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Avastar-279
Simply Avastar
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Create
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Skinning Basics
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Topology
Exporting
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Advanced
Avastar with Quads
Importing Rigs
Developer kits
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Intro for creators
Create Kit
The Rig Converter
Support
Kit Users
Intro for Kit Users
Manage Kits
Attach Mesh
Reuse Mesh
Tips&tricks
Maitreya
MeshBody
The Eye Rig
The Hand Rig
Fitted Mesh
Fitted Physics
Tinies & Giants
Fixing Asymmetry
Rig a Creature
Bind a Creature
Rest&Bind Pose
Workflows
Basic workflows
First Time Users
Clothing and Attachments
Characters
Animations
Advanced
Expert
Clones
Attach
Fitted Mesh
Fit to Shape
Add Avastar
Load Shapes
Upload to SL
Bind Poses
Install
Update
Preferences
Known Limitations
Troubleshooting
Installation & Update Issues
Export Errors
Tracebacks
SupportTickets
Changelogs
Avastar 3
Knowledge
Skinning Basics
Avastar Bones
Fitted Mesh
The SL Skeleton
Slider Mapping
Joint Positions Basics
Welding Normals
Avastar&Workbench
Blender-2.8 Collada
Context Help
Import/Export
Out: Collada
In: SL Shape
In: SL Animation
Toolshelf
Workflows
Workflow Presets
Avastar Preferences
Appearance
Rig Display
Rig Config
Rig Converter
Update
Convert
Copy
Devkit Manager
Skinning
Binding
Unbind and Rebind
Weight Copy
From Bones
From Meshes
Empty Groups
Generic Face Maps
Fitting Panel
Sliders
Edit Mode
Physics
Fitting Presets
Fitting Tools
Troubleshoot
Posing Panel
Pose Mode
Edit Mode
Object Mode
Bone Constraints
Rig Modify Tools
Tool Box
Mesh tools
Find doubles
Unweighted
Zero Weights
Weight Limit
Asymmetries
Snap to Mesh
Rebake UV
Armature Tools
Copy from Selected
Remove Weights
Clean Weightmaps
Check Bone Hierarchy
Add missing Mirror Groups
Copy from Rigged
Weld to Rigged
Shape Tools
Freeze Shape
Mesh Info
Maintenance
Animation
Motion Transfer
Armature Info
N-Panel
IK Controls
Bone Rotation Limits
Properties Window
Render
Animation Export
Object
Face Expressions
Shape Panels
Material Presets
Avatar Shape IO
Data
Joint Position Maintenance
Mesh Display
Select Page
Edit Mode
Fitting in Edit Mode
TODO
Reference Documentation
Videos
51
Avastar-279
Simply Avastar
Newbie Page
Getting Help
39
Reference
5
First Steps
Preparation
Create
Adjust
Export
Import
SL Shapes
9
Skinning&Weighting
Skinning Basics
Binding Meshes
About Bones
Inspect Weights
Edit Weights
Bone Inheritance
Topology
Exporting
Trouble Shooting
Posing
Animating
Editing Joints
20
Advanced
Avastar with Quads
Importing Rigs
10
Developer kits
4
Kit Creators
Intro for creators
Create Kit
The Rig Converter
Support
6
Kit Users
Intro for Kit Users
Manage Kits
Attach Mesh
Reuse Mesh
2
Tips&tricks
Maitreya
MeshBody
The Eye Rig
The Hand Rig
Fitted Mesh
Fitted Physics
Tinies & Giants
Fixing Asymmetry
Rig a Creature
Bind a Creature
Rest&Bind Pose
Install
Update
Preferences
Known Limitations
4
Troubleshooting
Installation & Update Issues
Export Errors
Tracebacks
SupportTickets
Changelogs
14
Workflows
6
Basic workflows
First Time Users
Clothing and Attachments
Characters
Animations
Advanced
Expert
Clones
Attach
Fitted Mesh
Fit to Shape
Add Avastar
Load Shapes
Upload to SL
Bind Poses
9
Knowledge
Skinning Basics
Avastar Bones
Fitted Mesh
The SL Skeleton
Slider Mapping
Joint Positions Basics
Welding Normals
Avastar&Workbench
Blender-2.8 Collada
56
Context Help
3
Import/Export
Out: Collada
In: SL Shape
In: SL Animation
45
Toolshelf
2
Workflows
Workflow Presets
Avastar Preferences
Appearance
Rig Display
Rig Config
3
Rig Converter
Update
Convert
Copy
Devkit Manager
2
Skinning
Binding
Unbind and Rebind
4
Weight Copy
From Bones
From Meshes
Empty Groups
Generic Face Maps
6
Fitting Panel
Sliders
Edit Mode
Physics
Fitting Presets
Fitting Tools
Troubleshoot
5
Posing Panel
Pose Mode
Edit Mode
Object Mode
Bone Constraints
Rig Modify Tools
15
Tool Box
7
Mesh tools
Find doubles
Unweighted
Zero Weights
Weight Limit
Asymmetries
Snap to Mesh
Rebake UV
7
Armature Tools
Copy from Selected
Remove Weights
Clean Weightmaps
Check Bone Hierarchy
Add missing Mirror Groups
Copy from Rigged
Weld to Rigged
1
Shape Tools
Freeze Shape
Mesh Info
Maintenance
1
Animation
Motion Transfer
Armature Info
2
N-Panel
IK Controls
Bone Rotation Limits
6
Properties Window
1
Render
Animation Export
3
Object
Face Expressions
2
Shape Panels
Material Presets
Avatar Shape IO
2
Data
Joint Position Maintenance
Mesh Display
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