{"id":309,"date":"2015-10-11T09:43:20","date_gmt":"2015-10-11T09:43:20","guid":{"rendered":"http:\/\/avastar.online\/?page_id=309"},"modified":"2015-10-11T09:43:20","modified_gmt":"2015-10-11T09:43:20","slug":"use-sl-shapes","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/avastar-2\/reference\/use-sl-shapes\/","title":{"rendered":"Working with SL Shapes"},"content":{"rendered":"<h2><image src=\"\/avastar\/279\/wp-content\/uploads\/2019\/07\/approve_logo_250.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Working with SL Shapes<\/h2>\n<p style=\"text-align: center;\">\n<div style=\"padding:70% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/139638577?h=1c1d395c65&amp;badge=0&amp;autopause=0&amp;player_id=0&amp;app_id=58479\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" title=\"vimeo video\"><\/iframe><\/div><script src=\"https:\/\/player.vimeo.com\/api\/player.js\"><\/script>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">About this Document...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p><span style=\"color: #ff6600;\"><strong>Content:<\/strong><\/span><\/p>\n<ul>\n<li><strong>Export<\/strong> a Shape from Second Life.<\/li>\n<li><strong>Import<\/strong> a Shape to Blender.<\/li>\n<li><strong>Export<\/strong> the Mesh to Collada.<\/li>\n<li><strong>Import<\/strong> the Mesh to Second Life.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\">\n<p><strong><span style=\"color: #ff6600;\">The Video content:<\/span><\/strong><\/p>\n<ul>\n<li>Export Shape from Second Life.<\/li>\n<li>Import the Shape to Blender.<\/li>\n<li>Modify the Mesh.<\/li>\n<li>Export the modified Mesh to Second Life.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h3>What does Avastar provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Avastar basically supports the creation of animate Models (Avatars&amp;attachments) and the creation of animations. Therefore the tool adds various functions and <span style=\"color: #ff6600;\">user interface elements<\/span> to Blender.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>The full functionality of Avastar can be a bit overwhelming on first sight. You should be prepared to spend some time and patience to get it all working nicely for your projects.<\/p>\n<\/div>\n<\/div>\n<h3>What does this Document provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p class=\"\">You learn how to get a <em><span style=\"color: #ff6600;\">visual exact copy<\/span><\/em> of your Avatar&#8217;s Shape into Blender and modify the Shape by using the Appearance Sliders. Finally we move the modified Mesh back to Second Life.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>This document only shows you how you transfer your Avatar between Second Life and Blender. What you actually do with your Avatar inside of Blender is only limited by your own creativity.<\/p>\n<\/div>\n<\/div>\n<h2 style=\"text-align: center;\"><strong><div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We expect that you have basic knowledge about Blender.<\/div><\/div> <\/strong><\/h2>\n<h3><i class=\"fa fa-battery-0\"><\/i> Export your Shape from SL or OpenSim<\/h3>\n<p>The procedure to export the Character shape may vary depending on which viewer you actually use. We use the default SL Viewer.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">How to export your Shape from SL<\/h3><div class=\"symple-toggle-container symple-clearfix\"><\/div><\/div>\n<h4>Enable the Develop Menu<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span5\">Ensure that you have the Develop Menu in your menu bar. If you can not see this entry, you can enable it by pressing CTRL+ALT+Q (on Windows)<\/div>\n<div class=\"rhcol span7\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-9004 aligncenter\" title=\"debug_menu\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/debug_menu.png\" alt=\"\" width=\"327\" height=\"89\" \/><\/div>\n<\/div>\n<h4>Call Appearance to XML<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span5\">Open the Develop menu and proceed to the Avatar entry<\/div>\n<div class=\"rhcol span7\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-9007 aligncenter\" title=\"develop\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/develop.png\" alt=\"\" width=\"268\" height=\"285\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span5\">From Avatar proceed to Character tests<\/div>\n<div class=\"rhcol span7\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-9005 aligncenter\" title=\"avatar\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/avatar.png\" alt=\"\" width=\"300\" height=\"278\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span5\">And from Character tests proceed to Appearance to XML<\/div>\n<div class=\"rhcol span7\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-9006 aligncenter\" title=\"character_tests\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/character_tests.png\" alt=\"\" width=\"274\" height=\"165\" \/><\/div>\n<\/div>\n<p>By now your current Shape data has been copied to a local file on your computer. You find this file in your application folder. For me (on Windows 7) it is in:<\/p>\n<pre><div class=\"symple-box  gray center \" style=\"text-align:left;width: 100%;\"> C:\\Users\\gaia\\AppData\\Roaming\\Second Life\\logs\\Gaia_Clary_<span style=\"color: #ff6600;\">nnn<\/span>.xml<\/div><\/pre>\n<p>(where <span style=\"color: #ff6600;\">nnn<\/span> is a number)<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Note:<\/strong><\/span> the file path contains your Windows user name (mine is gaia) and your SL user name.