First time users
My first steps with Avastar
You purchased Avastar and now you are eager to make awesome content. We understand you want to start seeing results in 5 minutes. So lets try to get there…
All questions answered with yes? Then you are ready to take off…
My first steps
Watch the video and read the First Steps …
We support the same appearance slider system as you can find in SL, OpenSim or other compatible worlds. You find the sliders in the Object properties of the Avastar Character:
Playing the Sliders
- Go to object mode.
- Select the Rig (RMB on the yellow circles).
- Open the Tool Shelf – Avastar Tab
- Here you find the Appearance Panel (see image).
- Use the sliders to modify your Shape as you like
Get more detailed from the Appearance Sliders Help page…
Important: In some cases you may want to modify (edit) the Avastar character meshes. For example when you want to …
- Create a tiny or a giant.
- Add extra shape beyond what you can do with sliders.
- Modify the Avastar Meshes into something totally different.
- Join the character parts to have one single mesh body
Well, you actually can do this. But you must convert the Avastar Meshes into regular custom meshes ( see the Freeze option in the Avastar Tool Box).
If you do not prepare (freeze) the Avastar meshes, then you have a good chance to break Avastar and create wild results as shown below:
The technical reason for this behavior
Avastar needs to translate the slider settings into the final shape as you can see in the Blender 3D View. However the shape calculation is based on a hidden reference shape. This reference shape is created once when the sliders are setup for the character. And Avastar relies on the reference shape having the same mesh topology (same number of verts, edges and faces) as the visible mesh.
But as soon as you edit the visible mesh you introduce a difference to the reference shape. Then it becomes likely that Avastar gets everything wrong. And things like in the image above can happen.
You can get over this by freezing the Avastar character. Basically you then remove all shape keys from the character. What this means will be explained later.
Create a Mesh Clone
- Go to Object Mode
- Select the Head (use Right Mouse Button, RMB)
- then SHIFT-RMB the Upper Body
and the Lower Body of the Avastar
- Open the Tool Shelf – Avastar Tab
- Open the Tools Panel on the Avastar Tab
- Locate the Freeze Shape section
- Modify the options
- Disable Attach Sliders(*)
- Enable Join Parts
- EnableWeld Parts
- Freeze Selected
Now you have created a mesh Clone of the System character. You now can go ahead and modify and edit your mesh to your likes
Get more detailed from the Mesh Clones Workflow page…
Create a Pose (wip)
The art of Posing
Get more details from the Pose a character page…
Create an Animation (wip)
The art of Animation
Note: Avastar supports .bvh and .anim format. Both formats are fully supported by all major viewers for OpenSim and compatible online worlds.
Get more detailed from the Animate a character page…
More about Clothing and Attachments
Working with Avatar shapes (tbd)
About Standard Sizes (tbd)
Making Rigid Attachments (tbd)
More about creating Characters
Quadrupeds, Centaurs and more
Add bumps and wiggles (Avatar Physics) (tbd)
Working with Bone constraints
Bone Constraints (Pose- & Edit-mode)
The Avastar Rig tries to keep most of its complexity under the covers. The most important and unfortunately also the least understood part of the rig is its control bone section together with its set of Bone constraints. Here is a bit of information to shed some light on this.
The (green) Animation Bones and the (blue) Deform Bones of the Avastar rig are closely related to each other. Actually the Deform Bones by default inherit the Animation Bone’s Transformation matrices. So the animation bone skeleton and the deform bone skeleton are like almost perfectly synchronized twins. You can see this best with Bone display mode set to Octahedral:
However there are 2 situations where you want to change the default behavior:
- When you Skin your Mesh (When you do weight painting tasks) then you almost always want to unlock the Bone Rotations of the Blue Deform Bones. Then you are free to pose the Deform bones for testing purposes.
- When you Animate your Character, then you may want to unlock the Location Constraints of the Green Animation bones, so that you can also perform Location animations.
Bone Constraints Panel (in Edit/Pose Mode)
- Bone Constraints Selector: Here you can specify if you want to affect
- All Pose Bones
- All Visible Pose Bones
- All Selected Pose Bones
- SL Bone Rot: Lock/Unlock the rotation of the Deform Bones (good for weighting tasks)
- Anim Bone Trans: Lock/Unlock the Location of the Control Bones (good for special animations i.e. face animation)
- Vol Bone Trans: Lock/Unlock the Location of the Volume Bones (experimental)
Note: The Bone Workflow Presets (see further above) take this into account. So when you select the Skin & Weight preset, then the constraints are automatically set appropriate for the Weighting workflow.xxx
Import a bvh file to Avastar (tbd)
Arbitrary Rest Poses (Bind Poses)
Fitted Mesh (tbd)
Working with Joint positions (tbd)
Exporting to other tools (tbd)
Working with Developer kits (tbd)
Working with Developer kits
Adding Avastar Presets (tbd)
Clean Reinstall (tbd)