{"id":422,"date":"2015-10-12T19:57:02","date_gmt":"2015-10-12T19:57:02","guid":{"rendered":"http:\/\/avastar.online\/?page_id=422"},"modified":"2015-10-12T19:57:02","modified_gmt":"2015-10-12T19:57:02","slug":"my-first-animation","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/avastar-2\/reference\/my-first-animation\/","title":{"rendered":"My first Animation"},"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> My first Animation<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-10323\" title=\"splash\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/splash.png\" alt=\"\" width=\"320\" height=\"200\" \/><\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>This document is about how to create your first Animation using Avastar. For the begin we will create a three frame animation. This is just to get you started. As your experience grows you will learn much faster ways to pose and animate your character. <strong><br \/>\n<\/strong><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>I assume you have already installed Avastar. And i assume you have some experience with Blender. <strong><br \/>\n<\/strong><\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p style=\"text-align: center;\"><a href=\"\/reference\/3d-newbies\/\" class=\"symple-button default blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Get me to the Newbie page<\/span><\/a>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<strong><span style=\"color: #ff6600;\">For the technician:<\/span> <\/strong>Avastar supports .bvh and .anim format. Both formats are fully supported by Secondlife and compatible target worlds.<br \/>\n<\/div>\n<h3>Preparations<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">How to add a new Avastar Character - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>Adding a new Avastar<\/h3>\n<p>You can add a new Avastar Character only when Blender is in Object mode. You navigate to the Add -&gt; Avastar menu and select from one of the rig types:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image344.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-3686 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image344.png\" alt=\"\" width=\"349\" height=\"387\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image344.png 349w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image344-271x300.png 271w\" sizes=\"auto, (max-width: 349px) 100vw, 349px\" \/><\/a><\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image633.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-3687 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image633.png\" alt=\"\" width=\"349\" height=\"387\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image633.png 349w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/07\/Image633-271x300.png 271w\" sizes=\"auto, (max-width: 349px) 100vw, 349px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>After a short time (typically 2-4 secs) a new Avastar character is created in the 3D View and at the center of the 3D View .<\/p>\n\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">Now we switch to Blender&#8217;s default <em>Animation screen<\/em>. You do this from the Top menu Bar.<br \/>\n<strong><span style=\"color: #ff6600;\">Note:<\/span> <\/strong>Of course you can switch to whichever screen you prefer instead. But note that you will want access to the <em>Timeline<\/em>, the <em>3D View<\/em>, the <em>Dope Sheet<\/em> and the <em>Properties Editor<\/em>.<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-7249 alignleft\" title=\"first_steps_003\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/first_steps_003.png\" alt=\"\" width=\"241\" height=\"287\" \/><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Details about the Animation environment<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">Here is an overview of Blender&#8217;s default animation screen:<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"animationScreen\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/animationScreen2.png\" alt=\"\" width=\"271\" height=\"182\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the Dope Sheet switch the Mode from <em><span style=\"color: #ff6600;\">Dope Sheet<\/span> to <\/em><span style=\"color: #ff6600;\"><em>Action Editor<\/em><\/span> with the pop up menu in the header.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Hint: <\/strong><\/span>If the Mode Pop up menu does not display, then move the mouse over the menu bar of the <em><span style=\"color: #ff6600;\">Dope Sheet<\/span> <\/em>window, then press middle mouse button and while keeping the MMB pressed, drag to the left side.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"first_steps_004\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/first_steps_004.png\" alt=\"\" width=\"181\" height=\"144\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the <em>Action Editor mode<\/em> you can create new Actions. You find the corresponding pop-up menu in the Dope sheet menu bar:<\/p>\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/first_steps_005.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" title=\"first_steps_005\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/first_steps_005.png\" alt=\"\" width=\"243\" height=\"62\" \/><\/a><br \/>\nPress the white plus sign to get a new action and name it &#8220;FirstAnimation&#8221;.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong>Remind:<\/strong> <\/span>If you do not find the Actions menu on your screen, then MMB -&gt; drag to the left (as described above)<br \/>\n<span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> you can edit the action name right inside the pop-up menu.