<\/p>\n<\/div><\/div>\n<h3><i class=\"fa fa-battery-2\"><\/i> Import the Shape to Blender<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">How to Load your Shape into Blender<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Suppose you start a fresh Project with an empty scene. You already have downloaded your personal Shape from Second Life as a local Shape file (in XML Format). All that you want is to create a new Avastar character with exactly this shape.<\/p>\n<p>For this purpose we offer the XML Shape importer within the regular Blender Import menu (Also see the map in the zoom icon in the upper right corner of this page):<\/p>\n<pre>File -&gt; Import -&gt; Shape as Avastar<\/pre>\n<p>The Importer first opens a file selector where you select the XML shape that you want to import.<\/p>\n<p>When you click the Import button then the tool creates a new Avastar character, and finally applies the imported shape to the new character.<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-005.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-28378\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-005.png\" alt=\"reference-005\" width=\"473\" height=\"712\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Load Shape into existing Avastar<\/h3>\n<p>Loading a Shape file into your existing Avastar works almost identical to the previous scenario. The only difference is that now you already have an Avastar character in the scene. You select the Avastar character, and then you call the Shape importer just as described above.<\/p>\n<p>The Shape importer figures that you have selected an Avastar Armature and automatically applies the imported shape to the selected rig instead of creating a new Avastar<\/p>\n<h3>Avatar Shape IO Panel<\/h3>\n<p>The Shape importer is also accessible directly from the user interface, in the Object properties of the Avastar Armature:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Go to object mode.<\/li>\n<li>Select the Rig (RMB on the yellow circles around the mesh).<\/li>\n<li>Open the Properties window.<\/li>\n<li>Navigate to the &#8220;Object&#8221; properties.<\/li>\n<\/ul>\n<p>There you find a panel <strong>Avatar Shape IO<\/strong>. This panel displays a Preset selector and a subpanel with 4 main functions:<\/p>\n<\/div>\n<div class=\"rhcol span6\"><a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map-avatar-shape-panel.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map-avatar-shape-panel.png\" \/><\/a>\n<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/appearance_io_01.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-26961\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/appearance_io_01.png\" alt=\"appearance_io_01\" width=\"249\" height=\"194\" \/><\/a><\/div>\n<\/div>\n<h3>The Avatar Shape IO Options<\/h3>\n<h4>Load Shape (Import a shape)<\/h4>\n<p>This function allows you to upload a Shape that you have previously exported from your online world: In most viewers there is a shape export option hidden in the advanced menu (&#8220;Advanced&#8221; -&gt; &#8220;Character&#8221; -&gt; &#8220;Carter Tests&#8221; -&gt; &#8220;Appearance to XML&#8221;). This will silently create a file called:<\/p>\n<pre><code>[application_folder]\\Roaming\\Second Life\\logs<\/code><\/pre>\n<p>This file contains your current shape and can be loaded into Avastar, where [application_folder] is the viewer&#8217;s application data folder. For Windows this folder is located at:<\/p>\n<pre><code>C:\\Users\\&lt;username&gt;\\AppData<\/code><\/pre>\n<h4>Save Shape to<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">By default this function creates a new Shape file with your current shape settings. This file can later be used for Load Shape (see above). Right besides the function you find a selector for the save destination.<\/div>\n<div class=\"rhcol span5\">As mentioned above the default option is to save to File. But you can also save to a Blender textblock. In that case the slider values can be found in the Blender text editor panel. The values correspond to the shape settings in the SL viewer.<\/div>\n<\/div>\n<p><strong>Note<\/strong>: Some viewers support the upload of shape file to SL (e.g. Firestorm, Singularity). To see the file, switch to the Blender Text editor and locate <em>Shape for: Avatar<\/em> (Avatar stands for the name of the Armature). Useful when you need to update the shape in SL with the values from blender.<\/p>\n<h4>Refresh Shape:<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">This resets the Avastar meshes to the current Shape values. Useful together with the new custom shape key function. Also if you messed up the Avastar meshes (by editing them) you can return the mesh back to the current shape slider values.