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So the Translation of the upper eyelid that is imposed by the Shape slider is replaced by the Translation that is imposed by the pose. There is still more to explore on this topic.You see the Translation replaces the influence of the shape. But why limit yourself? Make heads for teddy bears that ALSO can work with furries!) (Well, you can use the modified rig for body parts on your modular avatar, if you only want to use that particular avatar. If you want to make universal body parts, or even a set of modular avatars, make SURE you do the extra body parts on virgin rigs, NOT on an edited rig. Head on Dinkie body FUBAR.Īfter being away from the Red Panda so long, I just decided… eh, let me throw the head mesh onto a new Bento rig, use automatic weights, and see if that even DOES work, or if it’s still screwy.
Blender avastar bento bones skin#
RESULT: Export with no EPH, import with Skin Weights & Joint ParametersįAILURE: Jaw deformed for unknown reason.
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(Or remove the one that looks less ‘right’ than the other.) In the Modifiers tab, check for more than one Armature modifier. In the Bone Properties panel, set its Parent to the appropriate mBone. Show the Blue bones, and select the root of your Donor (head, face root, wing root, etc). The mesh doesn’t move with the animation bones. Select the base rig, Shift-select the Donor, and Ctrl-J to Join. REMEMBER! Do not move/edit the base rig! Only the donor rig.Īpply the Location to the donor rig and mesh(es). In Object mode, place your head on the neck (wings on the back, tail on the butt, etc etc). Same method, hide the bones to keep and delete the bones not to the opposite of the above. Select all and Delete.Ģ: Add a new Bento Rig - Delete the bones the Donor is using. Make sure you turn on the ability to select all the remaining bones, in the Outliner. But (not willing to lose all my face bone editing and weight painting - I HATE redoing stuff!!), I want my rigged panda head!ġ: Edit the Donor - Delete all unwanted Bonesĭisplay all the bones, except the ones you want to keep. Then re-exported as regular collada.Īll right, if a virgin bento rig was needed, I would use one. Since I couldn’t get Avastar to export the head without the rest of the spine, I re-imported the dae file, and deleted the bones I didn’t want. If DeviantArt is not being a butt, you can see some of my results and methods here: Of course, the body was edited, so plain ‘no EPH’ doesn’t work with it. I had created a red panda mesh body, and a separate head. Because that becomes another mess entirely, when two rigs fight for supremacy. Unless the rig you’re adding the part to has those same bones edited. Export with EPH turned off, and you should be gold. Now, you CAN edit the bones you are working with - the face bones, or wing bones, or tail bones, etc. To cut to the chase, the PROPER way to create universal body parts is to start with a fresh, untouched avastar rig, and DON’T EDIT IT! Gaia has tried to explain to me why this has to be, but… unless the answer is “because SL,” I don’t see why it should be. IF you have edited the joints, they WILL be exported, whether you want them to be or not. If you read the tooltip fine print, you have to note that turning off EPH will not export unweighted bones **Unless The Joints Have Been Edited!** Okay, so you turn OFF EPH, and then Avastar will export only the bones you have weighted. This makes sure that your wings are located in absolute virtual space where you expect them to be.īut what if you don’t know where they are expected to be? You can build them for an average human, but what if a child avatar wears them? Or a Dinkie? Or a Giant? Or a completely non-human avatar? What if you want the skeleton that the person is already wearing to dictate where the hip/torso/chest are, and what size they are? So, if you have just a pair of wings, EPH will export the wing bones and wing root, as well as the chest, torso, and COG. What EPH does is… makes sure that your partial rig actually has entries for all the bones between the used bones and the COG (pelvis). There is an export option called “Enforce Parent Hierarchy” which I call EPH for short. (Yes, impossible, but how close can we get?) And why can’t I rip the head off my red panda and make it work on any avatar?
Blender avastar bento bones how to#
How to create a Head/Tail/Wings/Hands model that will work with any avatar. Universal Body Parts & Enforce Parent Hierarchy (EPH)