{"id":856,"date":"2015-11-01T22:17:19","date_gmt":"2015-11-01T22:17:19","guid":{"rendered":"http:\/\/avastar.online\/?page_id=856"},"modified":"2015-11-01T22:17:19","modified_gmt":"2015-11-01T22:17:19","slug":"editable-avastars","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/workflows\/editable-avastars\/","title":{"rendered":"Clones (Editable Avastars)"},"content":{"rendered":"<h3>Purpose<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p>Sometimes you may want to modify the Avastar meshes<\/p>\n<ul>\n<li>to create slight modifications of the original SL character.<\/li>\n<li>to use the original as starting point for your own Model.<\/li>\n<li>to create static (posed but not rigged) versions of the Avastar meshes.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image721.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4558 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image721.png\" alt=\"\" width=\"561\" height=\"360\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image721.png 561w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/10\/Image721-300x193.png 300w\" sizes=\"auto, (max-width: 561px) 100vw, 561px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>The workflows below help you to Quickly create a Mesh based clone of the SL Avatar.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Good to know in advance<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div style=\"text-align: left;\" class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Important:<\/span> <\/strong>In some cases you may want to modify (edit) the Avastar character meshes. For example when you want to &#8230;<\/p>\n<ul>\n<li>Create a tiny or a giant.<\/li>\n<li>Add extra shape beyond what you can do with sliders.<\/li>\n<li>Modify the Avastar Meshes into something totally different.<\/li>\n<li>Join the character parts to have one single mesh body<\/li>\n<\/ul>\n<p>Well, you actually can do this. But you must convert the Avastar Meshes into regular custom meshes ( see the <a href=\"https:\/\/avastar.guru\/help\/freeze-shape\/\">Freeze option<\/a> in the Avastar Tool Box).<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>If you do not prepare (<a href=\"https:\/\/avastar.guru\/help\/freeze-shape\/\">freeze<\/a>) the Avastar meshes, then you have a good chance to break Avastar and create wild results as shown below:<\/p>\n<div id=\"attachment_21612\" style=\"width: 296px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/broken_avastar1.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21612\" class=\"wp-image-21612 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/broken_avastar1.png\" alt=\"broken_avastar\" width=\"286\" height=\"202\" \/><\/a><p id=\"caption-attachment-21612\" class=\"wp-caption-text\">Unexpected results after small edits in the Avastar meshes<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">The technical reason for this behavior<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Avastar needs to translate the slider settings into the final shape as you can see in the Blender 3D View. However the shape calculation is based on a hidden reference shape. This reference shape is created once when the sliders are setup for the character. And Avastar relies on the reference shape having the same mesh topology (same number of verts, edges and faces) as the visible mesh.<\/p>\n<p>But as soon as you edit the visible mesh you introduce a difference to the reference shape. Then it becomes likely that Avastar gets everything wrong. And things like in the image above can happen.<\/p>\n<p>You can get over this by freezing the Avastar character. Basically you then remove all shape keys from the character. What this means will be explained later.<\/p>\n<\/div><\/div>\n\n<\/div><\/div>\n<h3>Workflow<\/h3>\n<p>This is the most basic process of creating a simple character mesh based on the SL Avatar mesh<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 1: Create a new Avastar<\/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 span1\">\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span11\">\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 2a (optional): Use Appearance Sliders<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><strong><span style=\"color: #3366ff;\">In a Nutshell:<\/span><\/strong> We support the same Appearance Slider system that you can find in SL, OpenSim or other compatible worlds. You find the Appearance Sliders in the Toolshelf &#8211; Avastar Tab:<\/p>\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 Tool Shelf &#8211; Avastar Tab<\/li>\n<li>Locate the Appearance Panel (see image).<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image345.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1499 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image345.png\" width=\"231\" height=\"243\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2>The UI Elements of the Appearance Sliders<\/h2>\n<p>It may look small and easy to use, but it is also a very powerful tool in your daily life with Avastar. So there is a lot of activity behind the scenes. The tool actually loads a complex extra set of data and this consumes a few seconds of load time.<\/p>\n<h3>Load Appearance Sliders&#8230;<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>When you have just started Blender you may find the appearance sliders are not yet available. Instead you find a button to load them&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_2250\" style=\"width: 169px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image458.