<\/div>\n<div class=\"span6 rhcol\"><div class=\"symple-box  red center \" style=\"text-align:left;\"> <strong>Warning:<\/strong> if you added or removed vertices from the Avastar meshes, this function will fail! <\/div><\/div>\n<\/div>\n<h4>Delete Avastar Meshes<\/h4>\n<p>Remove all Meshes of the Avastar character. You will want this when you use the rig for non human characters where keeping the Avastar human meshes make no sense.<\/p>\n<h4>Load Appearance Sliders<\/h4>\n<p>When you load a blend file which contains an Avastar Character, then the Shape panel sometimes only displays the &#8220;Load Appearance sliders&#8221; Button. This happens when you just have started Blender.<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">Activating the button loads the appearance setting controls. We added this behavior for optimization purposes as it takes a few seconds to initialize the Avastar shape system.<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-007.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-28380 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-007.png\" alt=\"\" width=\"186\" height=\"60\" \/><\/a><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">By now the Avastar default Mesh character has been reshaped to precisely match your own mesh character. Note, that your imported character is rigged and weighted already. There is no need for any additional step. However you can still change the Avatar shape by using the shape sliders.<\/div>\n<div class=\"span6 rhcol\">You find the Shape Sliders in the object properties section, right below the <em><span style=\"color: #ff6600;\">Load Shape<\/span><\/em> button. We provide the exact same shape sections in Avastar as you can find in the SL Shape editor. The sliders are supposed to behave exactly in the same way.<\/div>\n<\/div>\n<p><strong>Hint:<\/strong> The sliders are a bit slow sometimes. Currently there is not much that we can do about that.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">How to use the Collada Exporter - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Collada exporter exports your Mesh character or mesh attachment to a form that is recognizable by the target System (SL, OpenSim or any compatible online world). You find the Mesh Exporter in the Blender Export menu.<\/p>\n<p>The Exporter opens with a file selection window where you can select the file to where you want to export, or you can type in a new filename.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> If you prefer to see the Collada exporter in the Tool Shelf, then you can customize the Avastar Add-on Preferences.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355-1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1507\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355-1.png\" alt=\"Image355\" width=\"412\" height=\"286\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355-1.png 412w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355-1-300x208.png 300w\" sizes=\"auto, (max-width: 412px) 100vw, 412px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h3>The Export option Panel<\/h3>\n<\/div>\n<div class=\"rhcol span2\"><a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map_collada2_panel.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map_collada2_panel.png\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #99ccff;\"><span style=\"color: #3366ff;\">Hint:<\/span> <\/span><\/strong>You usually can keep the default settings and just click on the &#8220;Collada(Avastar)(.dae)&#8221; button in the upper right corner of the Window (see zoom icon in this chapter title).<\/p>\n<p>A File Selector will pop up. Here you can navigate to your export directory and then export your file as a Collada file (using the file extension &#8220;.dae&#8221;)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image356.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1510 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image356.png\" width=\"236\" height=\"165\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><span style=\"color: #0000ff;\"><strong>Tip:<\/strong> <\/span>If you intend to use your exported mesh for Animesh then please note that Animesh currently does not support the Appearance sliders. Your mesh will always shows as when you enable the white Stickman preset in the <a href=\"https:\/\/avastar.guru\/help\/toolshelf\/appearance-sliders\/\">Avastar Appearance slider<\/a> panel.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"http:\/\/avastar.guru\/wp-content\/uploads\/2015\/10\/Image379.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1627\" src=\"http:\/\/avastar.guru\/wp-content\/uploads\/2015\/10\/Image379.png\" alt=\"\" width=\"227\" height=\"82\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>The Export option Sub-panels<\/h3>\n<p>The Exporter provides a couple of export options for special cases. Please use these options with care.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Modifiers<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>By default Avastar applies all mesh changing Modifiers except the <span style=\"color: #ff6600;\"><em>Armature Modifiers<\/em><\/span> to the exported meshes. However, some modifiers offer 2 sets of options, one option set is for rendering, the other option set is for the Viewport. We offer 3 options here:<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/modifier_export.