{"id":539,"date":"2015-10-13T09:11:40","date_gmt":"2015-10-13T09:11:40","guid":{"rendered":"http:\/\/avastar.online\/?page_id=539"},"modified":"2015-10-13T09:11:40","modified_gmt":"2015-10-13T09:11:40","slug":"freeze","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/help\/toolshelf\/tools\/shape\/freeze\/","title":{"rendered":"Freeze Shape"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h2><image src=\"\/avastar\/279\/wp-content\/uploads\/2018\/08\/approve_logo.png\" style=\"width:60px;vertical-align:middle;margin-left:0px;\"><\/image> Freeze Shape<\/h2>\n<\/div>\n<div class=\"rhcol span2\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2018\/08\/panel_tools_shape.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2018\/08\/panel_tools_shape.png\" \/><\/a>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><div style=\"min-height:200px;\"><iframe id=\"ytplayer\" type=\"text\/html\" width=\"100%\" src=\"https:\/\/www.youtube.com\/embed\/cFZf4f9_66k?autoplay=1&t=0\" frameborder=\"0\"><\/iframe><\/div><\/div>\n<div class=\"span6 rhcol\">\n<p>The Avastar Meshes can not be modified. As soon as you try to do this, you will get very bad distortions. This is due to how Shape keys are handled in Blender.<\/p>\n<p>The freeze either creates static meshes from your rigged meshes, or modifiable versions of your selected meshes. The tool basically removes all shape keys and all Avastar control data.<\/p>\n<\/div>\n<\/div>\n<p>The Freeze Tool is used in following situations:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><strong>You want to create a static statue<\/strong> in the current pose and with no rigging information assigned. But when you export the Avastar character to SL as it is, then the imported mesh rezzes always in T-Pose, even when you exported in another pose.<\/div>\n<div class=\"span6 rhcol\"><strong>You want to modify the Avastar base meshes<\/strong> for optimization or as initial model for your own custom Avatar project. But as soon as you edit the Avastar meshes, they quickly get into a chaotic disorder.<\/div>\n<\/div>\n<h4>Usage<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Ensure Blender is in Object Mode.<\/li>\n<li>Select all parts which you want to freeze.<\/li>\n<li>Set the freeze options.<\/li>\n<li>Freeze Selected.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>Note:<\/strong><\/span> You can apply<span style=\"color: #ff6600;\"><em> Freeze Shape<\/em> <\/span>to any mesh object (unrelated to Avastar). This is practical for example when you want to apply all shape keys.<\/div>\n<\/div>\n<h4>Details<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Select all parts of the Avastar meshes which you want to use for your own character:<\/p>\n<div id=\"attachment_19790\" style=\"width: 294px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-19790\" class=\"wp-image-19790 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\" alt=\"Image008\" width=\"284\" height=\"416\" \/><\/a><p id=\"caption-attachment-19790\" class=\"wp-caption-text\">Here i have selected the Head, the upper body and the lower body<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Then set the Freeze Options, and finally <em><span style=\"color: #ff6600;\">Freeze Selected:<\/span><\/em><\/p>\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image457.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2240\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image457.png\" alt=\"\" width=\"198\" height=\"151\" \/><\/a><br \/>\n<div class=\"symple-box  yellow none \" style=\"text-align:left;width: 100%;\"> \nIt is important to understand that this tool always creates a copy of the selected meshes with all Shape Keys applied! The copies are placed exactly where the original meshes are located.<br \/>\n<\/div>\n<\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The frozen Meshes no longer react in the exact same way to the Avastar sliders as the original Avastar character does. However, the meshes behave exactly in the same way as they will behave when imported into SL, OpenSim or other compatible virtual environments.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">What you should know<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<ul class=\"stars\">\n<li>When you select to <span style=\"color: #ff6600;\"><em>Keep<\/em><\/span> the Original, then the original mesh and your frozen mesh will overlap and you might not be able to see that there are actually 2 meshes now.<\/li>\n<li>When you select to <em><span style=\"color: #ff6600;\">Delete<\/span><\/em> the Original, then the Original Avastar mesh is fully replaced by your frozen version.<\/li>\n<li>When you select to <em><span style=\"color: #ff6600;\">Hide<\/span><\/em> the original, then the Original Avastar mesh will be hidden from view, then you only see the frozen version.<\/li>\n<li>when you enable <em><span style=\"color: #ff6600;\">Standalone Posed<\/span><\/em> then your frozen mesh will be detached from the armature and it will end up as a simple non rigged static mesh in whatever pose in which you placed it.<\/li>\n<li>When you enable <em><span style=\"color: #ff6600;\">Remove Weight Groups<\/span><\/em> then all weight groups of the frozen mesh will be deleted and you end up with a static non rigged mesh without any weights associated to it. (A naked model so to say)<\/li>\n<\/ul>\n<\/div><\/div>\n<h4>The Tool Options<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h5>Original:<\/h5>\n<p>This option defines what shall happen with the original Mesh(es) (those which you have selected in Object mode)<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<h5>Values:<\/h5>\n<ul>\n<li><strong><em>Delete:<\/em><\/strong> The Original Mesh is deleted.<\/li>\n<li><strong><em>Hide:<\/em><\/strong> The Original mesh is kept but gets hidden. You can always unhide hidden objects with the keyboard shortcut ALT + H<\/li>\n<li><strong><em>Keep:<\/em><\/strong> The Original Mesh is kept and remains visible. Thus the original and the new copy are displayed at the same time<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h5>As static Mesh:<\/h5>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>If the original Mesh was rigged to an armature, then -by default- the frozen mesh Copies keep rigged as well. But sometimes you want to get a complete static statue with no animation information at all. In this case you will select this option.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_02.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21786\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_02.png\" alt=\"freeze_02\" width=\"181\" height=\"174\" \/><\/a><\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\"><strong>Note: <\/strong><\/span>If you select this option you get an additional option <em><span style=\"color: #ff6600;\">Remove Weight Groups<\/span><\/em> which does what the name implies. Hence you can achieve that the frozen object contains no animation data at all (this option is rarely used, but very handy when needed)<\/p>\n<h5>Join Parts:<\/h5>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>If you have selected 2 or more objects, then the <em><span style=\"color: #ff6600;\">Join Parts<\/span><\/em> appears. This option just joins the frozen parts into one resulting mesh object.<\/p>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> If the Join parts option is selected, then you get one more option <em><span style=\"color: #ff6600;\">Weld Parts<\/span><\/em>. If that option is checked, then all duplicate vertices along the adjacent edges of the joined parts will be merged.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_03.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21787\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_03.png\" alt=\"freeze_03\" width=\"186\" height=\"176\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<span style=\"color: #008080;\"><strong>Caveat:<\/strong><\/span> The <em><span style=\"color: #ff6600;\">Weld Parts<\/span><\/em> option only removes doubles along the welded edges. Duplicate vertices on any other place in your meshes will not be removed by the freeze tool!<br \/>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Freeze Shape The Avastar Meshes can not be modified. As soon as you try to do this, you will get very bad distortions. This is due to how Shape keys are handled in Blender. The freeze either creates static meshes from your rigged meshes, or modifiable versions of your selected meshes. The tool basically removes [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":19790,"parent":3774,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[4],"tags":[],"class_list":["post-539","page","type-page","status-publish","has-post-thumbnail","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/539","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=539"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/539\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/3774"}],"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=539"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=539"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=539"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}