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2250\" class=\"wp-image-2250 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image458.png\" alt=\"\" width=\"159\" height=\"64\" \/><\/a><p id=\"caption-attachment-2250\" class=\"wp-caption-text\">Click to activate the Appearance sliders<\/p><\/div>\n<\/div>\n<\/div>\n<p>You only need to load the sliders once and they stay available as long as Blender is running, even when you switch to other blend files.<\/p>\n<p>The Appearance Panel is divided into 3 sections&#8230;<\/p>\n<h4>Shape Presets Section<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The top row of the Panel already contains a powerful set of actions.:<\/p>\n<\/div>\n<div class=\"rhcol span4\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image379.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1627 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image379.png\" alt=\"Image379\" width=\"227\" height=\"82\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<ul>\n<li><strong><span style=\"color: #ff6600;\">Orange Stickman:<\/span><\/strong> Set SL Default Shape (Identical to<em> create new Appearance<\/em> in SL)<\/li>\n<li><strong><span style=\"color: #ff6600;\">White Stickman:<\/span><\/strong> Set the SL Neutral Shape (SL Restshape, see additional note <span style=\"color: #ff6600;\"><sup>(*)<\/sup> <\/span>below)<\/li>\n<li><strong><span style=\"color: #ff6600;\">Backup to Shape Buffer:<\/span> <\/strong>Quick backup the current Shape without need to permanently store it in a Shape Preset<\/li>\n<li><span style=\"color: #ff6600;\"><strong>Paste from Shape Buffer:<\/strong><\/span> Restore the shape from the Shape Buffer back into the Sliders<\/li>\n<li><strong><span style=\"color: #ff6600;\">Shape Presets:<\/span><\/strong> Here you can add your own Slider configurations. When you click the white &#8220;+&#8221; sign the current shape slider values get stored as a new Preset (see also below)<\/li>\n<\/ul>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'><h5><sup>(*) <\/sup>Where the White Stickman preset makes sense<\/h5>\n<ul>\n<li><strong>Using as Animesh:<\/strong> When you intend to use your mesh as Animesh in SL then please make sure you select the white Stickman icon before you do your export. This makes sure that what you export will be the same as how your Animesh will look later when it moves in world.<\/li>\n<li><strong>Import from other tools:<\/strong> The White Stickman preset may be useful when you bind to a mesh that was made for the SL Skeleton in its neutral shape (like workbench or avatar.blend, or imports from other tools like Maya or 3DS Max)<\/li>\n<li><strong>Working without Shape Sliders:<\/strong> The SL Restshape is also needed when you disable the appearance sliders (see the section<em> Appearance Sliders and Custom Rigs<\/em> below)<\/li>\n<\/ul><\/div><\/div>\n<h5>The Shape Presets Selector<\/h5>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Preset Selector can be used to store your custom Shapes. For example when you attempt to work with a fixed set of Standard Shapes, you can create Presets for each of your supported Shapes.<\/p>\n<p>All you need to do is:<\/p>\n<ul>\n<li>Define your shape (by moving the Shape Sliders, see below)<\/li>\n<li>Create a new Preset<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/reference-003-1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1500 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/reference-003-1.png\" alt=\"reference-003\" width=\"236\" height=\"243\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class='et-box et-info'>\n\t\t\t\t\t<div class='et-box-content'>Presets are stored globally (outside of the current Blend file), so all defined presets are available at any time in any project. Avastar is shipped with a few example presets (See image above)<\/div><\/div>\n<h4>Shape Properties Section<\/h4>\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image380.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1628\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image380.png\" alt=\"Image380\" width=\"227\" height=\"82\" \/><\/a><\/p>\n<ul>\n<li><strong><span style=\"color: #ff6600;\">Use Bind Pose<\/span>: <\/strong>Treat the Restpose of the Rig as a Bind Pose. This is mostly used for slightly modified Rigs (e.g. A Posed Rigs).<span style=\"color: #008000;\"><br \/>\n<\/span><\/li>\n<li><strong><span style=\"color: #ff6600;\">Male:<\/span><\/strong> When enabled, the Shape switches to Male gender. The current absolute Avatar Height is displayed in parentheses.<\/li>\n<\/ul>\n<h4>The Sliders Section<\/h4>\n<p>The section subpanel of the Avatar shapes panel contains the Shape Sliders. the sliders are organized almost identical to the Appearance Editor in SL. The values assigned in SL match exactly with the slider values in Blender.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Some sliders have a small Bone icon on their left side. This indicates the slider affects the bones (bone sliders).<\/li>\n<li>Some sliders have a small magnet icon on their left side. This indicates the sliders affects a fitted Mesh bone (Collision Volume bone)<\/li>\n<li>Sliders with no icon on the left side affect only the System Character mesh (Morph sliders). They have no influence on your Custom Meshes.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_26946\" style=\"width: 245px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/shape-sliders-021.