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-302 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/modifier_export.jpg\" alt=\"modifier_export\" width=\"187\" height=\"101\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<ul>\n<li><em>Apply according to the <strong>View Settings<\/strong><\/em> (the 3D Preview settings)<\/li>\n<li><em>Apply according to the <strong>Render Settings<\/strong><\/em> (the settings for Blender&#8217;s own Renderer)<\/li>\n<li><em>Don&#8217;t apply modifiers and only export the base mesh<br \/>\n<\/em><\/li>\n<\/ul>\n<p>The exporter by default applies the <strong><em>View settings<\/em><\/strong>. These settings are very closely related to the Blender Render System. In most cases you can actually just use the defaults. We will get back to this when we talk about how to use (or not use) Modifiers.<\/p>\n<\/div>\n<\/div>\n<h3>Side note: The Armature Modifier<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Armature Modifiers define the relation between your meshes and your Skeleton (Armature). Avastar never applies the Armature Modifiers when exporting because the mesh would be transformed to static non rigged Meshes. This is almost never what you want.<\/p>\n<p><strong><span style=\"color: #3366ff;\">For the curious:<\/span> <\/strong>You find the Armature modifier in the Modifier Stack (see image). Remind: Armature modifiers are always defined in the mesh modifier stack. Armatures them self have no Armature modifier.<\/p>\n<p>We will get to armature Modifiers in the &#8220;<a title=\"Create an attachment\" href=\"http:\/\/blog.machinimatrix.org\/avastar\/reference\/create-an-attachment\/\">Create an Attachment<\/a>&#8221; tutorial.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_303\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/modifiers.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-303\" class=\"wp-image-303 size-medium\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2015\/10\/modifiers-300x268.png\" alt=\"modifiers\" width=\"300\" height=\"268\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/modifiers-300x268.png 300w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/modifiers.png 314w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><p id=\"caption-attachment-303\" class=\"wp-caption-text\">Hint: You want to display the modifier in edit mode and adjust edit cage to modifier result<\/p><\/div>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Textures export (advanced)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">You can export images along with your models. In that case Avastar stores the images as files on your disk and adds a reference to the Collada file. The SL Importer knows how to read and import these images for static meshes.<br \/>\n<span style=\"color: #3366ff;\"><strong>Note:<\/strong> <\/span>But for rigged meshes the images are not recognized.<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/texture_export.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-304 aligncenter\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/texture_export.jpg\" alt=\"texture_export\" width=\"187\" height=\"171\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><strong><span style=\"color: #ff6600;\">UV Textures &amp; Material Textures<\/span>: <\/strong>Blender supports Material based textures and UV textures (which are directly assigned to polygons). Normally you want to export only the UV textures. In rare cases it is more desirable to export the material based textures instead. But beware, Blender does not export the render results, but only the source images!<\/li>\n<li><span style=\"color: #ff6600;\"><strong>Image Type:<\/strong> <\/span> The image format is typically predefined in the Blender Render settings. However we found it convenient to offer an immediate setting in the Exporter. By default the exporter applies the image type only to generated images.<\/li>\n<li><span style=\"color: #ff6600;\"><strong>Use &#8216;Image format&#8217; for all images:<\/strong><\/span> If you set this option, then Blender will use the selected image format for all exported images. If you disable the option, then only the generated images are affected.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<ul>\n<li><strong><span style=\"color: #ff6600;\">Use RGBA:<\/span> <\/strong>Blender can export the Alpha channel for images. Normally you set this in the render settings where you can specify to use either RGB or RGBA for image exports. If the selected export format supports Alpha then enabling RGBA here will export images with Alpha channel even if the render settings are set to RGB and vice versa.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong>Hint: <\/strong><\/span>You may want to NOT use RGBA because of the Alpha glitch. However this is not a general advice. There are many situations where using Alpha images is even recommended (when you want to create an Alpha mask).<\/p>\n<p><span style=\"color: #3366ff;\"><strong>Hint:<\/strong> <\/span>If the format of the exported image(es) does not support an Alpha channel then the &#8220;Use RGBA&#8221; option is simply ignored.