{"id":2619,"date":"2017-10-21T20:56:41","date_gmt":"2017-10-21T20:56:41","guid":{"rendered":"http:\/\/avastar.online\/?page_id=2619"},"modified":"2017-10-21T20:56:41","modified_gmt":"2017-10-21T20:56:41","slug":"bind-a-creature","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/292\/reference\/usermanual\/advanced\/bind-a-creature\/","title":{"rendered":"Bind a Creature"},"content":{"rendered":"<h1 style=\"text-align: left;\"><image src=\"\/avastar\/292\/wp-content\/uploads\/2019\/08\/approve_logo_wip.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> Bind a Creature<\/h1>\n<p style=\"text-align: center;\"><span style=\"font-size: 14pt;\">Note: You find the <a href=\"https:\/\/www.youtube.com\/watch?v=0Mh7Yxbbp_4\">Rigging a Horse<\/a> Video on Youtube.<\/span><\/p>\n<p style=\"text-align: center;\"><span style=\"font-size: 14pt;\">The Video was made with Avastar-1<br \/>\n<\/span><span style=\"font-size: 14pt;\">but is still mostly valid.<\/span><span style=\"color: #ab2e2e; font-size: 14pt;\"><br \/>\n<\/span><\/p>\n<p style=\"text-align: center;\"><div class=\"symple-box  blue center \" style=\"text-align:left;\"> \n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">About this Document...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p><span style=\"color: #ff6600;\"><strong>Content:<\/strong><\/span><\/p>\n<p><strong>Bind<\/strong> a Quadruped (Horse) to a prepared Rig<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><strong><span style=\"color: #ff6600;\">The Video:<\/span><\/strong><\/p>\n<p>Binding a Quadruped Mesh to a prepared Rig<\/p>\n<\/div>\n<\/div>\n<h3>What does Avastar provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Avastar basically supports the creation of animatable Models (Avatars&amp;attachments) and the creation of animations. Therefore the tool adds various functions and <span style=\"color: #ff6600;\">user interface elements<\/span> to Blender.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>The full functionality of Avastar can be a bit overwhelming on first sight. You should be prepared to spend some time and patience to get it all working nicely for your projects.<\/p>\n<\/div>\n<\/div>\n<h3>What does this Document provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>This document is a quick start into Armature Editing. In this section you will learn how to <span style=\"color: #ff6600;\"><em>prepare Avastar<\/em><\/span> for your work on non human meshes. We use a Horse as the modelling example.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>However this article only scratches the surface of Avastar&#8217;s feature set, so there is a lot more to detect and we invite you to make your own experiences as well.<\/p>\n<\/div>\n<\/div>\n<h2 style=\"text-align: center;\"><strong><div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We expect that you have basic knowledge about Blender.<\/div><\/div> <\/strong><\/h2>\n<p style=\"text-align: center;\"><\/div><\/div>\n<div class=\"row-fluid\">\n<div style=\"text-align: center;\" class=\"span12 rhcol\">\n<p>You may also want to take a look at our course:<\/p>\n<a href=\"http:\/\/blog.machinimatrix.org\/lesson\/nhr-1\/\" class=\"symple-button default gold   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Non Humanoid Rigging (Lesson 1 is free)<\/span><\/a>\n<\/div>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-0\"><\/i> Step 1: Preparations<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>This document is about binding a quadruped. We have chosen to use a spooky horse mesh (well, actually a skeleton) from <a href=\"https:\/\/www.blendswap.com\/blends\/view\/71668\">neurocase at blendswap<\/a> You can decide to use it right away or just follow this document by using any other quadruped you like. There shouldn&#8217;t be much variation in how to proceed.<\/p>\n<p>And now lets dive into the fun part&#8230;<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2631\" style=\"width: 376px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2015\/10\/Image533.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2631\" class=\"wp-image-2631 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2015\/10\/Image533.png\" alt=\"\" width=\"366\" height=\"280\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2015\/10\/Image533.png 366w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2015\/10\/Image533-300x230.png 300w\" sizes=\"auto, (max-width: 366px) 100vw, 366px\" \/><\/a><p id=\"caption-attachment-2631\" class=\"wp-caption-text\">More about the creator at <a href=\"http:\/\/www.dazpetty.com\">www.dazpetty.com<\/a><\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>We need to take care to start with a clean mesh model. Follow this checklist:<\/p>\n<ul>\n<li>If the model is rigged to its own rig,<br \/>\nthen unparent it and remove the other rig.<\/li>\n<li>Take care that the model matches your Rig<br \/>\nin size and orientation as good as possible<\/li>\n<li>Apply Rotation and Scale to the model<br \/>\nbefore you bind it.<\/li>\n<li>Consider to join parts of the model especially<br \/>\nwhen the original was made of many pieces.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2642\" style=\"width: 492px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image536.