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-26946\" class=\"wp-image-26946 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/shape-sliders-021.png\" alt=\"\" width=\"235\" height=\"268\" \/><\/a><p id=\"caption-attachment-26946\" class=\"wp-caption-text\">Fitted Mesh Sliders indicated with a magnet<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Sliders with a peach colored Bone Handle on their left side indicates the sliders affect the new Bento bones. But note: Some of the Bento bones are also affected by the other sliders. This is not indicated in the Avastar Appearance Settings. Please take a look at the <a href=\"\/knowledge\/slider-mapping\/\">Bone-Slider<\/a> map.<\/li>\n<\/ul>\n<p>The icons on the right side of the sliders indicate that the slider value has been changed. Click on these icons to reset the corresponding Slider Value to its default (Then also the icon disappears)<\/p>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The Reset icon on the Top Right of the section panel resets the entire Bone Section to its Default Values.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_1502\" style=\"width: 241px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1502\" class=\"wp-image-1502 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355.png\" width=\"231\" height=\"373\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355.png 231w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image355-186x300.png 186w\" sizes=\"auto, (max-width: 231px) 100vw, 231px\" \/><\/a><p id=\"caption-attachment-1502\" class=\"wp-caption-text\">Bento Sliders indicated by a peach colored Bone Handle<\/p><\/div>\n<\/div>\n<\/div>\n<h2>Slider to Bone Mapping<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Avastar maintains a built in mapping between sliders and affected bones. The mapping is hidden as a pull down list.<\/p>\n<p>The list is expanded\/collapsed by clicking the leftmost icon of a slider. The bone list contains<\/p>\n<ul>\n<li><span style=\"color: #ff6600;\">Green checkmark<\/span>: the Bone is not edited<\/li>\n<li>The Bone Name<\/li>\n<li><span style=\"color: #ff6600;\">&#8216;Trans&#8217;<\/span>: The slider moves the bone<\/li>\n<li><span style=\"color: #ff6600;\">&#8216;Scale&#8217;<\/span>: The slider scales the bone<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/06\/Image778.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5246\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/06\/Image778.png\" alt=\"\" width=\"316\" height=\"417\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/06\/Image778.png 316w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/06\/Image778-227x300.png 227w\" sizes=\"auto, (max-width: 316px) 100vw, 316px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>Note: The slider mapping is directly taken from the Avatar definition files. It is supposed to be an exact mapping.<\/p>\n<h2>Appearance Sliders and Custom Rigs<\/h2>\n<p>In general, the appearance sliders also work when the rig has been edited (when the Armature was modified in edit mode). However the sliders behave slightly different for bones which have been edited. Especially when sliders not only scale bones but also translate them (like for example the eye distance slider or the Shoulder distance slider) then as soon as the bones are edited, they only can be rotated and scaled. Any translation component is then suppressed!<\/p>\n<p>The Appearance Sliders in Avastar behave in the same way as they do in Second Life, but we have added a visual hint, that indicates when a slider affects one or more bones with custom joints&#8230;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Assume you have edited the Shoulder Bones and separated them a bit (see image). This means the Shoulder bones (actually mShoulderLeft\/Right to be precise) are now treated differently. And now all sliders which directly move the Shoulders will be colored in red.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image434.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2152 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image434.png\" alt=\"\" width=\"454\" height=\"277\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image434.png 454w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image434-300x183.png 300w\" sizes=\"auto, (max-width: 454px) 100vw, 454px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<h4>What is the meaning of red sliders?<\/h4>\n<p>One pretty obscure feature of the SL appearance slider system is that it distinguishes between bones with edited joints and bones without edited joints. As soon as a joint is edited, all sliders which directly affect the bone no longer apply bone translations to the bone. However Bone scaling remains intact even for edited Bones. Becasue of this feature we have marked all sliders with a red background when they affect bones with joint edits.<\/p>\n<p>In this example you see the red Shoulders slider indicating that it no longer translates the mShoulderLeft\/Right bones as before.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image433.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2153 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image433.png\" alt=\"\" width=\"208\" height=\"403\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image433.png 208w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image433-155x300.png 155w\" sizes=\"auto, (max-width: 208px) 100vw, 208px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2>Appearance Sliders and Shape Keys<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Avastar supports the usage of Shape keys with your custom rigs. However shape keys and Appearance sliders are somewhat intertwined. When your custom mesh has shape keys defined, then you occasionally need to update the Appearance sliders data.