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	<title>Comments for </title>
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	<link>http://blog.machinimatrix.org</link>
	<description></description>
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		<title>Comment on Avastar-1 Update 744 by Marie</title>
		<link>http://blog.machinimatrix.org/2013/02/03/avastar-1-update-744/comment-page-1/#comment-359699</link>
		<dc:creator>Marie</dc:creator>
		<pubDate>Sun, 17 Feb 2013 01:46:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=14726#comment-359699</guid>
		<description><![CDATA[I might be doing something wrong, but I hope you can help me out - when I use the mirror bone weight copy tool, the weightpainting stays at the opposite bone and the bone I want to copy to is left empty on its side, which means that the weights sit on the opposite side and moves with the wrong bone...]]></description>
		<content:encoded><![CDATA[<p>I might be doing something wrong, but I hope you can help me out &#8211; when I use the mirror bone weight copy tool, the weightpainting stays at the opposite bone and the bone I want to copy to is left empty on its side, which means that the weights sit on the opposite side and moves with the wrong bone&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Avastar-1 Update 744 by Jessicaann Wrigglesworth</title>
		<link>http://blog.machinimatrix.org/2013/02/03/avastar-1-update-744/comment-page-1/#comment-359689</link>
		<dc:creator>Jessicaann Wrigglesworth</dc:creator>
		<pubDate>Sat, 16 Feb 2013 23:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=14726#comment-359689</guid>
		<description><![CDATA[First off Thank you so much for the videos ! it really helps alot. I do want to let first timers know that if you can not do the exact steps like Gaia does when it comes to getting the stick bones and the mesh to show together and just being able to click on the bones to weight (about 6 mins into the video or so) As I had problems with you MIGHT have Face Selection or Vertice Selection on it&#039;s the buttons to the right of the mode drop down menu which should say Weight Paint if you have fowllowed along correctly. 

I found that was my problem but with both buttons off I am able to select bones and see my mesh and go into Local View.
I am not sure if these are on by default or if I had turned them on a some point and then forgot I did.

P.S. I love the new tools !]]></description>
		<content:encoded><![CDATA[<p>First off Thank you so much for the videos ! it really helps alot. I do want to let first timers know that if you can not do the exact steps like Gaia does when it comes to getting the stick bones and the mesh to show together and just being able to click on the bones to weight (about 6 mins into the video or so) As I had problems with you MIGHT have Face Selection or Vertice Selection on it&#8217;s the buttons to the right of the mode drop down menu which should say Weight Paint if you have fowllowed along correctly. </p>
<p>I found that was my problem but with both buttons off I am able to select bones and see my mesh and go into Local View.<br />
I am not sure if these are on by default or if I had turned them on a some point and then forgot I did.</p>
<p>P.S. I love the new tools !</p>
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	<item>
		<title>Comment on Avastar-1 Update 744 by JEnnui</title>
		<link>http://blog.machinimatrix.org/2013/02/03/avastar-1-update-744/comment-page-1/#comment-358749</link>
		<dc:creator>JEnnui</dc:creator>
		<pubDate>Mon, 04 Feb 2013 19:42:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=14726#comment-358749</guid>
		<description><![CDATA[Thank you so much for the new weight copy features! This looks awesome and will surely speed up my workflow.]]></description>
		<content:encoded><![CDATA[<p>Thank you so much for the new weight copy features! This looks awesome and will surely speed up my workflow.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Avastar-1 Update 720 by Darien Caldwell</title>
		<link>http://blog.machinimatrix.org/2012/12/28/avastar-1-update-720/comment-page-1/#comment-342986</link>
		<dc:creator>Darien Caldwell</dc:creator>
		<pubDate>Fri, 28 Dec 2012 20:47:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13807#comment-342986</guid>
		<description><![CDATA[I just want to make a note here that the Deformer Project is still in development, it&#039;s not released, and not finalized. Anything you make should not be offered for sale or otherwise distributed as it could become broken by a future revision of the deformer, until such a time as the deformer project is released. For experimentation only!]]></description>
		<content:encoded><![CDATA[<p>I just want to make a note here that the Deformer Project is still in development, it&#8217;s not released, and not finalized. Anything you make should not be offered for sale or otherwise distributed as it could become broken by a future revision of the deformer, until such a time as the deformer project is released. For experimentation only!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Avastar 1 by zero dewoitine</title>
		<link>http://blog.machinimatrix.org/2011/12/24/8853/comment-page-1/#comment-328148</link>
		<dc:creator>zero dewoitine</dc:creator>
		<pubDate>Sat, 22 Dec 2012 16:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=8853#comment-328148</guid>
		<description><![CDATA[hello, 
am new user for blender , and want to create mesh clothes for arab nations cuz we dont have support and learning videos in arabic language, i search more than  2 monthes to learn how create mesh clothes , finally i found your site and found your addons (( avastar )) this  can help me for create mesh clothes . sry for bad english , its not my 1st language. pls help me .

