formatting

This commit is contained in:
Ada Radius
2020-11-02 08:03:25 -08:00
committed by GitHub
parent 04f71b5775
commit 9aae4f2084
+6 -2
View File
@@ -7,16 +7,20 @@ Please see Export_ImportRiggedMeshBlender.md for notes on using these armatures.
avatar_skeleton.xmo, 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.
* avatar_skeleton_customproperties.blend
the armature above, 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
The armature above, 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
* male_2016_08_05Rebuilt.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.
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.
### Other Resources
SLAvatar.blend
replica of the inworld default avatar mesh, based on SLWiki downloads
opensim_armatures.ods
Ada Radius' 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.
last updated 2020-11-02 Ada Radius