<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Advanced options<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Advanced Options are related to special scenarios. You should normally keep all options set as they are. This makes sure that your exports are well suited for SL. However in some situations you will have to get back here and set the options according to the descriptions below.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Warning: <\/strong><\/span>You must really know what you do when you set an advanced option. Handle with care!<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image059.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4881 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image059.png\" alt=\"\" width=\"238\" height=\"680\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image059.png 238w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image059-105x300.png 105w\" sizes=\"auto, (max-width: 238px) 100vw, 238px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Use Bind Pose:<\/span><\/strong> The Use Bind Pose option is largely documented in the <a href=\"\/workflows\/bind-pose\/\">Bind Pose Workflow<\/a><br \/>\nYou normaly set this option in the Appearance Sliders. We added it here only for convenience.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image734.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4882 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/02\/Image734.png\" alt=\"\" width=\"238\" height=\"106\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>Following options are only available when the Use Bind Pose option is enabled:<\/p>\n<ul>\n<li><strong>Export Visual(new in Avastar-2.6): <\/strong>Avastar tries to minimize the number of translation components in joint offsets to achieve the best possible (the easiest) rig configuration. Normally you want to keep this option enabled. If you find that this option does not work for you,m then please send us a note, so we can improve the feature.<\/li>\n<li><strong>with Reset Animation (new in Avastar-2.6):<\/strong> Avastar generates a 0-priority single frame animation of the current Restpose. This animation can later be used in SL together with an animation reset script (see below)<\/li>\n<li><strong>with Reset Script(new in Avastar 2.6):<\/strong> Avastar generates an LSL Script ready for usage in SL. In SL you copy this script together with the Reset Animation (see above) into your model&#8217;s inventory. You need this especially when you are not exporting in white stickman mode (see <a href=\"\/fragment\/toolshelf\/appearance-sliders\/\">Appearance sliders<\/a>)<\/li>\n<\/ul>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Apply Armature Scale:<\/strong><\/span> If you have <strong><em>scaled your Armature in Object Mode<\/em> <\/strong>for making a tiny or a giant you should not apply the scale to the armature because then the entire Avastar Animation system may no longer work. But the Object Scale must be applied when you export the mesh.<\/div>\n<div class=\"rhcol span5\">Otherwise the target online world does not recognize the scaling and the giant shrinks back (or the tiny grows back) to normal size. The apply Armature Scale option ensures that the Object scale is applied in the exported Armature.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Apply Rotation &amp; Scale:<\/strong><\/span> If you have <strong><em>Scaled or rotated your Objects in Object Mode<\/em><\/strong> then this Scale&amp;Rotation should be applied to all objects of an export to avoid unexpected scaling and rotation issues within the target system. However this is all so often simply forgotten and sometimes even unknown.<\/div>\n<div class=\"rhcol span5\">Hence we have added an automatic apply Rotation&amp;Scale to the exporter. This setting does not affect the original objects.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Weld Edge Normals:<\/strong><\/span> When two separate objects share a boundary line, then you typically see a boundary seam in the object texture. This happens because the vertex normals differ even if the adjacent objects share the same vertex locations.<\/div>\n<div class=\"rhcol span5\">The exporter recalculates the vertex normals at the adjacent boundaries of the selected objects.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Weld to all visible: <\/strong><\/span>Sometimes you want to only export one part but still want the vertex normals be fixed.<\/div>\n<div class=\"rhcol span5\">This option lets the exporter take all visible objects into account when calculating the vertex normals at object boundaries.<\/div>\n<\/div>\n<h3>Bone Filters<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Export with Joints:<\/span><\/strong> When you have edited the Armature to adjust the Rig to your special character (Alien, creature, pet&#8230;) then you normally want to keep your edited Armature when you export your Meshes.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want this option disabled only when your rig is so complex that Avastar can not calculate the Neutral Rig for your situation. In that case please set the sliders to SL Neutral and never touch the sliders again.