zero dewoitine]]></description>
		<content:encoded><![CDATA[<p>hello,<br />
am new user for blender , and want to create mesh clothes for arab nations cuz we dont have support and learning videos in arabic language, i search more than  2 monthes to learn how create mesh clothes , finally i found your site and found your addons (( avastar )) this  can help me for create mesh clothes . sry for bad english , its not my 1st language. pls help me .</p>
<p>zero dewoitine</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Primstar-2: Update 280 by Gaia Clary</title>
		<link>http://blog.machinimatrix.org/2012/05/20/primstar-2-update-280/comment-page-1/#comment-279488</link>
		<dc:creator>Gaia Clary</dc:creator>
		<pubDate>Tue, 27 Nov 2012 00:12:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=10737#comment-279488</guid>
		<description><![CDATA[yes.]]></description>
		<content:encoded><![CDATA[<p>yes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Primstar-2: Update 280 by Peter Brookes</title>
		<link>http://blog.machinimatrix.org/2012/05/20/primstar-2-update-280/comment-page-1/#comment-279485</link>
		<dc:creator>Peter Brookes</dc:creator>
		<pubDate>Tue, 27 Nov 2012 00:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=10737#comment-279485</guid>
		<description><![CDATA[Will Primstar work with Blender 64bit.]]></description>
		<content:encoded><![CDATA[<p>Will Primstar work with Blender 64bit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Avastar-1 Update 694 by Darien Caldwell</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-279383</link>
		<dc:creator>Darien Caldwell</dc:creator>
		<pubDate>Mon, 26 Nov 2012 22:28:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-279383</guid>
		<description><![CDATA[hehe, there were so many changes, I missed it hidden in there. :)]]></description>
		<content:encoded><![CDATA[<p>hehe, there were so many changes, I missed it hidden in there. <img src='http://blog.machinimatrix.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Avastar-1 Update 694 by Darien Caldwell</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-279382</link>
		<dc:creator>Darien Caldwell</dc:creator>
		<pubDate>Mon, 26 Nov 2012 22:27:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-279382</guid>
		<description><![CDATA[I found a workaround for the &quot;As soon as you try to change your shape it will loose some of its bones&quot; issue on older Avastars. If you reload in your XML file for the shape (or an XML for a different shape), then you can change the shape sliders with no issue.]]></description>
		<content:encoded><![CDATA[<p>I found a workaround for the &#8220;As soon as you try to change your shape it will loose some of its bones&#8221; issue on older Avastars. If you reload in your XML file for the shape (or an XML for a different shape), then you can change the shape sliders with no issue.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Primstar-2: update 283 by Paul54 Rofrfo</title>
		<link>http://blog.machinimatrix.org/2012/09/30/primstar-2-update-283/comment-page-1/#comment-279313</link>
		<dc:creator>Paul54 Rofrfo</dc:creator>
		<pubDate>Mon, 26 Nov 2012 21:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=12018#comment-279313</guid>
		<description><![CDATA[Hello Gaia 

Is there a tutorial video for Blender 2.64 showing creating Sculpts for Second Life also making the Texture Maps using materials and Textures then baking the Sculpt Maps and the Texture Maps]]></description>
		<content:encoded><![CDATA[<p>Hello Gaia </p>
<p>Is there a tutorial video for Blender 2.64 showing creating Sculpts for Second Life also making the Texture Maps using materials and Textures then baking the Sculpt Maps and the Texture Maps</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Primstar-2: update 283 by Paul54 Rofrfo</title>
		<link>http://blog.machinimatrix.org/2012/09/30/primstar-2-update-283/comment-page-1/#comment-279210</link>
		<dc:creator>Paul54 Rofrfo</dc:creator>
		<pubDate>Mon, 26 Nov 2012 19:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=12018#comment-279210</guid>
		<description><![CDATA[When you bake your sculptie and the image in the UV editor says black just do this:

Press view Then properties(N) from the menu in UV Editor.
A Grease Pencil Panel will pop up scroll down a little bit until you see source change the drop down from Generated to single image.