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2642\" class=\"wp-image-2642 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image536.png\" alt=\"\" width=\"482\" height=\"325\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image536.png 482w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image536-300x202.png 300w\" sizes=\"auto, (max-width: 482px) 100vw, 482px\" \/><\/a><p id=\"caption-attachment-2642\" class=\"wp-caption-text\">Our Skeleton &#8211; Dressed up for rigging<\/p><\/div>\n<\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Take care to use a low polygon model. or decimate your model before you bind it. 7000-15000 triangles for a complete character are a reasonable size.<\/div><\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 2: Adjust the Rig<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the previous document we have created the Quadruped rig. Lets now bring the model and the rig together:<\/p>\n<ul>\n<li>Open the blend file that contains your model<\/li>\n<li>File -&gt; Append &#8230;your rig&#8230; Object &#8211; Quadruped Rig<\/li>\n<\/ul>\n<p>You will end up with something like in the image aside.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image538.png\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2650 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image538.png\" alt=\"\" width=\"623\" height=\"367\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image538.png 623w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image538-300x177.png 300w\" sizes=\"auto, (max-width: 623px) 100vw, 623px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select the Mesh in Object mode<\/li>\n<li>Adjust the mesh size and location to the rig proportions<\/li>\n<li>Apply Scale &amp; Rotation to the Mesh<\/li>\n<\/ul>\n<p><span style=\"color: #ff6600;\">Tip:<\/span> It is important to Apply Scale &amp; Rotation before you bind. Otherwise you may get surprises.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image539.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2651\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image539.png\" alt=\"\" width=\"486\" height=\"282\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image539.png 486w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image539-300x174.png 300w\" sizes=\"auto, (max-width: 486px) 100vw, 486px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Open the Armature in Edit mode and drag the bones around to match the mesh. This should be an easy step for you now because the Rig is already well prepared and you only need to drag the bones a bit into place.<\/p>\n<p>If your guideline Mesh is the same as the mesh that you going to bind, then you probably just can advance to the next Step.<\/p>\n<p>Note: I have rearranged the head part a bit, see where Head and Skull are now located to get one more joint on the long neck part.<\/p>\n<p>Attention, Spoiler alarm: We will have some fun with the head soon \ud83d\ude42<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_2652\" style=\"width: 769px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image540.png\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2652\" class=\"wp-image-2652 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image540.png\" alt=\"\" width=\"759\" height=\"481\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image540.png 759w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image540-300x190.png 300w\" sizes=\"auto, (max-width: 759px) 100vw, 759px\" \/><\/a><p id=\"caption-attachment-2652\" class=\"wp-caption-text\">Rig and Mesh after dragging the bones<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>When you are satisfied with your rig edits, then store joint edits as you did when preparing the Rig in the previous document. Then switch to Pose mode. And see if the rig works for you.<\/p>\n<p>In the image i marked two spots where you likely will get some more serious issues with the Rig. We have to fix that before we actually start our binding.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Store joint edits can be automated...<\/h3><div class=\"symple-toggle-container symple-clearfix\">Starting from Avastar-2.1.2 it will become possible to automate the Store Joint Edits function. This will become controllable from within the Addon Preferences (The Auto Slider Update option)<\/div><\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image541.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2655 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image541.png\" alt=\"\" width=\"397\" height=\"279\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image541.png 397w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image541-300x211.png 300w\" sizes=\"auto, (max-width: 397px) 100vw, 397px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The first evil spot is the Head. There we see the eyes move in a very strange way. This is because the eyes are children of the head bone.<\/p>\n<p>But we have used the Head bone for the neck of our creature. So things go very wrong now when we move the head around.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_2661\" style=\"width: 455px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image545.