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Avastar First Steps
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Here is how to create your first Animation using Avastar. I assume that you have a bit of experience with Blender. We will do a three frame animation.
This is just to get you started, as your experience grows you will find there are much faster and fun ways to pose and animate your character. It’s assumed you’ve already installed Avastar.
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| Note: Avastar supports .bvh and .anim format. While bvh-import is supported by all viewers, you have to use a patched viewer such as PhoenixViewer or Firestorm to be able to upload the much richer .anim format. |
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Step I: Create an Animation character
You can use a ready made character. From the top menu navigate to:
add -> Avastar

This creates a new SL compatible Avatar to your blend file as shown on the image on the right.
This character is fully compatible to the Second Life default character. Actually it is constructed from the SL Avatar definition, so it is an exact representation.
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In the image below you also see the rig (the orange circles around the character). The rig will later be used to create key frames for your animation (see below).
Notes:
- The character will be placed at the current 3D Cursor location.
- You can hide or remove unneeded parts (like the skirt or the hair for example) without breaking the tools.
- You can create as many characters as you like and thus you can create multi-character animations. Multi-character animations will be explained in the reference guide.
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Step II: Prepare your environment
II.1) We will switch to Blender’s default Animation screen now. You do this from the Top menu Bar:

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Here is an overview of Blender’s default animation screen:

Of course you can switch to whichever screen you prefer instead. But note that you will want access to the Timeline, the 3D View, the Dope Sheet and the Properties Editor.
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| II.2) In the Dope Sheet switch the Mode from “Dope Sheet” to “Action Editor” with the popout menu in the header.

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Hint:If the Mode Popup menu does not appear, then move the mouse over the menu bar of the DopeSheet window, then press middle mouse button and while keeping the MMB pressed, drag to the left side. |
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II.3) In the Action Editor mode you can create new Actions. You find the corresponding popup menu in the Dope sheet menu bar:

Press the white plus sign to get a new action and name it “FirstAnimation”.
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Remind: If you do not find the Actions menu on your screen, then MMB -> drag to the left (as described above)
Hint: you can edit the action name right inside the popup menu.
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Step III: Adjust the timeline
On the Timeline click on the first frame of your animation, for this animation set it to zero. You can do that either by dragging the green progress indicator until the position indicator displays “0″, or by immediately typing “0″ into the position indicator as marked on the image below.
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Hint: Use the scroll wheel on your mouse to zoom the timeline in and out and the middle mouse button (or hold down Alt) to pan.
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Step IV: Create the Start frame
IV.1) I assume that you are still in Object mode now. In the 3D View ensure that the armature is selected by right-click on one of the rings surrounding the avatar. The rings should now appear in bright orange.
IV.2) Then switch to “Pose mode”:

Now all Skeleton handles appear in a green color. You can select any of these handles and move them and rotate them as you like. However you will note that we have placed a few constraints to the various parts of the skeleton. We did this mainly to keep you from ripping the character into pieces by dragging the bones to unrealistic positions.
IV.3) Note on rotation: The easiest way to rotate the bones is to use the rotation manipulator controls. For your first steps you may want to select the curve segment in the 3D manipulator widget so Blender will show the rotation manipulators when you select a bone:

You may want to use the Rotation mode “Gimbal”. I found this the most convenient mode when working with the mouse.
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Hint: As you get experienced with Blender you will use keyboard shortcuts more and more.
Hint: You have full can control over which parts of the Rig get displayed at a given time. The “Rig Display” control panel is located in the “Object Data” section of the Properties panel:

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The Rig Display Panel
The Rig Display panel is subdivided into three major parts:
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Remind: The “Rig Display” control panel is located in the “Object Data” section of the Properties panel (see above)
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Control Style: You can switch between the Avastar Custom Shapes (seen right now) and the classic Stick Shapes (as you maybe have been used from other packages or old blender versions) It is mostly a matter of taste which display variant you prefer.
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Show Bones: Sometimes you do not want to see all bones at once to reduce clutter on your screen. Here you can control exactly which bones you want to see. Hint: The IK Arms and IK Legs are very powerfull motion controllers. HOwever they are disabled by default. We will get back to IK Controlls later (in the reference guide)
Note: Selected elements are shown!
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Hide Mesh: Similar to the Bones controls you can display/hide parts of your mesh as needed.
Note: Selected elements are hidden! This may be a bit confusing first. But it makes a lot of sense after a while (which means: you will get used to it, sorry for that.)
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Some extra notes
As explained above we can now move and rotate the skeleton as we like. We see that the mesh moves along with the bone movements and we will finally end with our start pose for frame zero of the animation (where you want the bones for the start pose) Remind that we are only moving and rotating the green skeleton handles for now.
Hint: All dark green elements are the SL bones and act as FK (forward-kinematic) controls. They have just been given funny shapes so they lie outside the avatar and are less visually distracting. When an element is shown in light green then it is currently selected and will react on your move, scale and rotate commands. You can select single bones by right click, or add bones to the selection by SHIFT right click.
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Hint: There are 2 extra elements in the Rig:
- COG:
Center of Gravity bone. Use this bone to set the location and rotation of the whole character. The COG bone will be recorded in your animation and its movements will also be transported to Second Life later.
- Origin:
All movements are relative to the Origin bone. Moving this bone around will not affect the animation in any way. If you are doing multiple character animations set their origins slightly apart to where pose balls would start. Once you are happy with the location hide the bone.
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Step V: Store the intro Pose
Once you are happy with your first frame posture press the a key twice in the 3D View to select all bones (it toggles the selection so the first time it will deselect everything if you had a bone selected). The Rig should now look similar to what you see on the image to the right.
Now press i to insert a new key frame. From the appearing popup menu select Rotation.
Almost always you will set just rotation key frames. The exception is if you are moving the COG or IK control bones, in which case you should set the location too with Location or LocRot for both.
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Hint: If you have used other animation software before note that you do not need to create a starting T-pose. The anim format doesn’t require it and Avastar can automatically insert the required reference frame for the BVH format.
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| You should see the Action Editor gets populated with the bone names and a yellow diamond at frame 0.
Note:We have simply selected all bones for our pose. This poses a potential problem: Assume that you wanted the current animation to play “on top of” your default stand pose. In the Stand pose the avatar head can be moved freely. But when you add this animation, the head will move according to this animation and “override” the default head movements.
If you do not want to override the head animations, then you have to remove the head data. The easiest way to do that is by left click on the corresponding Bone name in the Action Editor(“Head” in our example) and then delete the entire bone from the animation (press “x” on the keyboard).
You can also “mute” the bone by clicking on the little speaker icon next to the bone name. If a bone is not listed in the action or is muted it will not be controlled by the animation.
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Hint: In more advanced work you can play with creating sets of animations which control only a few bones each, and which you can mix and match with the Gesture editor in Seocnd Life.
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Step VI: Add the ending pose
- Let’s imagine the animation will run at the equivalent of 25fps. Click on the timeline on frame 25 which is one second later (see image below)
- Repose the avatar how you want it to appear one second later and again select all the bones and insert a rotation key frame (a to select all and i to insert key frame). Do something simple like a bow or a hand wave for your first animation.
- Click on the timeline at 50 (two seconds into your animation), then pose and key frame the bone rotations for the final frame.
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Hint: In the Timeline use the play buttons to preview your animation:

Hint:You also can scroll through your animation by grabbing the green time locator and drag it from left to right and back.
When you want to set intermediate key frames, then just move the time locator to where you want to add a key frame, then adjust your pose and finally press a twice ( to select al bones) and then i(and select rotation)
Hint:You can delete a keyframe with ALT+i but take care here: This will only work when you have selected the bones which you want to remove from the time line.You can always first select all bones, then ALT+i to ensure you remove the entire key frame.
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Step VII: Prepare the Export
You find the “Animation Export” panel in the Render Properties section of the Properties window:

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- Make sure the mode is set to BVH
- set the FPS to 25
- Set the Start frame to 0
- Set the End frame to 50.
- Make sure Prepend reference is checked.
Hint: You can also export to .anim format. But then you will need a patched SL Viewer. We have verified that Phoenix and Firestorm can import anim files.
Note: For anim Imports you will need to use Bulk Upload and NOT the Animation upload! A detailed description of this will follow in the reference guide.
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Step VIII: Export the Animation
- Finally, export the animation by clicking on the Export Animation button. You will be prompted for a filename and location which by default will take on the name of the action you set before.
Hint: The animation has to have the extension “.bvh” for the SL Viewer to recognize it.
- Once saved, fire up a Second Life Viewer, and from the file menu select Upload then Animation. Find and upload your animation, it will appear in your Animations folder. During upload you will have to choose an appropriate priority.
- Run it and show off your creation.
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Hint: If you don’t see the animation play out, you may need to switch off your AO. This happens if the animations in your AO have been badly designed and are running at the highest priority).
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This tutorial has only scratched the surface of what is possible. Things you will want to explore next are using the IK controls, looping part of the animation, animating only certain bones, using the Graph Editor …Feel free to download my own firstAnimation with Avastar.
Have fun!
Gaia, Magus, Domino
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We are member of

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hello, i want buy Avastar, but thats not for secondlife .
if i buy it :
i can import my avatar from SL, and in Blender, apply my alrady .BVH animation ont he avatar and save it in .FBX or .DAE??
If yes …
You can make one video tutorial forall this step ? i can pay for that too…
I m realy interrested .
THX For your answer here or on my mail : designerz@live.fr
At Step IV.
No Expressions or Rig Display Tabs present.
Using 2.62
http://dl.dropbox.com/u/7833186/NoExpressionsOrRigDisplayTabs.JPG
I have updated the document for Avastar-418. So now all should be consistent again. Sorry for the inconveniences, but sometimes the development goes a lot faster than the documentation can catch up.
BTW I’m using v 2.62 for this.
Interesting. If I upload the same animation as an anim file rather than a bvh file, it exports, uploads and works as expected with no errors. It must be something about the bvh exporting routine.
With Gaia’s help, I found out that I was using the wrong Avatar version. In the 2 weeks since I bought the product, she had published a new version on the download page, but the main page was not updated to reflect the new current version.
Lesson learned, always check the download page for new versions despite what the main page may say.
I tried the steps in the this tutorial again, this time using only one frame. Same set of error messages. I’d like to post them here but the error window does not allow me to copy. Is there a log file that is recording these errors that I could tap into?
I’m pretty sure I did all the above steps correctly. However, when I press the Export Animation button, I get a bunch of errors chatted. A 2K file gets produced but when I try to upload it to SL an error is report by SL stating it cannot read the rotation values.
What could I be doing wrong?
For everyone who struggles at ‘Step VII: Prepare the Export’ and has a hard time finding the ‘Export Animation’ tab (like me) .. look for it in the Tool Panel (Blender 2.61).
Thanks Hannah. Fixed now in the docs.