<\/p>\n<p>This is done with the operator <span style=\"color: #ff6600;\"><em>Sync with Shapekeys<\/em><\/span> in the Appearance Sliders panel.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image776.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-5027 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image776.png\" alt=\"\" width=\"203\" height=\"254\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>When to use the <em>Sync with Shapekeys<\/em><\/h3>\n<ul>\n<li>You changed the Appearance sliders while (after) you are editing a shape key<\/li>\n<li>You renamed your shape keys<\/li>\n<li>You modified the order of your shape keys<\/li>\n<\/ul>\n<p>Tip: Set the sliders to white stickman (the icon in the top of the Appearance slider panel) before editing shape keys<\/p>\n<h3>Caveat: (Important to know!)<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Whenever you edit a custom mesh, Avastar marks the mesh as modified and adds a <em><span style=\"color: #ff6600;\">Rebind all Meshes<\/span><\/em> button on top of the Appearance sliders panel. When you use Shape keys there is an unfortunate twist.<\/p>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Rebinding all meshes applies (bakes) your shape keys. So, if you want to keep the Shape keys, then you do not want to use the repair button! T<\/div><\/div>\n<p>his is also true for the Skinning panel where the <em>repair reference mesh<\/em> button shows up in red. We are aware of this inconsistency and try to make this more elegant.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image777.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-5028 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image777.png\" alt=\"\" width=\"207\" height=\"311\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image777.png 207w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/04\/Image777-200x300.png 200w\" sizes=\"auto, (max-width: 207px) 100vw, 207px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2>Working only with the SL Restshape<\/h2>\n<p>By default the Appearance sliders are enabled. This allows you to test the behavior of your meshes in regard to the Avatar Appearance sliders, before the meshes are even exported. However, sometimes a rig becomes so complicated and the creator decides that the usage of the Appearance sliders is actually not wanted. In this case Avastar allows you to disable the sliders by unchecking the check mark in the header of the Appearance panel.<\/p>\n<p><span style=\"color: #993300;\"><strong>Important:<\/strong> <\/span>When you want to disable the appearance sliders, then it is best to set the white stickman mode first. This makes sure that your rig matches the neutral skeleton. While this is not strictly necessary we still recommend that you enable the white Stickman shape prior to disabling the sliders. Then you can be sure that if you ever want to enable the sliders again, you will not suffer from unwanted stretching of the skeleton.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span9\">\n<h2>The Special Sections<\/h2>\n<\/div>\n<div class=\"rhcol span3\"><a class=\"mamap\" href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/map_appearance_sections.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/map_appearance_sections.png\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>We have added 4 extra sections (<em><strong><span style=\"color: #ff6600;\">Changed<\/span><\/strong><\/em>, <span style=\"color: #800000;\"><em><strong><span style=\"color: #ff6600;\">Fitted, Extended<\/span> <\/strong><\/em><\/span>and <em><strong><span style=\"color: #ff6600;\">Skeleton<\/span><\/strong><\/em>) which do not appear in the Second Life Shape editor:\n<ul>\n<li>The <span style=\"color: #ff6600;\"><em>Changed<\/em><\/span> section is empty by default and will be populated by the list of changed Shape sliders of your Avastar.<\/li>\n<li>The <span style=\"color: #ff6600;\"><em>Fitted<\/em><\/span> Section contains all Sliders which affect Fitted Mesh Bones (Collision Volume Bones).<\/li>\n<li>(new): The <span style=\"color: #ff6600;\"><em>Extended<\/em><\/span> section is the collection of sliders which affect the new Bento Bones.<\/li>\n<li>The <span style=\"color: #ff6600;\"><em>Skeleton<\/em><\/span> section (see image) contains all sliders which affect the bone length of the Avastar character.<\/li>\n<\/ul>\n<\/li>\n<li>On top of the list (in the Section Header) you see a Reset button. This button will reset all shape sliders of the current Section to its factory defaults.<\/li>\n<li>Each slider can be dragged, or you can click on it and then type in a number.<\/li>\n<li>If a slider has been changed then you see a reset icon right to the slider. Clicking on that icon resets the slider to its default value.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image211.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1503 alignleft\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image211.png\" alt=\"Image211\" width=\"233\" height=\"565\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image211.png 233w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image211-124x300.png 124w\" sizes=\"auto, (max-width: 233px) 100vw, 233px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<h4>Bake to Mesh:<\/h4>\n<p>This function makes all slider changes permanent for the active (and selected) Custom Mesh. Take care: This function deletes all Shape keys (should you have defined Some) and the Mesh gets permanently and irreversible changed!