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Instructions for using the non-Avastar rig
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After using this armature, to export from Blender, make sure your armature and all its meshes are oriented to face +Y. Apply all transformations in Object mode. Check it a couple of times - parented objects sometimes follot the Object > Apply and sometimes don't, and I haven't figured out the right workflow.
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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. There may be more that's needed on this list; these are the ones I know about:
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In the 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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Modifiers
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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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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 and tinies) or non-human: Include joint positions
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