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The Avatar Workbench

About 4 years ago, Domino Marama from Domino Designs has created the well known avatar.blend file. This file has been constructed from the avatar definition files which come along with the SL default viewer and which you can find in the viewer installation folder, within the subfolder named “character”…

The beginning (avatar.blend)

Since the avatar.blend file uses the original data, the models and armatures and weights in avatar.blend are 100% identical to what the SL viewer uses.

 

Hence the file avatar.blend can be used as a  reference model of the avatar definition for Second Life.You can download avatar.blend from DominoDesigns.Since avatar.blend is so usefull for any kind of clothing creations and meanwhile also for mesh avatar creations, we have included the original avatar.blend into all products available from Jass.

The present (avatar-workbench.blend)

The avatar-workbench.blend is fully based on avatar.blend but adds some convenience features. The detailed descriptions of the add-on features can be found further down in this article.

 

Hint: You can also open the 2.5 version with 2.49b when you load it without UI (you can disable UI loading in the open file dialog)

Hint: Blender 2.5 does not contain a Bone Weight Copy script. But there is a Bone Weight Copy addon Module available where we added some convenience functionality for SL Bone weight copies.

Note: The Bone Weight Copy Script has been added as an addon module to Blender-2.60 So you won’t need it any longer when you have Blender-2.6 or newer.

The downloads

You can download 3 versions of the workbench:

Details:

The workbench adds some nice to have features (please explore by yourself):

  • A copy of one of the free Vint Falken textures for the Default SL Avatar is embedded in the workbench
  • A MakeHuman character, fully rigged, weighted and adapted to the SL-clothing textures is also embedded
  • I use 5 layers for nicer organisation:
  1. Layer 1: The Head, UpperBody and LowerBody of the SL-default Avatar
  2. Layer 2: The MakeHuman Avatar, also separated into Head,UpperBody and LowerBody.
  3. Layer 6: The skirt-, eyes- and hair- templates of the SL-Avatar
  4. Layer 9: The control empties from avatar.blend
  5. layer 10: The SL-armature.
  • I have cleaned the meshes. The Weights have been slightly optimized for the feet.
  • I added the missing mFootLeft and mFootRight vertex groups

You can combine all layers as you like (use SHIFT select to select multiple layers at once).

   

15 comments to The Avatar Workbench

  • snetmouse

    i cannot make the avatar foot move with the avatar bones…please…what do i need to do to make this happen?…i’ve selected them and gone into pose mode but i donot seem to be able to make them pose

  • benku

    How do you pick the male shape ?

  • GC

    I’m not to up to snuff on Blender (been trying it for almost 14 years now – started way back when it was still owned by NaN) but I’m getting better with the newer versions. That said, the avatar workshop.blend file almost makes it a new app! I tried playing with a bunch of things but didn’t get much of anything to happen.

    Blender itself is too huge to try to take in overnight. I only just got my first usable sculpties out of it a couple of days ago and now I find that no animators want to take on my projects, so I have to do the work myself. It is definitely not my forté.

    Are there any tutorials on how to use this within the greater blender framework?

  • Balthazar Fouroux

    Gaia:
    First, just let me say thanks for all the effort you have made in helping us understand and learn Blender, especially in regards to it’s use in Second Life.

    I recently downloaded you avatar workbench file to use as my starting point for creating rigged mesh clothing for SL. However, when I open it and go into Sculpt Mode, most of the brushes that are there when I just create a new blank Blender file are missing. All I see is the Draw brush. Have I done something incorrectly or is there a way that I can reinstall these Sculpt Mode brushes?

    Thanks.

  • TravicDeLeon

    I have a make Human male mesh. I have adjusted it to fit the SL armature, except the eyes I had to adjust the armature to the mesh instead. It is in head, upper body, and lower body. It just needs the bone weights. If the modi will contact me via e-mail, I will send it.

  • Bluebane

    Hi there, thanks for the files they are awsome, are you possibly going to add a male make human character or a short tutorial about how to add them to this file. I noticed you said it has been “adapted to the SL-clothing textures” and wondered how you had done this.

  • Takeo

    I downloaded this avatar-workbench.blend for blender 2.5 and i noticed that there are no skelet and no shape keys. do i have to add them?

    • the avatar-workbench contains two characters. The MakeHuman based character has no shape keys. This is the character on layer 2.
      If you want to use the default SL avatar with all shape keys, switch to layer 1. There you find it ready for usage and with all shape keys enabled.
      The armature (skeleton) is on layer 10

  • TravicDeLeon

    Hello, I have dowloaded the avatar workbench And I looks very nice. I love having the shap keys. I have a problem though, when I switch to the male settings and go into edit mode. several verticies abruptly stick out and the mirror functions don’t work right. I don’t have this problem working with the female form. It is in the avatar.blend file too. I’m going to leave them a message as well.

    • i believe this is a bug in avatar.blend
      I have taken a look into it but i could not
      yet figure out how to fix it.

      • TravicDeLeon

        LOL! I found the problem. It was a blender function. Just below the shape key box there is a little button that says “Apply shape key in edit mode”. I click that and all is well, also no more strange shapes when I click on shape keys.

        • TravicDeLeon

          Hmm… That fixed the odd verticies when going in to edit mode, dut I still have a problem with verticies that stick. It seems to be related to verticie groups, but when I try to assign the mising verticies to the group (ei Male_Leg) the shape changes back the the base female shape.

  • lenroy

    hi gaia.i have download both versions..my question is..
    when i check the head,upperbody,lowerbody from the second layer end export to dae all is exported ok,mesh is ok rigged ok..
    When i choose the first layer and again lowerbody,upperbody and head i see the modifiers is on real already so i make export from both versions 2.59-2.49 but when i click the height option on modifier for import button again is off..i need to make any other procedure or is any other problem?

    thank you

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