We support the same Appearance Slider system as you can find in SL, OpenSim or other compatible worlds. You find the Appearance Sliders in the Toolshelf – Avastar Tab:
- Go to object mode.
- Select the Rig (RMB on the yellow circles around the mesh).
- Open the Tool Shelf – Avastar Tab
- Here you find the Appearance Panel (see image).
The UI Elements of the Appearance Sliders
It may look small and easy to use. But it is also a very powerful tool in your daily life with Avastar. So there is a lot of activity behind the scene and the tool actually loads a complex extra set of data and this consumes a few seconds of load time.
Load Appearance Sliders…
We decided to only load this extra data when it is really needed, so after you startup Blender you may find the appearance sliders are not available. Instead you find a button to load them…
Fortunately you only need to load the sliders once and they keep available as long as Blender is running, even when you switch to other blend files.
When the appearance sliders are available, then you see the panel is divided into 3 sections…
- Orange Stickman: Reset the Shape to the SL Default Shape (Identical to create new Appearance in SL)
- White Stickman: Reset the Shape to the SL Neutral Shape (SL Restshape) This setting may be useful when you bind to a mesh that used the default SL Skeleton (like workbench or avatar.blend)
- Load Shape to Shape Buffer: Can be used to do store the current Shape without need to store it in a Shape Preset
- Paste Shape from Shape Buffer: Load the shape from the Shape Buffer back into the Sliders
- Shape Presets: Here you can add your own Slider configurations. When you click the white + sign the current shape slider values get stored as new Preset (see also below)
The Shape Presets Selector
The Preset Selector can be used to store your custom Shapes. For example when you attempt to work with a fixed set of Standard Shapes, you can create Presets for each of your supported Shapes.
All you need to do is:
- Define your shape (by moving the Shape Sliders, see below)
- Create a new Preset
- Use Bind Pose: Treat the Restpose of the Rig as a Bind Pose. This is mostly used for slightly modified Rigs (e.g. A Posed Rigs).
- Male: When enabled, the Shape switches to Male gender. The current absolute Avatar Height is displayed in parentheses.
The Section Sliders
The section subpanel of the Avatar shapes panel contains the Shape Sliders. the sliders are organized almost identical to the Appearance Editor in SL. The values assigned in SL match exactly with the slider values in Blender.
- Some sliders have a small Bone icon on their left side. This indicates the slider affects the bones (bone sliders).
- Some sliders have a small magnet icon on their left side. This indicates the sliders affects a fitted Mesh bone (Collision Volume bone)
- Sliders with no icon on the left side affect only the System Character mesh (Morph sliders). They have no influence on your Custom Meshes.
- Sliders with a peach colored Bone Handle on their left side. This indicates the sliders affect the new Bento bones. But note: Some of the Bento bones are also affected by the other sliders. This is not indicated in the Avastar Appearance Settings. Please take a look at the Bone-Slider map.
The icons on the right side of the sliders indicate that the slider value has been changed. Click on these icons to reset the corresponding Slider Value to its default (Then also the icon disappears)
Note: The Reset icon on the Top Right of the section panel resets the entire Bone Section to its Default Values.
Appearance Sliders and Custom Rigs
In general the appearance sliders also work when the rig has been edited (when the Armature was modified in edit mode). However the sliders behave slightly different for bones which have been edited. Especially when sliders not only scale bones but also translate them (like for example the eye distance slider or the Shoulder distance slider) then as soon as the bones are edited, they only can be rotated and scaled. Any translation component is then suppressed!
The Appearance Sliders in Avastar behave in the same way as they do in Second Life. But we have added a visual hint, that indicates when a slider affects one or more bones with custom joints…
Assume you have edited the Shoulder Bones and separated them a bit (see image). This means the Shoulder bones (actually mShoulderLeft/Right to be precise) are now treated differently. And now all sliders which directly move the Shoulders will be colored in red.
Here you see the Shoulders slider is now marked in red to indicate that it no longer translates the mShoulderLeft/Right bones as before.
- We have added 4 extra sections (Changed, Fitted, Extended and Skeleton) which do not appear in the Second Life Shape editor:
- The Changed section is empty by default and will be populated by the list of changed Shape sliders of your Avastar.
- The Fitted Section contains all Sliders which affect Fitted Mesh Bones (Collision Volume Bones).
- (new): The Extended section is the collection of sliders which affect the new Bento Bones.
- The Skeleton section (see image) contains all sliders which affect the bone length of the Avastar character.
- On top of the list (in the Section Header) you see a Reset button. This button will reset all shape sliders of the current Section to its factory defaults.
- Each slider can be dragged, or you can click on it and then type in a number.
- If a slider has been changed then you see a reset icon right to the slider. Clicking on that icon resets the slider to its default value.
Bake to Mesh:
This function makes all slider changes permanent for the active (and selected) Custom Mesh. Take care: This function deletes all Shape keys (should you have defined Some) and the Mesh gets permanently and irreversible changed!
Hint: This option is not available (greyed out) for the Avastar Meshes.
Special Feature: The Mesh deformer
The Mesh deformer is an old development that came to live a couple of years ago. But the project has never been gone public in Second Life. However we keep basic support for the Mesh deformer available, because other compatible online worlds might possibly support the Mesh deformer.