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Hello and welcome to my video about creating tinies and giant avatars Please note: |
Hello and welcome to my video about creating tinies and giant avatars
with the avastar addon.
Please note:
This tutorial also applies to avatar.blend and theĀ Avatar Workbench,
where You can follow the exact same procedure.
So, the key to tinies or giants is: scaling the armature in object mode.
After you have scaled your character to the desired size, you only have
to apply the scale to all mesh parts and to the rig itself.
Otherwise your scaling will show no effect after upload to Second life.
However scaling the armature and applying the scale
has effectively changed the skeleton.
Therefore we must export the armature along with the object,
so that the Second Life importer knows how to modify the skeleton
to a tiny or giant.
Go to object mode,
and select your mesh and your armature at the same time.
Finally navigate to: file, export. There you find
2 collada exporters. You want to use the avastar exporter when you
work with the avastar skeleton. Otherwise you will use Blender’s
collada exporter in second life mode.
Now lets turn to the Second Life mesh importer.
After you have loaded your mesh, you can check it in the
preview window. You can enable the preview of skin weights
and joints here.
But keep in mind that enabling weights and joints in the previewer
is only good for inspection,
but will not upload the data.
Therefore you will open the upload options tab.
Here we have to include skin weights and include joint positions.
And only now the importer will upload what we expect,
so lets calculate weights&fees.
And finally we can upload the mesh.
Before i wear the tiny mesh, let me first wear my special
invisibility outfit. This outfit will hide my default avatar mesh.
oups, i have become a bit smaller by now. Lets get a bit closer.
We see that actually my tiny is standing well above ground.
Let us fix this now.
First i measure how much above ground my tiny hovers.
I simply create a prim cube and adjust its height to fit my hover height.
I copy the resulting height of the cube into the cut buffer,
then i re-upload the tiny mesh.
In the upload options i locate the z-offset entry,
paste the hover height here, and make it negative.
I upload again,
wear the new mesh,
and now my tiny is standing on ground.
thank you for watching,
I would like to know how to normalize the skeleton after I remove my tiny outfit. Is there any script available on opensim that can reset my skeleton ?
i believe the easiest way is to create a “default character” and wear that to fix the bone sizes back to something reasonable. Then detach that “normalizing character”. That should get you back to the normal.
Or re-logging of course fixes it always.
I’m trying to follow the tutorial on tiny avatars using Blender 2.66a and Avastar 775. When I scale Ruth to 0.5 and upload her to the grid, she looks like she’s been stretched over a normal-sized armature. The helpful people on the Blender Avastar channel couldn’t talk me through it.
Can someone please help me? I think, if so many people have done it successfully, I must be missing something important and obvious, but I can’t figure out what it is.
This is expected behaviour. I believe the SL Importer always assumes the default SL skeleton is in use. And even if you select “with joints” it does not display the mesh correctly. However when you import with Skin weights and with Joints all is well.
Just curious if the vertex normals on edges have been resolved ? Or do they still reflect obj center-origin normals ?
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