It has to do with changes in Blender, I think. Update: 2 by Ada Radius on Discord RuthAndRoth Channel: I was finally able to replicate the “wonky fingers” issue. This issue is currently under investigation by Ada Radius (as at 5th November 2020). When the Bento Hand Relax animation normally running in Ruth2 v4 is added to the imported mesh the fingers deform (wrinkly or wonky). But “Include joint positions” should not be ticked.Īvatar Mesh in OpenSim after Texturing for Bakes on Mesh Make sure to tick “Include Skin Weight” in the Options/Rigging tab if it is not already preselected. Make sure to use the Second Life only version of the viewer (with Havok Physics) if uploading to Second Life. Import to OpenSim/SL via the Mesh Uploader as usual. Import – Mesh Upload to Second Life/OpenSim Via cog settings icon, use Operator Presets > SL+OpenSim Rigged (which sets nearly all settings needed, but check against guidance notes).įor rigged mesh items (like the Ruth2 avatar mesh parts themselves, or rigged mesh clothing) in the Extra tab you must ALSO tick “Keep Bind Info” (otherwise the mesh in Second Life/OpenSim will look like a spindly deformed alien when imported). Under the “Main” tab tick the “Selection Only” box. Select the mesh part you wish to export... note its the mesh part which is now parented to the armature... i.e. If you see a modifier called “Weld” it’s the same thing It works fairly well, depending on inworld lighting and how well the textures match. With the settings I used, it matches the face corner normals to the target we point it to. In this case I use it for separate objects that we want perceived as a single object inworld. The Data Transfer Modifier has several uses. “DataTransfer” and “Weld” may be able to be left in as according to Ada Radius... “those are Modifiers that do apply well on export from Blender and import inworld. In the sample mesh part I was checking the Ruth2v4 (head, body and hands, no feet) had the required single Armature Modifier, but also a “DataTransfer” Modifier to Ruth2v4FeetFlat. Now carefully check all the mesh properties as described in the Ada Radius guidance notes. Parent should then be shown as avatar_skeleton.xml. Then use Object > Parent (Ctrl/P) to get Parenting options. The armature must be the last thing selected.
![avastar bento rig for belleza in blender avastar bento rig for belleza in blender](https://i.ytimg.com/vi/9G2UYSo67q8/maxresdefault.jpg)
Return to “Object Mode” and in outliner, select mesh first and then avatar_skeleton.xml. Select > All, Armature > Bone Roll > Clear Roll. Select avatar_skeleton.xml and choose “Edit Mode”. to avoid confusion, you should not try to only bring in the separate “Armature” part in this case. When using “Append” in Blender always bring in the “Object” which will pull in any related items needed, i.e.
![avastar bento rig for belleza in blender avastar bento rig for belleza in blender](https://i.ytimg.com/vi/JZKckqPIF6I/mqdefault.jpg)
Use Object > Apply > All Transforms to ensure all subparts of rotated outer container/mesh are transformed.Īdd armature via File > Append avatar_skeleton_with_custombonesettings.blend and select “Object” avatar_skeleton.xml. Rotate mesh 90 degrees on Z axis to face right in front orthographic view (as armature already is as you will see later when you append that). In Outliner, if you have a mesh part named “headMesh”, it is just the Second Life/OpenSim classic avatar head shape for comparison purposes and not part of Ruth2 v4. In Outliner, if present Delete Light and Camera. Save as defaults for future via File -> Defaults -> Save Startup File.Īdd Ruth2 v4 mesh parts dev kit via File > Append Ruth2v4Dev.blend and select the “Object” mesh part you want to work with. Open Blender with a new project, remove default cube.Ĭheck if Edit > Lock Object Modes is ticked tick and if so turn if off. Guidance notes at Reference/Ada Radius/Export_ImportRiggedMeshBlender.md ( GitHub Reference).Reference/Ada Radius/avatar_skeleton_with_custombonesettings.blend ( GitHub Reference).Ruth2/Mesh/Ruth2_v4/Ruth2v4Dev.blend ( GitHub/Ruth2).It follows a very helpful tutorial on 4th November 2020 by Ada Radius and Kayaker Magic on Discovery Grid.Ī place to start might be this GitHub Ruth2 Wiki page on… Clothing Creator Guide … and much more technical detail is in this Wiki page on… Blender and Rigging. These notes are a reminder of the process to use Blender to take the Ruth2 v4 mesh avatar, add an “armature” for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim.
![avastar bento rig for belleza in blender avastar bento rig for belleza in blender](https://i.pinimg.com/originals/de/a9/0a/dea90aa990fccae62f9dd6aed787a183.jpg)
blend file… using the avatar_skeleton.xml armature for rigging to export as Collada for Second Life and OpenSim. Previously avatar_skeletonV3.blend replaced avatar_skeleton_with_custombonesettings.blend, and had two armatures in the. Look instead to use SLAvatar.blend in Ada Radius’s GitHub RuthAndRoth References area. Update 1: Ada Radius has improved the armatures and documentation and has removed the sample armatures in RuthAndRuth/Reference/Ada Radius that are referred to below.