Then go to Render on the top menu and bake again you should then get the proper RGB map image.

Another way is to bake the sculptie before open the UV Editor when you then open the UV Editor the RGB image map should be there in full color.]]></description>
		<content:encoded><![CDATA[<p>When you bake your sculptie and the image in the UV editor says black just do this:</p>
<p>Press view Then properties(N) from the menu in UV Editor.<br />
A Grease Pencil Panel will pop up scroll down a little bit until you see source change the drop down from Generated to single image.</p>
<p>Then go to Render on the top menu and bake again you should then get the proper RGB map image.</p>
<p>Another way is to bake the sculptie before open the UV Editor when you then open the UV Editor the RGB image map should be there in full color.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 694 by Gaia Clary</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-277569</link>
		<dc:creator>Gaia Clary</dc:creator>
		<pubDate>Sun, 25 Nov 2012 21:39:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-277569</guid>
		<description><![CDATA[well, it is listed in the list of fixes. But i did not add it to the highlights.]]></description>
		<content:encoded><![CDATA[<p>well, it is listed in the list of fixes. But i did not add it to the highlights.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 694 by Darien Caldwell</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-277521</link>
		<dc:creator>Darien Caldwell</dc:creator>
		<pubDate>Sun, 25 Nov 2012 20:56:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-277521</guid>
		<description><![CDATA[You also didn&#039;t mention the Shape sliders now more accurately match the SL sliders as compared to previous releases.]]></description>
		<content:encoded><![CDATA[<p>You also didn&#8217;t mention the Shape sliders now more accurately match the SL sliders as compared to previous releases.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 694 by Mike Chase</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-269656</link>
		<dc:creator>Mike Chase</dc:creator>
		<pubDate>Wed, 21 Nov 2012 16:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-269656</guid>
		<description><![CDATA[I hadn&#039;t noticed it in past releases.  I&#039;ll load up some things I&#039;ve done as well as try some new work.  In particular I want to try retargeting. I have yet to see that work and if your going to RC it could use some testing.

Mike]]></description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t noticed it in past releases.  I&#8217;ll load up some things I&#8217;ve done as well as try some new work.  In particular I want to try retargeting. I have yet to see that work and if your going to RC it could use some testing.</p>
<p>Mike</p>
]]></content:encoded>
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		<title>Comment on Avastar-1 Update 694 by magus</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-269255</link>
		<dc:creator>magus</dc:creator>
		<pubDate>Wed, 21 Nov 2012 09:37:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-269255</guid>
		<description><![CDATA[All that is affected is an inconvenient roll value on FootLeft bone, shouldn&#039;t affect animation. The cause is asymmetric bone locations in LL&#039;s avatar_skeleton.xml file.]]></description>
		<content:encoded><![CDATA[<p>All that is affected is an inconvenient roll value on FootLeft bone, shouldn&#8217;t affect animation. The cause is asymmetric bone locations in LL&#8217;s avatar_skeleton.xml file.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 694 by Gaia Clary</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-267947</link>
		<dc:creator>Gaia Clary</dc:creator>
		<pubDate>Tue, 20 Nov 2012 12:56:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-267947</guid>
		<description><![CDATA[This problem has only been detected a few weeks ago. Since we didn’t change anything here, it either has been in Avastar all the time, or the SL skeleton has this problem since Second Life exists and we only happened to have found it recently. Actually the problem even could be an issue with Blender 2.64