<\/div>\n<\/div>\n<\/div><\/div>\n<h3>Adjust the timeline<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">On the <em>Timeline<\/em> click on the first frame of your animation, for this animation set it to zero. You can do that either by dragging the green progress indicator until the position indicator displays &#8220;0&#8221;, or by immediately typing &#8220;0&#8221; into the position indicator as marked on the image below.<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong>Hint:<\/strong> <\/span>Use the scroll wheel on your mouse to zoom the timeline in and out and the middle mouse button (or hold down <em>Alt<\/em>) to pan.<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-7594 aligncenter\" title=\"timeline_overview\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/timeline_overview.png\" alt=\"\" width=\"476\" height=\"82\" \/><\/p>\n<h3>Create the Start frame<\/h3>\n<p>I assume that you are still in Object mode now. In the <em>3D View<\/em> make sure that you selected the armature by right-click on one of the rings surrounding the avatar. The rings should now appear in bright orange.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">Then switch to <em><span style=\"color: #ff6600;\">Pose Mode<\/span><\/em>. Now all Skeleton handles appear in a green color. You can select any of these handles and move them and rotate them as you like.<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"poseModeSwitch\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/poseModeSwitch.png\" alt=\"\" width=\"224\" height=\"137\" \/><\/div>\n<\/div>\n<p>However while playing with the Pose you will note that we have placed a few constraints to the various parts of the skeleton. We did this mainly to keep you from ripping the character into pieces by dragging the bones to unrealistic positions.<\/p>\n<h4>Note on Rotation<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The easiest way to rotate the bones is to use the rotation manipulator controls. For your first steps you may want to select the curve segment in the 3D Manipulator widget so Blender will show the rotation manipulators when you select a bone:<\/p>\n<p>You may want to use the Rotation mode &#8220;Normal&#8221;. I found this the most convenient mode when working with the mouse.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"manipulator_settings\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/manipulator_settings.png\" alt=\"\" width=\"277\" height=\"257\" \/><\/div>\n<\/div>\n<p>As you get more experienced with Blender you will use keyboard shortcuts more and more. Maybe you will even skip the 3D Manipulator after a while when you realize how efficient the usage of shortcuts actually is.<\/p>\n<h4>More Animation details<\/h4>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about Rig Display Properties<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">You have full control over which parts of the Rig get displayed at a given time. You find the <em><span style=\"color: #ff6600;\">Rig Display control panel<\/span><\/em> in the <em><span style=\"color: #ff6600;\">Object Data<\/span><\/em> section of the Properties panel. Below you find a comprehensive documentation.<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-4795 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png\" alt=\"\" width=\"275\" height=\"586\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png 275w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373-141x300.png 141w\" sizes=\"auto, (max-width: 275px) 100vw, 275px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Rig Display<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig Display panel gives you full control over which parts of the Rig can be seen at a given time. By default only the Control bones are visible. But sometimes it is desirable to hide or unhide parts of the Rig.<\/p>\n<p>Furthermore the control bones (green) use custom shapes by default. That is, they are formed as rings which are placed around the Avastar body. The benefit of the custom shapes is that they can be selected easier. But sometimes it is desired to switch from Custom shapes back to Blender&#8217;s default shapes (Sticks or Octahedrons).<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-11424 alignleft\" title=\"properties_object_data_mesh_display_example\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/properties_object_data_mesh_display_example3.png\" alt=\"\" width=\"266\" height=\"336\" \/><\/div>\n<\/div>\n<h3>Panel Overview<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig panel basically contains a collection of properties which also are available at other regions in Blender. But having them all in one place is a time saver. The panel is provided It has 4 major sections:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Display style.<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Bone Visibility.<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Animation Bone Groups<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Deform Bone Groups<br \/>\n<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Active Deform Bones<br \/>\n<\/span><\/em><\/li>\n<li><span style=\"color: #ff6600;\"><em><span style=\"color: #ff6600;\">Special Bone Groups<\/span><br \/>\n<\/em><\/span><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4795 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png\" alt=\"\" width=\"275\" height=\"586\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373.png 275w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image373-141x300.png 141w\" sizes=\"auto, (max-width: 275px) 100vw, 275px\" \/><\/a><\/div>\n<\/div>\n<h3>Bone Display Style<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The first row of buttons changes the bone shape. You can select between the <em><span style=\"color: #ff6600;\">Octahedron<\/span><\/em> Style and the <em><span style=\"color: #ff6600;\">Stick<\/span><\/em> Style.