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><strong><span style=\"color: #3366ff;\">Disabled:<\/span><\/strong> Export the Rig visually as it is. Note: You must make sure that the Appearance Sliders are reset to the SL Neutral Shape (White Stickman Icon). Otherwise Avastar rejects the exports.<\/p>\n<p><span style=\"color: #3366ff;\"><strong>Enabled:<\/strong><\/span> Calculate the neutral skeleton from the current rig settings (temporary set Sliders to Neutral SL Settings) but apply the current Slider settings as bind pose. Pleased refer to the Bind Pose document for further explanations.<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><span style=\"color: #ff6600;\"><strong>Only Weighted Bones:<\/strong><\/span> Avastar can export all deform bones of the Rig. However in most cases it is enough to only export the deform Bones which are actually used (weighted to meshes)<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want to enable this option in most cases.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Export all deform Bones unconditionally<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span> <\/strong>Export only those bones which are actually used (have weights for meshes)<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Only Deform Bones:<\/span><\/strong> Avastar has many control bones (mainly for IK-animation, targetless Animation and attachment points) Avastar can export all Bones of the rig, or only the Deform bones<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want to enable this option in most cases.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Export all Bones in the Rig unconditionally<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Export only deform Bones<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Include Parent Hierarchy:<\/span><\/strong> Ensures that all parent bones of exported bones are also exported, even if they have no weights defined.<\/p>\n<p>Details: When you enable the above bone filters then it can happen that not all bones of a Bone chain are exported. This becomes a problem when one or more of the not exported bones have Joint edits defined. Those definitions would then get lost during export.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want to enable this option in most cases.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Do nothing<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Take care that all parent bones of exported Bones are also exported.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Export Bone Roll:<\/span><\/strong> Export Bone Roll using the Blender Collada Scheme.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>This is only useful when you want to later import back the Dae file to Blender.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Do nothing<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Export the Bone roll according to Blender&#8217;s Collada Scheme<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Export Bone layers:<\/span><\/strong> Export Bone Layer Data using the Blender Collada Scheme.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>This is only useful when you want to later import back the Dae file to Blender.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Do nothing<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Export the Bone Layer data according to Blender&#8217;s Collada Scheme<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><span style=\"color: #ff6600;\"><strong>Export with Blender Profile: <\/strong><\/span>Use Blender Collada scheme for exporting Blender specific Information<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>This is only useful when you want to later import back the Dae file to Blender.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Do nothing<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Export Extended Options according to Blender&#8217;s Collada Scheme<span style=\"color: #ff0000;\"><br \/>\n<\/span><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Export with SL Rotation: When you export an Avastar Rig then it must be rotated according to the SL Standards (so that the character looks into the positive X direction).<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want to enable this option when you export to Second Life or similar worlds.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><strong><span style=\"color: #3366ff;\">Disabled:<\/span> <\/strong>Do nothing<br \/>\n<strong><span style=\"color: #3366ff;\">Enabled:<\/span><\/strong> Rotate the Rig by 90 degrees to make it compatible to the SL specifications<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Accept Attachment Weights:<\/span> <\/strong>SL does not allow weighting of attachment points. Hence we suppress the export of weights for attachment points by default.<\/p>\n<\/div>\n<div class=\"rhcol span5\">This option should indeed never be used for SL! <em><span style=\"color: #ff6600;\">Handle with Care. It is very likely that the SL importer rejects meshes with attachment point weighting at some time in the future.