This page is outdated. Please proceed to our new documentation page:

https://avastar.online/help/rig-transfer-tool/update/

Purpose

You want to update a project that was made with an older version of Avastar to the newest available Avastar.

Basic workflow

This is the most basic process for upgrading an older Avastar Rig. A typical usage case is when you have created Mesh attachments by using a previous version of Avastar. This applies only to projects where you used the Avastar Sliders to change the Shape. And you did not edit the Rig itself.

Migrate Human character from older version of Avastar

  • Load your old Avastar Project into the scene.
  • Select the Avastar Armature.
wf_13
  • Open the Tool shelf and there open the Avastar Tab.
  • Locate the Avastar Tools panel.
  • Ensure that the Keep Meshes option is selected
  • Keep Transfer Joints deselected. (See also alternative workflow below).
  • Click Update Avastar.
wf_14

The conversion takes a few seconds. When it is done, then:

  • The workbench Armature has been replaced by an Avastar Armature
  • The Workbench Character has been replaced by an Avastar Character.
  • Your custom mesh has been bound to the Avastar Armature.
  • Your Custom mesh has been adjusted to the Avastar Character.

Note: If you are upgrading from a very old Avastar rig, then you might see visual differences in the Rig. For example we have separated the eye target into its own Bone set, so it might become hidden after upgrading. However, if you think the upgrade does strange things, please report!

wf_13
Note: The weights of your mesh have not been touched! If your object was correctly weighted before, then it should still work exactly as before, when you pose the Avastar Armature, or when you tweak the weights by Weight Painting.
Hint: During the migration process all bones will end in selected state. Because of that you might get an overall cluttered display after you upgraded your Avastar character.
wf_17
If this happens to you, then either hit “a” on the keyboard (while the mouse hovers over the 3D Viewport) to deselect all bones, or disable the bone limit guidelines in the Bone Display Style Panel (see image)
wf_18

 

Alternate Workflow

This is the process for updating an old Avastar project with modified Joint offsets. A typical usage case is when you have edited the Avastar skeleton to create a non human character. Then you want your edited skeleton to work with a newer Avastar update as well. Here is how you do that:

Migrate Non Human character from older version of Avastar

  • Load your old Avastar Project into the scene.
  • Select the Avastar Armature.
wf_15
  • Open the Tool shelf and there open the Avastar Tab.
  • Locate the Avastar Tools panel.
  • Select the Delete Meshes Option (you do not need the Avastar meshes for your non human character).
  • Enable Transfer Joints.
  • Click Update Avastar.
wf_16

The conversion takes a few seconds. When it is done, then:

  • The workbench Armature has been replaced by an Avastar Armature
  • The original Avastar Character has been remmoved
  • Your custom mesh has been bound to the Avastar Armature.
  • Your Custom mesh has been adjusted to the Avastar Character
wf_15
Hint: During the migration process all bones will end in selected state. Because of that you might get an overall cluttered display after you upgraded your Avastar character (See Basic workflow)
Note: The weights of your mesh have not been touched! If your object was correctly weighted before, then it should still work exactly as before, when you pose the Avastar Armature, or when you tweak the weights by Weight Painting.

Also note that if you plan to use IK with your Custom mesh, then you might need to adjust Avastar’s IK Bones manually. Also Bone rolls are transferred as they are defined ion the source Armature.