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> In the Armature Data Panel (Properties Window) you have 3 more options for setting the Rig display style<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image374.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1618 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image374.png\" width=\"222\" height=\"123\" \/><\/a><\/div>\n<\/div>\n<p>In the Second Row of the section we find 4 properties:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">X-ray:<\/span><\/em> To display bones even when they are occluded (hidden) by the mesh.<\/li>\n<li><em><span style=\"color: #ff6600;\">Shapes:<\/span><\/em> To enable the usage of Custom shapes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Limits:<\/span><\/em> To display the bone movement ranges.<\/li>\n<li><em><span style=\"color: #ff6600;\">Edges:<\/span><\/em> Show edges in object mode (only if active Object is a Mesh)<\/li>\n<\/ul>\n<h3>Bone Visibility<\/h3>\n<p>In the Bone Visibility panel you can hide\/unhide various bone sets. The panel is subdivided into 4 major groups as follows&#8230;<\/p>\n<h4 style=\"text-align: left;\">Animation Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Torso, Arms, Legs, Origin:<\/span><\/em> These buttons control which of the Control Bones (green) are visible<\/li>\n<li><em><span style=\"color: #ff6600;\">IK Arms, IK Legs, IK Limbs:<\/span><\/em> These buttons control which of the IK Bones (yellow) are visible<\/li>\n<li><em><span style=\"color: #ff6600;\">Hands, Legs, Hinds, Face, Wings, Spine(*), Tail , Groin:<\/span> Buttons for the new Bento Bones<\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Eye Focus, Alt Eye Focus:<\/span> A special bone used as Focus point for the eyes. The Alt Eye Focus is for the Bento Face (Alt Eye Bones)<\/em><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\" style=\"text-align: left;\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/09\/Image375.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4120\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/09\/Image375.png\" alt=\"\" width=\"281\" height=\"188\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Spine<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Spine is made of 4 Bones which are by default folded in such a way that they do not disturb the behavior of the System Character<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image382.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1634 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image382.png\" width=\"227\" height=\"278\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the image aside the upper and the lower Spine bones (marked in Orange) have been unfolded. You see how they are embedded between the Pelvis, Torso and Chest.<\/p>\n<p>Note: You can fold\/unfold the spine from within the Riog Control panel<\/p>\n<\/div>\n<div class=\"rhcol span5\" style=\"text-align: left;\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1635\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png\" alt=\"Image383\" width=\"245\" height=\"365\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png 245w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383-201x300.png 201w\" sizes=\"auto, (max-width: 245px) 100vw, 245px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n<h4>Deform Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Display all bones which have the Deform Option enabled. The content of this set can change dynamically (see fitted Mesh)<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">SL Base:<\/span><\/em> to display the SL Bones (Blue)<\/li>\n<li><em><span style=\"color: #ff6600;\">Volume:<\/span><\/em> to display the Volume Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">The others:<\/span><\/em> Bento Bone Groups<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image376.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1615 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image376.png\" alt=\"Image376\" width=\"206\" height=\"100\" \/><\/a><\/div>\n<\/div>\n<div class=\"rhcol span7\">\n<h4 style=\"text-align: left;\">Active Deform Bones<\/h4>\n<p style=\"text-align: left;\">The Active Deform Bones are Bones which have the &#8220;Deform Flag&#8221; set. Only Active deform Bones can modify the mesh (via skeletal animation) when they have an associated Weightmap.<\/p>\n<p style=\"text-align: left;\">The Active Deform Bones can be filtered by 5 categories:<\/p>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><strong><span style=\"color: #ff6600;\">SL<\/span><\/strong>: The 26 Animation Bones for SL<\/li>\n<li><strong><span style=\"color: #ff6600;\">Ext:<\/span> <\/strong>Bento Bones<\/li>\n<li><strong><span style=\"color: #ff6600;\">Vol<\/span><\/strong>: The Collision Volume Bones<\/li>\n<li><strong><span style=\"color: #ff6600;\">Map<\/span><\/strong>: All deform bones which also have Weightmaps (only shown when a mesh is selected)<\/li>\n<li><strong><span style=\"color: #ff6600;\">Joint:<\/span> <\/strong>Bones that have modified Joints (Joint Edits)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image377.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4799 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image377.png\" alt=\"\" width=\"256\" height=\"69\" \/><\/a><\/div>\n<\/div>\n<h4>Special Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Extra:<\/span><\/em> There are a few Extra bones which usually are not used for Animation in SL. These bones are either not weighted to the default Avatar (Skull, Foot Bones and Toe Bones) or are automatically animated (Eye Bones). However you can use these Bones in your animations for custom meshes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Attachment:<\/span><\/em> to display the Attachment Bones (red)<\/li>\n<li><em><span style=\"color: #ff6600;\">Structure:<\/span><\/em> to display the Structure bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image378.