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2661\" class=\"wp-image-2661 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image545.png\" alt=\"\" width=\"445\" height=\"292\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image545.png 445w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image545-300x197.png 300w\" sizes=\"auto, (max-width: 445px) 100vw, 445px\" \/><\/a><p id=\"caption-attachment-2661\" class=\"wp-caption-text\">Eyes are children of Head, they don&#8217;t move with the skull.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The fix is actually super easy. We only need to reparent the green eye bones from the <strong><em><span style=\"color: #339966;\">Head<\/span><\/em><\/strong> to the <em><strong><span style=\"color: #339966;\">Skull<\/span><\/strong><\/em>. And while we are at it we also reparent the <em><strong><span style=\"color: #339966;\">EyeTarget<\/span><\/strong><\/em> bone from the Head to the Skull.<\/p>\n<p>&nbsp;<\/p>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Important: You must switch the Armature to Edit mode before you can reparent the bones!<\/div><\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image546.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2662\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image546.png\" alt=\"\" width=\"247\" height=\"288\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Why can the parenting be changed here?<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>You might have been instructed all the time that you can not reparent the Bones of the Secondlife Rig. And that is absolutely true!<\/p>\n<p>But the green animation bones are no Secondlife Bones. They are just there for Animation. And their parenting can indeed be changed.<\/p>\n<p>In our case we just reparent the EyeLeft and EyeRight from the Head to the Skull. But we do not(!) touch the related mBones. The mBones will follow the animation bones and when you make animations for your rig, Avastar will handle the transformation from the animation of the green bones to SL compatible animations of the blue bones.<\/p>\n<p>You don&#8217;t get it right away? well yes, it is not easy to understand. But think of it like so:<\/p>\n<ul>\n<li>Green bones: Blender animation bones<\/li>\n<li>Blue Bones: Secondlife Animation Bones<\/li>\n<li>Avastar: converts this stuff for you<\/li>\n<\/ul>\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>After we have made the changes in the parenting of the green animation bones, the rig now behaves correct. You also can see from the relation lines that now the Eyes and the EyeTarget are children of the Skull:<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image546-1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2664\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image546-1.png\" alt=\"\" width=\"247\" height=\"288\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 2: Now lets Bind the Mesh<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select the Mesh in Object Mode<\/li>\n<li>SHIFT Select the Rig<\/li>\n<li>In the SkinningTools enable the Weight option With Bones<\/li>\n<li>Now Bind to Armature<\/li>\n<\/ul>\n<p>Now test how the mesh reacts to the animation bones&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image548.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2669\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image548.png\" alt=\"\" width=\"237\" height=\"170\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-2\"><\/i> Step 3: Fix SL weight limits<\/h2>\n<p>when you use the automatic weight from Bones method then Blender tries to find an optimal weighting. However it does not care much about the number of weights it assigns to each bone. This is not a bug but a consequence of how the weights are actually calculated.<\/p>\n<h4>How to check weight limits<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You can check if your weighted mesh complies to the SL limits:<\/p>\n<ul>\n<li>Select your Mesh<\/li>\n<li>In the Avastar Tool tab open the Tool Box panel<\/li>\n<li>Call the &gt; Weight limit Operator<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image628.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-3604\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image628.png\" alt=\"\" width=\"222\" height=\"279\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<p>The operator reports back in the Top Blender Bar if it found vertices with more than 4 weights as shown in the image below:<a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image629.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-3609 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image629.png\" alt=\"\" width=\"585\" height=\"76\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image629.png 585w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image629-300x39.png 300w\" sizes=\"auto, (max-width: 585px) 100vw, 585px\" \/><\/a><\/p>\n<p>Also all troublesome vertices are selected in edit mode.<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Why is this important? well, in Secondlife (and many other virtual worlds) there is a limit of 4 weights per vertex. Fortunately you can fix this easily:<\/div><\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image630.