<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> This option is not available (greyed out) for the Avastar Meshes.<\/p>\n<\/div>\n<\/div>\n<h2>Special Feature: The Mesh deformer<\/h2>\n<p>The Mesh deformer is an old development that came about a couple of years ago, but the project has never gone public in Second Life. However we keep basic support for the Mesh deformer available, because other compatible online worlds might possibly support the Mesh deformer.<\/p>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'><strong><span style=\"color: #ff6600;\">Hint:<\/span><\/strong> If you plan to create Meshes compatible to the Mesh Deformer, then you will want to reset all bones in the <span style=\"color: #ff6600;\"><em>Skeleton Section<\/em> <\/span>to their default values (Reset Section to defaults).<\/div><\/div>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 2b (optional): Change Gender<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>You can change the Gender of the Avastar character as follows:<\/p>\n<ul>\n<li>Select the Avastar Armature<\/li>\n<li>Open the Data Properties Tab in the Properties window:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image010.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19799\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image010.png\" alt=\"Image010\" width=\"213\" height=\"319\" \/><\/a><\/li>\n<li>locate the Gender Selector and enable &#8220;Male&#8221;<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Your final result will look like this:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image011.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19800\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image011.png\" alt=\"Image011\" width=\"238\" height=\"279\" \/><\/a><\/p>\n<p><strong><span style=\"color: #99ccff;\">Note:<\/span> <\/strong>You can switch the Gender on and off as you like.<\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 3: Freeze your Shape<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<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\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 4: Join Parts (Optional)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3>Join Avatar Parts<\/h3>\n<\/div>\n<div class=\"span6 rhcol\"><div style=\"padding:70% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/93783930?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><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Joining parts of a mesh will make all parts belong to one single object.<\/p>\n<ul>\n<li>Select all objects that you want to join. Here i have selected the Head, the upper body and the lower body of a frozen version of the Avastar character:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19790\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\" alt=\"Image008\" width=\"284\" height=\"416\" \/><\/a><\/li>\n<\/ul>\n<p><strong><span style=\"color: #99ccff;\">Note:<\/span><\/strong> You can select multiple objects by holding the SHIFT key down while you right click on the parts which you want to select.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<ul>\n<li>Press CTRL +J to join the parts into one object<\/li>\n<\/ul>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">W<strong>hat you should know<\/strong><\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>You might have duplicate vertices especially along the seams of the meshes. You can remove these duplicates as follows:<\/p>\n<ul>\n<li>Go to Edit Mode<\/li>\n<li>Select all Vertices (press &#8220;A&#8221; once or twice)<\/li>\n<li>Press &#8220;W&#8221;<\/li>\n<li>Select the &#8220;Remove Doubles&#8221; function<\/li>\n<li>Go back to Object Mode<\/li>\n<\/ul>\n<\/div><\/div>\n<p>Your final result will look like this:<\/p>\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image009.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19794\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image009.png\" alt=\"Image009\" width=\"194\" height=\"273\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 5: Export the Mesh<\/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","protected":false},"excerpt":{"rendered":"<p>Purpose Sometimes you may want to modify the Avastar meshes to create slight modifications of the original SL character. to use the original as starting point for your own Model. to create static (posed but not rigged) versions of the Avastar meshes. The workflows below help you to Quickly create a Mesh based clone of [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":4558,"parent":811,"menu_order":2,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[7],"tags":[],"class_list":["post-856","page","type-page","status-publish","has-post-thumbnail","hentry","category-workflow"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/856","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=856"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/856\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/811"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media\/4558"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=856"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=856"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=856"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}