However, if you did not see this as a problem in your previous animations, it will most probably not be an issue in this update as well. But please feel free to wait for the next update, which is planned to become our Release Candidate for Avastar 1.0]]></description>
		<content:encoded><![CDATA[<p>This problem has only been detected a few weeks ago. Since we didn’t change anything here, it either has been in Avastar all the time, or the SL skeleton has this problem since Second Life exists and we only happened to have found it recently. Actually the problem even could be an issue with Blender 2.64</p>
<p>However, if you did not see this as a problem in your previous animations, it will most probably not be an issue in this update as well. But please feel free to wait for the next update, which is planned to become our Release Candidate for Avastar 1.0</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 694 by Mike Chase</title>
		<link>http://blog.machinimatrix.org/2012/11/19/avastar-1-update-694/comment-page-1/#comment-267885</link>
		<dc:creator>Mike Chase</dc:creator>
		<pubDate>Tue, 20 Nov 2012 11:49:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=13274#comment-267885</guid>
		<description><![CDATA[Is this really right?  I can&#039;t use an animation package to animate the left foot?  I&#039;m really not sure now whether to apply the update.  There are some nice changes in this release but I use Avastar primarily for making animations (sometimes I think I&#039;m alone in that).  Is it really the case that I can&#039;t animate the left foot or is something more subtle implied here that I&#039;m missing because if it is true that&#039;s a pretty big bug.]]></description>
		<content:encoded><![CDATA[<p>Is this really right?  I can&#8217;t use an animation package to animate the left foot?  I&#8217;m really not sure now whether to apply the update.  There are some nice changes in this release but I use Avastar primarily for making animations (sometimes I think I&#8217;m alone in that).  Is it really the case that I can&#8217;t animate the left foot or is something more subtle implied here that I&#8217;m missing because if it is true that&#8217;s a pretty big bug.</p>
]]></content:encoded>
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		<title>Comment on Avastar-1 Update 636 by Dave</title>
		<link>http://blog.machinimatrix.org/2012/09/03/avastar-1-update-636/comment-page-1/#comment-244368</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 03 Nov 2012 19:47:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=11882#comment-244368</guid>
		<description><![CDATA[Actually re-tested with imported obj model file and 636 and 639 work correctly. Must have been the dae model I used. All  is good!

Dave]]></description>
		<content:encoded><![CDATA[<p>Actually re-tested with imported obj model file and 636 and 639 work correctly. Must have been the dae model I used. All  is good!</p>
<p>Dave</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 636 by Dave</title>
		<link>http://blog.machinimatrix.org/2012/09/03/avastar-1-update-636/comment-page-1/#comment-244328</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 03 Nov 2012 18:49:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=11882#comment-244328</guid>
		<description><![CDATA[In 432 - Parent to Armature was checked and then you click Bake to T Pose.

In 636 - Parent to Armature is a separate button above Bake to T pose button.

Based on 432 I assume I would click Parent to Armature then click Back to T Pose.

One thing I noticed - after I click copy weights and click Parent to Armature - the mesh and avastar seem to shift/move - no longer aligned.]]></description>
		<content:encoded><![CDATA[<p>In 432 &#8211; Parent to Armature was checked and then you click Bake to T Pose.</p>
<p>In 636 &#8211; Parent to Armature is a separate button above Bake to T pose button.</p>
<p>Based on 432 I assume I would click Parent to Armature then click Back to T Pose.</p>
<p>One thing I noticed &#8211; after I click copy weights and click Parent to Armature &#8211; the mesh and avastar seem to shift/move &#8211; no longer aligned.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Avastar-1 Update 636 by Dave</title>
		<link>http://blog.machinimatrix.org/2012/09/03/avastar-1-update-636/comment-page-1/#comment-244303</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 03 Nov 2012 18:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.machinimatrix.org/?p=11882#comment-244303</guid>
		<description><![CDATA[(Using Blender 263) I upgraded from Avastar 432 to 636. Can you explain the workflow differences. In 432 I would select the mesh and avastar then copy weights. Lastly - click Bake to T-Pose. Export to SL and upload to SL with the weight and joint options available in the SL importer.

In 636 some functions seem to have been modified - I&#039;m not sure how to export to SL with weights correctly. I can&#039;t seem to export with the weight/joint data. I select both the mesh and avastar - click copy weights. Then I see rigging with Parent to Armature or Bake to T Pose.
I tried  each one and them both. I then export to SL but don&#039;t have any weight data - cant check weights or joints in the SL importer.

What is the correct way to export to SL with all weight/joint data in 636?

Thanks]]></description>
		<content:encoded><![CDATA[<p>(Using Blender 263) I upgraded from Avastar 432 to 636. Can you explain the workflow differences. In 432 I would select the mesh and avastar then copy weights. Lastly &#8211; click Bake to T-Pose. Export to SL and upload to SL with the weight and joint options available in the SL importer.</p>
<p>In 636 some functions seem to have been modified &#8211; I&#8217;m not sure how to export to SL with weights correctly. I can&#8217;t seem to export with the weight/joint data. I select both the mesh and avastar &#8211; click copy weights. Then I see rigging with Parent to Armature or Bake to T Pose.<br />
I tried  each one and them both. I then export to SL but don&#8217;t have any weight data &#8211; cant check weights or joints in the SL importer.</p>
<p>What is the correct way to export to SL with all weight/joint data in 636?</p>
<p>Thanks</p>
]]></content:encoded>
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