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1613 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image378.png\" alt=\"Image378\" width=\"206\" height=\"81\" \/><\/a><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Skeleton<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>As explained above we can now move and rotate the skeleton as we like. We see that the mesh moves along with the bone movements and we will finally end with our start pose for frame zero of the animation (where you want the bones for the start pose) Remind that we are only moving and rotating the green skeleton handles for now.<\/p>\n<div class=\"rhcol span5\">\n<h4>SL Control Bones<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">All the green skeleton handles are the <em><span style=\"color: #ff6600;\">SL Control Bones<\/span><\/em> and act as FK (forward-kinematic) controls. They have just been given funny shapes so they lie outside the avatar and are less visually distracting. When an element displays in light green then it is selected and will react on your move, scale and rotate commands. You can select single bones by right-click, or add bones to the selection by SHIFT right-click.<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_18868\" style=\"width: 533px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-0021.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-18868\" class=\"wp-image-18868\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-0021.png\" alt=\"img-1-002\" width=\"523\" height=\"651\" \/><\/a><p id=\"caption-attachment-18868\" class=\"wp-caption-text\">The Control Bones (and the IK Bones) are used for Animation.<\/p><\/div>\n<\/div>\n<\/div>\n<p>The Avastar Skeleton has 2 more Control Bones with very special properties:<\/p>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h4>The COG<\/h4>\n<p>Center of Gravity bone. Use this bone to set the location and rotation of the character. Avastar adds the COG bone movements to your animation. the COG movements are later mapped to the mPelvis bone of the target skeleton.<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<h4>The Origin<\/h4>\n<p>All movements are relative to the Origin bone. Moving this bone around will not affect the animation in any way. If you are doing multiple character animations set their origins slightly apart to where pose balls would start. Once you are happy with the location hide the bone.<\/p>\n<\/div>\n<\/div>\n<h4>SL Base Bones &amp; Collision Volumes<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">Besides the (green) <em><span style=\"color: #ff6600;\">SL Control Bones<\/span><\/em> we find many other bones in the Avastar Rig. We especially have two subsets of bones named the (blue) <em><span style=\"color: #ff6600;\">SL Base Bones<\/span><\/em>. and the (orange) <em><span style=\"color: #ff6600;\">Collision Volume Bones<\/span><\/em>. These 2 subsets of Bones are only used for weighting (skinning) your character or attachment. But they are never(!) used for animating your character.<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_24894\" style=\"width: 338px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/01\/2-2.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-24894\" class=\"wp-image-24894 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/01\/2-2.png\" alt=\"2-2\" width=\"328\" height=\"439\" \/><\/a><p id=\"caption-attachment-24894\" class=\"wp-caption-text\">Never directly use the SL Base Bones and the Collision Volumes for animating! You create Animations only with the green Control Bones and the IK Bones.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"rhcol span7\">\n<h4>Mandatory rules<\/h4>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<ul>\n<li>Weight only the blue SL Bones (and the orange Volume Bones).<\/li>\n<li>Animate only the green bones (and possibly the IK Bones).<\/li>\n<li>Never add weight to the green SL Control bones.<\/li>\n<li>Never use the blue SL Base bones for animating.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<\/div><\/div>\n<h3>Store the Intro Pose<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Once you are happy with your first frame posture press the <strong>a<\/strong> key twice in the <em>3D View<\/em> to select all bones (it toggles the selection so the first time it will deselect everything if you had a bone selected). The Rig should now look like what you see on the image to the right.<\/p>\n<p>Now press <span style=\"color: #ff6600;\"><strong>i<\/strong><\/span> to insert a new key frame. From the appearing pop-up menu select <em>Rotation<\/em> (see image below).<\/p>\n<p>Almost always you will set just rotation key frames. The exception is if you are moving the COG or IK control bones, in which case you should set the location too with <em>Location<\/em> or <em>LocRot<\/em> for both.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-10369 alignleft\" title=\"start_pose\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/start_pose1.png\" alt=\"\" width=\"286\" height=\"462\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Note:<\/strong><\/span> You do <em>not<\/em> need to create a starting T-pose. The .anim format doesn&#8217;t need it and Avastar automatically inserts the required reference frame for the BVH format.<div class=\"symple-box  red center \" style=\"text-align:left;\"> \n<span style=\"color: #ff0000;\"><strong>Important:<\/strong> <\/span>Never use the Keyframe option <em><span style=\"color: #ff6600;\">Whole Character<\/span><\/em>! This option would insert keyframes for all 139 bones (visible and invisible). The Avastar Animation exporter will complain about <span style=\"color: #ff6600;\"><em>too many bones in Animation.