<\/span><\/em><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Sanity Checks: Perform tests on the Mesh (tricount, texture face counts, etc&#8230;)<\/p>\n<p><strong><span style=\"color: #3366ff;\">Hint:<\/span> <\/strong>You want to enable this option in most cases.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h3>Unsupported Options<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Avastar also provides some advanced export options. However those options are not shown by default as they are only rarely used.<\/p>\n<p>You enable these options in the Avastar Add-on Panel (where you initially enabled the Add-on after you installed it):<\/p>\n<div id=\"attachment_908\" style=\"width: 301px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/reference-060.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-908\" class=\"wp-image-908 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/reference-060.png\" alt=\"reference-060\" width=\"291\" height=\"142\" \/><\/a><p id=\"caption-attachment-908\" class=\"wp-caption-text\">Tick the advanced export options to get the buttons in the UI<\/p><\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_1513\" style=\"width: 224px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image357.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1513\" class=\"wp-image-1513 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image357.png\" alt=\"Image357\" width=\"214\" height=\"202\" \/><\/a><p id=\"caption-attachment-1513\" class=\"wp-caption-text\">Advanced Export Panel with unsupported options enabled<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Limit Weight Count:<\/span><\/strong> In SL the number of weights per vertex is strictly limited to 4. We believe this number is enough for all weighting tasks. In cases where you think this limit is too low, we always found the real problem was due to bad mesh topology and bad rigging.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>Setting this number affects the maximum number of weights which are exported by Avastar. We strongly recommend to keep this number set to 4.<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><strong><span style=\"color: #ff6600;\">Include Deformer Shape<\/span><\/strong>: Some virtual worlds support the Mesh deformer which was originally developed for usage in Second Life.<\/div>\n<div class=\"rhcol span5\">When you enable this option, then the exporter creates an extra xml file. This XML file is later used by the SL Importer as reference shape (the Importer must support Deformer shapes, currently used with OpenSim)<\/div>\n<\/div>\n<\/div><\/div>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Troubleshooting an export- Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n <span style='color:red;font-size:1.2em;'>[include path='\/avastar-2\/troubleshooting\/export\/'] not found!<\/span> \n<\/div><\/div>\n<div class=\"row-fluid\">\n<h3><i class=\"fa fa-battery-4\"><\/i> Import your Character to SL<\/h3>\n<p>Once you have exported your Mesh character, you only need to import it to your target System (like SL or a compatible online world). Although this is easy in principle, there are a few pitfalls in your way. So let us take a deeper look into the Mesh Importer.<\/p>\n<\/div>\n<div style=\"padding:70% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/119674228?h=1c1d395c65&amp;badge=0&amp;autopause=0&amp;player_id=0&amp;app_id=58479\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" title=\"vimeo video\"><\/iframe><\/div><script src=\"https:\/\/player.vimeo.com\/api\/player.js\"><\/script>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<div>\n<p>The Video explains:<\/p>\n<ol>\n<li>How to import a rigged Mesh to SL, OpenSim or similar online worlds.<\/li>\n<li>How to use an Alpha mask for hiding the default character<\/li>\n<li>How to use image textures to texturise your character.<\/li>\n<li>Potential problems with your meshes (visible seams, wrong shape, missing face animations)<\/li>\n<\/ol>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">This video has been made in SL. But it applies also OpenSim or any other OpenSim based world as well. Also the video does not depend on Blender, but it is a general purpose tutorial for the SL Importer. Below you find the import procedure explained in pictures.<\/div>\n<div class=\"span6 rhcol\"><div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<strong>Hint: <\/strong>Did you know that Linden Lab provides another world very similar to Second Life, where you can upload your meshes for free? The Beta Grid is a perfect way to test your mesh creations before you finally upload them to Second Life.<br \/>\n<\/div><\/div>\n<\/div>\n<h3>The Upload Panels in detail<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Upload the model (import the Collada file to SL) - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/call_importer.png\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-13029 aligncenter\" title=\"call_importer\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/call_importer.png\" alt=\"\" width=\"589\" height=\"389\" \/><\/a>You can start an upload directly from the main menu bar as shown in the image above.You also can start an upload from within the repository view.