fix the mess
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Exporting from Blender to import to OpenSim. This may work for Second Life as well but I haven't tested it.
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While working in Blender, it's better to orient your armature and mesh to face front (+Y), while you are in Front Orthographic view. As Blender symmetry defaults along the X axis. If you don't know how to do that yet, search for and watch tutorials on applying rotations and other tranforms to objects, and the relationship between object and mesh. I won't list links here - Blender changes too fast.
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To export from Blender, however, make sure your armature and all its meshes are oriented to face +X - facing to your right in Front Orthographic view. Apply all transformations in Object mode. Check it a couple of times - parented objects follow the parent while rotating, but the rotation needs to be applied to the child objects as well as the parent armature. If you forget that and rotate a child object before rotating the parent, you may need to fix it.
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Then put the armature into edit mode, select all, clear bone roll.
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Make sure your mesh is clean. Problems here can cause viewer import failures. These failures may be silent, or there may be an error message, which may or may not have anything to do with the actual error.
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There may be more items needed on these lists; these are the ones I know about:
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Properties Editor:
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Object properties:
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Relations: make sure your mesh is parented to the right armature
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Delete Custom Properties, if any (if your mesh came from other software or used plugins, there might be junk there)
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Modifier Properties
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Make sure there is only one Armature modifier, and that it's pointing to the right armature
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Other modifiers may or may not work as they're applied on export
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Object Data Properties
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Delete unused vertex groups
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Max deform bone vertex groups per mesh: 110
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Geometry: Clear data - sculpt mask, custom split normals, etc.
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Material properties:
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Delete unused materials from each mesh
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Rename materials: no spaces nor special characters.
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Make sure all verts in the mesh are assigned to a material
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If you made LOD or physics versions, each one must have the same material as the high LOD or physics version.
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No more than 8 materials per mesh
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No more than 21844 tris per material
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Then Export - Collada, with the following selections in the export options (Gear icon):
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Operator Preset: SL+Open Sim rigged
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and make sure these checkboxes are ticked:
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Main tab:
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Selection Only
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Include Armatures
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Global Orientation Apply
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Forward Axis Y
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Up Axis Z
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Texture options
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Copy
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UV, only selected
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Geom tab:
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Triangulate
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Apply modifiers Viewport
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Transform Matrix
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Armature tab:
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Deform Bones Only
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Export to SL/Open Sim
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Anim tab:
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Include Animations (I don't know what this does)
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Extras:
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Use Blender Profile
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Sort by Object Name
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If you edited the armature, for example for a tiny or non-human, then:
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Keep Bind Info
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Import:
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Include skin weight
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If your armature is resized (giants, tinies, non-humans): Include joint positions
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If you don't want your mesh to use the Appearance sliders at all: Lock scale if joint position defined
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Last updated 2020-11-02 Ada Radius. Please contact me if you see something that needs improvemen or has gone out of date! This is a work in progress.
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Open Source License and Credits
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Copyright ©2003-2020 Linden Research, Inc. Licensed under Creative Commons Attribution-Share Alike 3.0 unless otherwise noted.
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https://creativecommons.org/licenses/by/3.0/
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https://community.secondlife.com/forums/topic/34082-avatar-model-and-clothing-files-now-have-an-updated-license/
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avatar_skeleton.xml
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https://bitbucket.org/lindenlab/viewer-release
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Skeleton.Female.blend
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Skeleton.Male.blend
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http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh
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female_2016_08_05.dae
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male_2016_08_05.dae
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angel_2016_08_05
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http://wiki.secondlife.com/wiki/Project_Bento_Testing
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bvh files
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http://wiki.secondlife.com/wiki/Internal_Animations
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@@ -1,16 +0,0 @@
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Please see Export_ImportRiggedMeshBlender.md for notes on using these armatures.
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### Armatures
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* avatar_skeleton.xml_armature.blend - armature built from the data in avatar_skeleton.xml - use for tinies, giants, non-humans. avatar_skeleton.xml is the viewer file, Character folder, that defines the inworld armature. It has internal errors itself, and the Blender file armature has some compromises to adjust to them. Left-right asymetries and bone head to connected bone tail inconsistencies.
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* avatar_skeleton_with_custombonesettings.blend - The avatar_skeleton.xml.blend armature, with the addition of bone custom properties for the "fitted" or volume bones, values also taken from avatar_skeleton.xml, with python language from Blender dev blog. Use for mesh body or clothing attachments rigged to the "fitted" bones
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* male_2016_08_05.daeRebuilt.blend - Armature built from the SLWiki Bento download, repaired with values from avatar_skeleton.xml: can be used for mesh sized to the default male. Though the first two armatures in this list may be more accurate and can be used for male or female.
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### Other Resources
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||||
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||||
* SLAvatar.blend - replica of the inworld default avatar mesh, based on SLWiki downloads.
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* opensim_armatures.ods - spreadshheet analysis of avatar_skeleton.xml, which is found in the viewer Character folder. Cross-referenced to SLWiki information (some of which is wrong), calculations converting the Maya values to Blender, and notes on exporting from Blender.
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Last updated 2020-11-03 Ada Radius
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