<\/em><\/span><br \/>\n<\/div><\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-7415 alignleft\" title=\"insertion_key_menu\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/insertion_key_menu.png\" alt=\"\" width=\"162\" height=\"263\" \/><\/div>\n<\/div>\n<h3>The Action Editor<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You should see the <em>Action Editor <\/em>gets populated with the bone names and a yellow diamond at frame 0.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Note:\u00a0<\/strong><\/span>We have simply selected all bones for our pose. This poses a potential problem:<\/p>\n<p>Assume that you wanted the current animation to play &#8220;on top of&#8221; your default stand pose. In the Stand pose the avatar head moves freely. But after you add this animation, the head no longer moves freely as before. It now moves according to this animation and so the animation &#8220;overrides&#8221; the default head movements. If you do not want to override the head animations, then you have to remove the head data.<\/p>\n<p>The easiest way to do that is to\u00a0left click on the corresponding Bone name in the <em>Action Editor\u00a0<\/em>(&#8220;Head&#8221; in our example) and then drop the entire bone from the animation (press &#8220;x&#8221; on the keyboard).<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-7419 alignleft\" title=\"dopeSheetEditor_01\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/dopeSheetEditor_01.png\" alt=\"\" width=\"289\" height=\"449\" \/><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed green\"><h3 class=\"symple-toggle-trigger \">More about the Action Editor ...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h4>Muting parts of the Action<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>If a bone is not listed in the action or when it is marked as <span style=\"color: #ff6600;\"><em>muted<\/em><\/span> it is not controlled by the animation.<br \/>\nYou can mute the animations for single bones by clicking on the little speaker icon next to the bone name.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image773.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4969 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image773.png\" alt=\"\" width=\"422\" height=\"321\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image773.png 422w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image773-300x228.png 300w\" sizes=\"auto, (max-width: 422px) 100vw, 422px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Always Mute the Origin<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Origin Bone can be animated in Blender. But this bone&#8217;s animation can not be used for SL Animations. So, if you want to check your animation how it will look in SL, then you either should not at all animate the Origin bone, or at least mute it<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image774.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4970 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image774.png\" alt=\"\" width=\"422\" height=\"321\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image774.png 422w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image774-300x228.png 300w\" sizes=\"auto, (max-width: 422px) 100vw, 422px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Multiple Actions in one Blend file<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In more advanced work you will come to a point where you want to maintain a few independent but related Actions for your model. Blender can define as many actions as you want within the same Blend file.<\/p>\n<p>You create a new Action by clicking on the [+] icon in the Action selection menu.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4984 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png\" alt=\"\" width=\"422\" height=\"321\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png 422w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775-300x228.png 300w\" sizes=\"auto, (max-width: 422px) 100vw, 422px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Remind: If the number of <span style=\"color: #ff6600;\"><em>users <\/em><\/span>(elements in Blender that actually use the action) drops down to 0, then Blender will not save the action. You can find the number of current users right to the action name (see the pink box on the image above).<\/p><\/div><\/div>\n<h4>Avoid loss of Animations<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You can instruct Blender to keep the action under all circumstances by enabling the &#8220;F&#8221; icon left to the plus sign.<\/p>\n<p>BTW: If you wonder what &#8216;F&#8217; means here&#8230; That stands for <span style=\"color: #ff6600;\"><em>Fake User<\/em> <\/span>(no kidding, this is Blender official notation)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4984 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png\" alt=\"\" width=\"422\" height=\"321\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775.png 422w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image775-300x228.png 300w\" sizes=\"auto, (max-width: 422px) 100vw, 422px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<h3>Add the Ending Pose<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ol>\n<li>Lets imagine the animation will run at 25 fps. Click on the timeline on frame 25 which is one sec later (see image below)<\/li>\n<li>Repose the avatar how you want it to appear one sec later and again select all the bones and insert a rotation key frame (<strong>&#8216;a&#8217;<\/strong> to select all and &#8216;<strong>i&#8217;<\/strong> to insert key frame). Do something simple like a bow or a hand wave for your first animation.<\/li>\n<li>Click on the timeline at 50 (two secs into your animation), then pose and key frame the bone rotations for the last frame.<\/li>\n<\/ol>\n<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> In the <em>Timeline<\/em> use the play buttons to preview your animation:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/timeline.