<br \/>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">The LOD Panel (The entry page) - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/LOD_section.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-13031 aligncenter\" title=\"LOD_section\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/LOD_section.png\" alt=\"\" width=\"979\" height=\"501\" \/><\/a><\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">The model uploader starts in the LOD panel. Here you can define all your levels of detail or let them calculate automatically. We currently have no LOD files, so we keep this panel as it is.<\/div>\n<div class=\"span6 rhcol\">Note: You always can get detailed help from the help button in the upper right corner. For now you can proceed by switching to the Upload options tab.<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">The Options Panel (Here you enable rigged mesh) - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/options_section.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-13030 alignnone\" title=\"options_section\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/options_section.png\" alt=\"\" width=\"980\" height=\"501\" \/><\/a><\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">Normally the uploader will only upload the mesh, but no animation data. If you want to also import the rig data (the mesh weights), then you have to include &#8220;skin weights&#8221;. Please keep the button &#8220;Include joint positions&#8221; unchecked unless you know exactly what you do. we will get to this advanced feature later.<\/div>\n<div class=\"span6 rhcol\">Also note that you can checkmark the &#8220;skin weights&#8221; below the Preview window to see if your mesh is properly weighted. But checking the skin weights here has no influence on the upload! This is so common mistake! If you ever are &#8220;sure that your mesh is weighted&#8221; but remains stiff when worn, then there is a good chance that you forgot to enable &#8220;Include skin weights&#8221; on the left side!<\/div>\n<\/div>\n<\/div><\/div>\n\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 4: (Optional) Import your Shape back to SL<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Sometimes you might have modified your Shape In Avastar. And maybe you want to get your modified Shape back into Second Life. While the default SL Viewer does not provide a Shape Importer, most other third party viewers offer such an option nowadays.<\/p>\n<h3><i class=\"fa fa-circle\"><\/i> Exporting a Shape from Avastar<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>You can export your current shape from Avastar to File as follows:<\/p>\n<ul>\n<li>Ensure Blender is in Object Mode<\/li>\n<li>Select the Avastar Armature<\/li>\n<li>in the Object Properties locate the Avatar Shape panel<\/li>\n<li>There you find a <em>Save Shape To<\/em> option<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/shape_exporter.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-24355\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/shape_exporter.png\" alt=\"shape_exporter\" width=\"224\" height=\"150\" \/><\/a><\/div>\n<\/div>\n<h3><i class=\"fa fa-circle\"><\/i> Importing a Shape to Second Life (using Firestorm)<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>You can import your shape back to Second Life with the Firestorm viewer as follows:<\/p>\n<ul>\n<li>Enter the Appearance Editor in your Firestorm Viewer<\/li>\n<li>Down in the right lower corner of the editor you find an Import option<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_24354\" style=\"width: 341px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/shape_importer.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-24354\" class=\"wp-image-24354 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/01\/shape_importer.png\" alt=\"shape_importer\" width=\"331\" height=\"590\" \/><\/a><p id=\"caption-attachment-24354\" class=\"wp-caption-text\">The Firestorm Viewer provides an Import Option right within the Appearance Editor.<\/p><\/div>\n<\/div>\n<\/div>\n<\/div><\/div>\n<p>Now we are done with our first Mesh creation. You can simply wear the mesh and see how it moves with the default animations&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Working with SL Shapes Import the Shape to Blender By now the Avastar default Mesh character has been reshaped to precisely match your own mesh character. Note, that your imported character is rigged and weighted already. There is no need for any additional step. However you can still change the Avatar shape by using the [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":9004,"parent":3786,"menu_order":10,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-309","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/309","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/comments?post=309"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/309\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/3786"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=309"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=309"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=309"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}