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replaced by avatar_skeletonV3.blend
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@@ -8,7 +8,7 @@ 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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There may be more items needed in these lists; these are the ones I know about:
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### Properties Editor:
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@@ -71,4 +71,4 @@ OpenSim/Second Life Mesh Uploader:
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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 2020-11-05 Ada Radius. Please contact me if you see something that needs improvement or has gone out of date! This is a work in progress.
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Last updated 2020-01-26 Ada Radius. Please contact me if you see something that needs improvement or has gone out of date! This is a work in progress.
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@@ -2,10 +2,14 @@ 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_skeletonV3.blend replaces avatar_skeleton_with_custombonesettings.blend, and has two armatures in the blend file:
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* avatar_skeleton_with_custombonesettings.blend - The avatar_skeleton.xml_armature.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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** avatar_skeleton.xml - The avatar_skeleton.xml armature, with the addition of bone custom properties for the "fitted" or volume bones, values taken from avatar_skeleton.xml, with python language from Blender dev blog. Can be used as-is for vertex weighting fitted or regular mesh, and exporting the dae file.
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**avatar_skeletonV3 - the above armature, rotated +X, bone names changed to conform to Blender naming rules, and the addition of a nondeform PelvisChild bone that will rotate so mPelvis weights can be tested. This armature is better for rigging, skinning and vertex painting in Blender, but can't be used for exporting the dae file. One workflow is to use this for vertex weighting, then unbind, rotate the mesh +y forward, apply rotation, and skin to avatar_skeleton.xml armature for exporting.
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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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* male_2016_08_05.daeRebuilt.blend - Armature built from the SLWiki Bento download, repaired with values from avatar_skeleton.xml, is an approximation of the male-sized armature inworld.
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### Other Resources
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@@ -17,4 +21,4 @@ Please see Export_ImportRiggedMeshBlender.md for notes on using these armatures.
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* SLAvatarUVMaps.psd - PhotoShop document of UV Maps.
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Last updated 2020-11-03 Ada Radius
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Last updated 2021-01-26 Ada Radius
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