sorted some of the shape keys in Appearance slider order rather than alphabetic, while I was trying to figure which sliders might use bones in the system avatar. I'm still not sure what's going on with mEyeRight and mEyeLeft.
Reformatted to make it clearer which param_skeleton values are shared by the system avatar and mesh attachments. I'm still not sure what's going on with mEyeRight and mEyeLeft.
I rebuilt the SL armatures - pos values as used by the system avatar and pivot values as used by mesh attachments. Updates to the worksheet where I generate the numbers for the Blender conversion. Readme on the blender armatures.
removed the mesh attachment armature blend file until I can fix it. Updated the text documentation in the system avatar armature file.
Note: I am testing all this by trying to build a good template for rigging attachments to the system avatar. I realize that there are plugins for this, but I'm finding too many oddities or visible rounding in the plugin armatures that I've looked at.
Mike Higgins aka Kayaker Magic converted the Character file llm (Linden Lab Mesh) files to text format and also to dae format. I used the text format in a spreadsheet to calculate vertex bone weights in the Blender replica. I used the dae files, along with values from avatar_lad.xml, to create the shape keys in Blender, replicating the Appearance slider mesh morphs.
formatting changes to the worksheet, added blend files - replica of the system avatar armature, replica of the mesh attachment armature. TO DO: take another look at how male is calculated. None of the popular plugins seem to have it exactly right either..
I was doing the female to male skeleton conversion wrong, so I took it out, will get it in later. Added the OpenSim/SecondLife Appearance Sliders cross references