This article describes Avastar Mesh related User Interface in more detail. Please note that we mostly describe what Avastar adds(!) to Blender. This document is intended as a reference guide and not as a user manual for howto work with the tools.

Avastar Meshes

 

The Avastar character serves 3 purposes:

  1. The Avastar character is prepared to be used as Animation model in connection with the Avastar Rig. That is why the Avastar character is fully controlled by the Avastar Rig.
    Note: You should strongly avoid to ever modify the Avastar character mesh directly.
  2. The Avastar character is prepared to be used as Cloth model for making texture based cloth.
  3. The Avastar character can be used as Mesh model for making your own human character meshes.

To support the above usage scenarios, we have fully recreated the Avatar from OpenSim and similar online worlds in Blender. Here is a summary:

An Avastar model is always made out of 8 separate parts.

  • headMesh, upperBodyMesh, lowerBodymesh
  • skirtMesh
  • eyeBallRightMesh, eyeBallLeftMesh
  • hairMesh, eylashMesh

Each Mesh part contains

  • A UV Layout
    The UV Layout is fully compatible to the original Avatar’s UV Layout. This is to support texture based Cloth creation.
  • A set of ready weighted vertex groups
    These vertex groups correspond to the SL Bones. this is to support the creation of precisely fitting mesh attachments.
  • A Set of Shape keys
    The shape key correspond to the SL Shape sliders. This is to make the Avastar behave exactly like the SL Avatar regarding the Shape editor.
  • A material
    The material is named similar like the corresponding mesh, e.g. for the headMesh: “avastar:mat:head”, for the upperBodyMesh: “avastar:mat:uperBody”, … This is to support layered texturing (by means of the blender material-texture stack)

Note: Material support is still a work in progress. Currently not all Avastar meshes are automatically associated to materials.

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Custom Meshes

 
Although Avastar has been designed as Animation tool, we wanted to provide a reasonable tool kit for also supporting creators of rigged Custom Attachments and even entire Custom characters. But we also have started to add some support for transporting static and rigged Meshes from Blender to OpenSim or any compatible online world. You find the main mesh support functions in the Tool shelf of the 3D View. The displayed function depend on whether you have just selected an arbitrary mesh alone (in obect mode) or together with an Avastar rig. This will be documented in more detail in the remainder of this text.
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