translation part of your animations is not affected. When you apply scale & rotation then only your mesh scales/rotations are normalized. Technician:The main problem is with Translation animations. However, when you apply scale and rotation after you created your animations then you can end up in distorted animations. Apply Scale & Rotation before animatingĪrtist: While Blender supports animating your character even when the armature and the meshes are scaled and rotated in Object mode, you always have to export the meshes with scale and rotation applied. However those scalings and rotations sum up over time, especially when you use parentt – child relationship between differently scaled objects you can end up in a desaster. Techinician: Blender allows to scale and rotate your meshes as you like, in object mode, in edit mode, everywhere. Remind: Having Scale and rotation applied is always the most safe way to go. Apply Scale & Rotation before bindingĪrtist: Always apply Scale and Rotation before you bind your meshes to an Avastar Rig, Note: This is often not necessary, however it helps to avoid unexpected fitting issues in SL. This affects all children of the affected child as well. When you modify the parenting, then the relative child bone locations are taken from the wrong parent and lead to unexpected relocation of the child bone. The parent-child relation in SL is fixed. Technician: All bone locations are stored relative to their parent bone. Otherwise your imported rig becomes very distorted and the bone locations get mangled into disorder. Never re-parent Bones (SL limitation)Īrtist: You must never modify the parent-child relation (parenting) of the blue SL Bones and the purple Bento Bones. So, please read this page carefully to avoid unexpected behavior of your creations. The listed limitations do not apply to Blender/Avastar, It is important that you know what you are allowed to do and what you have to strictly avoid. This page contains a list of limitations imposed by the SL character animation system and/or by Blender.
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