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-3608 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image630.png\" alt=\"\" width=\"386\" height=\"300\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image630.png 386w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image630-300x233.png 300w\" sizes=\"auto, (max-width: 386px) 100vw, 386px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>How to fix weight Limits<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Make sure you select your mesh in Edit mode<\/li>\n<li>Open the Weight Tools panel from within Blender&#8217;s Tools tab bar<\/li>\n<li>Call the Limit Total Operator (see image)<\/li>\n<li>In the operator redo panel make sure the Limit is set to 4 (see image)<\/li>\n<\/ul>\n<p><span style=\"color: #ff6600;\"><strong>However<\/strong><\/span> you must check if your weighting still works! You might need to tweak the weight values a bit. Again: This is just how it is, this is not a bug.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image627.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-3603\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image627.png\" alt=\"\" width=\"240\" height=\"416\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image627.png 240w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/05\/Image627-173x300.png 173w\" sizes=\"auto, (max-width: 240px) 100vw, 240px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-3\"><\/i> Step 4: Fix weight issues with the Pelvis area<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<p>You see the pivot point for the Hip Bones is wrong. The problem here are the HipLink Bones. We placed these bones as if they where regular Deform Bone. But they are structure bones which do not exist in Secondlife and which do not carry weights.<\/p>\n<p>The Automatic Weight from Bones decided to only use the mHip bones here, But this results in slightly wrong movement:<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image549.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2672\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image549.png\" alt=\"\" width=\"483\" height=\"330\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image549.png 483w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image549-300x205.png 300w\" sizes=\"auto, (max-width: 483px) 100vw, 483px\" \/><\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image550.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2671\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image550.png\" alt=\"\" width=\"483\" height=\"330\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image550.png 483w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image550-300x205.png 300w\" sizes=\"auto, (max-width: 483px) 100vw, 483px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The easy fix is to manually weight the upper part of this area to the mPelvis (marked in red) while we weight the lower part to mHipRight and mHipLeft (marked in green)<\/p>\n<p>In theory you also could modify the Rig structure itself. WE can not give a good recommendation, except:<\/p>\n<p style=\"text-align: center;\"><span style=\"color: #993300;\"><em>Try and choose what works best for your needs.<\/em><\/span><\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image544.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2660\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image544.png\" alt=\"\" width=\"220\" height=\"321\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image544.png 220w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image544-206x300.png 206w\" sizes=\"auto, (max-width: 220px) 100vw, 220px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Now the red part of the Hip Bones no longer rotates when you move the Skeleton up\/down, While the lower (green) part still rotates together with the Hip Bones. I think this is more of how it should be.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image551.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2673\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image551.png\" alt=\"\" width=\"483\" height=\"330\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image551.png 483w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2017\/10\/Image551-300x205.png 300w\" sizes=\"auto, (max-width: 483px) 100vw, 483px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>So&#8230; that&#8217;s it basically.<\/p>\n<p>Questions ? Trouble? Suggestions? Please comment or talk to me in SL.<\/p>\n<p>cheers,<br \/>\nGaia<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bind a Creature Note: You find the Rigging a Horse Video on Youtube. The Video was made with Avastar-1 but is still mostly valid. Step 1: Preparations This document is about binding a quadruped. We have chosen to use a spooky horse mesh (well, actually a skeleton) from neurocase at blendswap You can decide to [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":2631,"parent":3922,"menu_order":110,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[8],"tags":[],"class_list":["post-2619","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/2619","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/comments?post=2619"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/2619\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/3922"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/media\/2631"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/media?parent=2619"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/categories?post=2619"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/tags?post=2619"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}