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" title=\"timeline\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/timeline.png\" alt=\"\" width=\"300\" height=\"127\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\"><span style=\"color: #ff6600;\"><strong>Hint: <\/strong><\/span>You also can scroll through your animation by grabbing the green time locator and drag it from left to right and back.When you want to set intermediate key frames, then just move the time locator to where you want to add a key frame, then adjust your pose and finally press <strong>a<\/strong> twice ( to select all bones) and then <strong>i\u00a0<\/strong>(and select rotation)<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong>Hint: <\/strong><\/span>You can drop a keyframe with ALT+i but take care here: This will only work when you have selected the bones which you want to remove from the time line. You can always first select all bones, then ALT+i to make sure you remove the entire key frame.<\/div>\n<\/div>\n<h4><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-10374 aligncenter\" title=\"timeline_25\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/timeline_25.png\" alt=\"\" width=\"429\" height=\"61\" \/><\/h4>\n<h3>Prepare the Export for BVH<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You find the &#8220;Animation Export&#8221; panel in the Render Properties section of the Properties window.<\/p>\n<ul>\n<li>Make sure the mode is <em>BVH<\/em><\/li>\n<li>set the <em>FPS<\/em> to 25<\/li>\n<li>Set the <em>Start<\/em> frame to 1<\/li>\n<li><em>Set the End<\/em> frame to 50.<\/li>\n<li>Make sure to check the <em>Prepend reference.<\/em><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image481.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-4796 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image481.png\" alt=\"\" width=\"287\" height=\"503\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image481.png 287w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/01\/Image481-171x300.png 171w\" sizes=\"auto, (max-width: 287px) 100vw, 287px\" \/><\/a><\/div>\n<\/div>\n<h3>Prepare the Export for Anim<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You find the &#8220;Animation Export&#8221; panel in the Render Properties section of the Properties window.<\/p>\n<ul>\n<li>Make sure the mode is <em>Anim<\/em><\/li>\n<li>set the <em>FPS<\/em> to 25<\/li>\n<li>Set the <em>Start<\/em> frame to 1<\/li>\n<li><em>Set the End<\/em> frame to 50.<\/li>\n<li>Enable Loop animation<\/li>\n<li><em>Set the In and Out<\/em> frame to the start and end frames of the loop. For example, use 1 and 50 to loop the entire animation, or use 50 and 50, as shown, to loop only the last frame.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image480.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2447 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image480.png\" alt=\"\" width=\"240\" height=\"414\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image480.png 240w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image480-174x300.png 174w\" sizes=\"auto, (max-width: 240px) 100vw, 240px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Export the Animation<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ol>\n<li>Finally, export the animation by clicking on the <em>Export Animation <\/em>button. Avastar asks you for a filename and location which by default will take on the name of the action you set before.<\/li>\n<li>Once saved, fire up your Viewer, and from the file menu select <em>Upload<\/em> then <em>Animation<\/em>. Find and upload your animation, it will appear in your <em>Animations<\/em> folder. During upload you will have to choose the\u00a0<a title=\"Avastar Animation Priorities\" href=\"\/?page_id=7334\"> priority<\/a>.<\/li>\n<li>Run it and show off your creation.<\/li>\n<\/ol>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image722.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-4612 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image722.png\" alt=\"\" width=\"363\" height=\"516\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image722.png 363w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image722-211x300.png 211w\" sizes=\"auto, (max-width: 363px) 100vw, 363px\" \/><\/a><\/div>\n<\/div>\n<p><strong>Note:<\/strong> If you don&#8217;t see the animation play out, you may need to switch off your AO. This happens if the animations in your AO have been badly designed and are running at the highest priority).<\/p>\n<p>This tutorial has only scratched the surface of what is possible. Things you will want to explore next are using the IK controls, looping part of the animation, animating only certain bones, using the Graph Editor&#8230; Feel free to download my own <a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/03\/myFirstAnimation.blend\">firstAnimation<\/a> with Avastar.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My first Animation This document is about how to create your first Animation using Avastar. For the begin we will create a three frame animation. This is just to get you started. As your experience grows you will learn much faster ways to pose and animate your character. I assume you have already installed Avastar. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":10323,"parent":3786,"menu_order":40,"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-422","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/422","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=422"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/422\/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=422"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=422"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=422"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}