![]() ![]() Add your own entries to the Add menu - Read more. You navigate to the Add -> Avastar menu and select from one of the rig types: After a short time (typically 2-4 secs) a new Avastar character is created in the 3D View and at the center of the 3D View. ![]() 26 Basic bones 32 Basic Attachment Points 26 Collision Volumes Extended Bones. You can add a new Avastar Character only when Blender is in Object mode. This initial video of the First Steps series tak. Plus, it just makes sense that if Blender has more vertices to match up with your mesh, it will give you a better gradient in the results. This page includes the Bento Bone definitions which will come to the Second Life main grid sometime this year (2016) In a nutshell The Second Life Skeleton supports: Basic Bones. I got the impression that many users who get Avastar actually have only very little experience with Blender. Hence you get major fail as soon as you touch the meshes. The Avastar Meshes make heavy usage of Shape keys. Join the character parts to have one single mesh body The reason for this behavior is: Blender does not support editing Meshes which have Shape keys defined. It would actually be much better to create a really high poly mesh with the perfect weights, as that will be higher poly than any clothing you would make, and the gradient in the weighting should be much better than from a low poly mesh. Modify the Avastar Meshes into something totally different. Most clothing that you will make is not going to match the SL avatar exactly in polygon density, so transfering weighting from a mesh that is lower poly is not going to give you the best results. Bellezas dev-kit bento hands can be imported and avastar can convert the rig, but does not provide the bones for the hands. Not only is there a big difference, but it saves you a ton of time. BLENDER AVASTAR BENTO RIG ATTACHMENT RIG HOW TO BLENDER AVASTAR BENTO RIG ATTACHMENT RIG SKIN When people run into a situation where they want to move something not-in-a-circle, they often turn to using bone translation (location keyframes) for their animation control. As creators, people can make those decisions on their own, but I didn't want to promote it, cause in most cases, it isn't needed.Īfter playing around with things as much as I have, I do find that using a much higher poly model to transfer weight is far better than just using the weights for the lower poly SL avatar. The other reason I didn't add this to the video, is because I did not want to promote importing high poly models into SL, even tho I might do this for some items. All that you need to do to make the wetsuit higher poly is to add a Subdivision Surface Modifier to the wetsuit. ![]() I didn't show it, because I wanted that video to be just about how to use the avatar to make clothing from it's body. I didn't show how to do the higher poly version, but I do mention it in the text at the end of the video. ![]()
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