{"id":422,"date":"2015-10-12T19:57:02","date_gmt":"2015-10-12T19:57:02","guid":{"rendered":"http:\/\/avastar.online\/?page_id=422"},"modified":"2015-10-12T19:57:02","modified_gmt":"2015-10-12T19:57:02","slug":"my-first-animation","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/292\/reference\/usermanual\/my-first-animation\/","title":{"rendered":"Animating"},"content":{"rendered":"<h2><image src=\"\/avastar\/292\/wp-content\/uploads\/2019\/08\/approve_logo_280.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image> My first Animation<\/h2>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-10323\" title=\"splash\" src=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/splash.png\" alt=\"\" width=\"320\" height=\"200\" \/><\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>This document is about how to create your first Animation using Avastar. For the begin we will create a three frame animation. This is just to get you started. As your experience grows you will learn much faster ways to pose and animate your character. <strong><br \/>\n<\/strong><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>I assume you have already installed Avastar. And i assume you have some experience with Blender. <strong><br \/>\n<\/strong><\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p style=\"text-align: center;\"><a href=\"\/reference\/3d-newbies\/\" class=\"symple-button default blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Get me to the Newbie page<\/span><\/a>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<strong><span style=\"color: #ff6600;\">Notice:<\/span> <\/strong>Avastar supports .bvh and .anim format. Both formats are fully supported by Secondlife and compatible target worlds.<br \/>\n<\/div>\n<h3>Preparations<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">How to add a new Avastar Character - Read more...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>Adding a new Avastar<\/h3>\n<p>You can add a new Avastar Character only when Blender is in Object mode. You navigate to the Add -&gt; Avastar menu and select from one of the rig types:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6208 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940.png\" alt=\"\" width=\"555\" height=\"555\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940.png 555w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940-300x300.png 300w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940-150x150.png 150w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image940-440x440.png 440w\" sizes=\"auto, (max-width: 555px) 100vw, 555px\" \/><\/a><\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6210 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941.png\" alt=\"\" width=\"555\" height=\"555\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941.png 555w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941-300x300.png 300w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941-150x150.png 150w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image941-440x440.png 440w\" sizes=\"auto, (max-width: 555px) 100vw, 555px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<ul>\n<li>The<strong><span style=\"color: #ff6600;\"> Complete<\/span><\/strong> variant is the full Avatar with all Bones including the Classic bones, the Bento Bones and the Fitted mesh Bones and a few more bones for various purposes (IK, structure, Animation, &#8230;)<\/li>\n<li>The <strong><span style=\"color: #ff6600;\">Skeleton<\/span><\/strong> Variant only loads a Skeleton without Meshes. this is useful for example when you want to make a creature Rig where you do not need the Avatar meshes at all.<\/li>\n<li>Note for long time Avastar users: You can add back the old variants in the <a href=\"\/help\/n-panel\/sections\/workflows\/addon-settings\/\">Avastar Preferences window<\/a><\/li>\n<\/ul>\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 span11\">\n<p>Now we switch to Blender&#8217;s default <em>Animation screen<\/em>. You do this from the Top menu Bar.<\/p>\n<p><strong>Note: <\/strong>Of course you can switch to whichever screen you prefer instead. But note that you will want access to the <em>Timeline<\/em>, the <em>3D View<\/em>, the <em>Dope Sheet<\/em> and the <em>Properties Editor<\/em>.<\/p>\n<\/div>\n<div class=\"rhcol span1\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2020\/12\/Image960.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2020\/12\/Image960.png\" \/><\/a>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Details about the Animation environment<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Here is an overview of Blender&#8217;s default animation screen. You see the sections:<\/p>\n<ul>\n<li>Camera Viewport<\/li>\n<li>3D Viewport<\/li>\n<li>Outliner<\/li>\n<li>Properties editor<\/li>\n<li>Dope Sheet<\/li>\n<li>Timeline<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span4\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6257 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961.png\" alt=\"\" width=\"1280\" height=\"720\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961.png 1280w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961-300x169.png 300w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961-1024x576.png 1024w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961-768x432.png 768w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image961-1080x608.png 1080w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/a><\/p>\n<\/div>\n<div class=\"rhcol span1\"><a class=\"mamap\" href=\"\/wp-content\/uploads\/2020\/12\/Image961.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2020\/12\/Image961.png\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the Dope Sheet switch the Mode from <em><span style=\"color: #ff6600;\">Dope Sheet<\/span> to <\/em><span style=\"color: #ff6600;\"><em>Action Editor<\/em><\/span> within the pop up menu in the header.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Hint: <\/strong><\/span>If the Dope Sheet Pop Up menu does not show, then move the mouse over the menu bar of the <em><span style=\"color: #ff6600;\">Dope Sheet<\/span> <\/em>window, then press middle mouse button and while keeping the MMB pressed, drag to the left side.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image962.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6258\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image962.png\" alt=\"\" width=\"274\" height=\"254\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the <em>Action Editor mode<\/em> you can create new Actions. You find the corresponding pop-up menu in the Dope sheet menu bar:<\/p>\n<p>Press the white plus sign to get a new action and name it &#8220;FirstAnimation&#8221;.<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image963.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6259\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image963.png\" alt=\"\" width=\"333\" height=\"155\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image963.png 333w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image963-300x140.png 300w\" sizes=\"auto, (max-width: 333px) 100vw, 333px\" \/><\/a><\/strong><\/span><\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\"><strong>Remind:<\/strong><\/span> If you do not find the Actions menu on your screen, then MMB -&gt; drag to the left (as described above)<br \/>\n<span style=\"color: #ff6600;\"><strong>Hint:<\/strong> <\/span>you can edit the action name right inside the pop-up menu.<\/p>\n<\/div><\/div>\n<h3>Adjust the Dopesheet (and timeline)<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>On the <em>Dopesheet <\/em>move the first frame of your animation to zero. You can do that either by dragging the blue progress indicator until the position indicator displays &#8220;0&#8221;, or by immediately typing &#8220;0&#8221; into the position indicator as marked on the image below.<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> Use the scroll wheel on your mouse to zoom the window in and out and the middle mouse button (or hold down <em>Alt<\/em>) to pan.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><span style=\"color: #ff6600;\"><strong><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image964.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6260\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image964.png\" alt=\"\" width=\"588\" height=\"251\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image964.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image964-300x128.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/strong><\/span><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h3>Create the Start frame<\/h3>\n<p>I assume that you are still in Object mode now. In the <em>3D Viewport<\/em> make sure that you selected the armature by left-click on one of the rings surrounding the avatar. The rings should now display in bright orange.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">Then switch to <em><span style=\"color: #ff6600;\">Pose Mode<\/span><\/em>. Now all Skeleton handles appear in a green color. You can select any of these handles and move them and rotate them as you like. although&#8230;<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image965.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6262 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image965.png\" alt=\"\" width=\"588\" height=\"251\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image965.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image965-300x128.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>&#8230; while playing with the Pose you will note that we have placed a few constraints to the various parts of the skeleton. We did this mainly to keep you from ripping the character into pieces by dragging the bones to unrealistic positions. The maximum rotation is shown by default when you select a pose bone. The shallow surface indicates where the bone tip (tail) can be placed (see image)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image966.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6264\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image966.png\" alt=\"\" width=\"588\" height=\"365\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image966.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image966-300x186.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h4>Note on Rotation<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The easiest way to rotate the bones is to use the rotation manipulator controls. For your first steps you may want to select the curve segment in the 3D Manipulator widget so Blender will show the rotation manipulators when you select a bone:<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image967.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6265\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image967.png\" alt=\"\" width=\"588\" height=\"391\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image967.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image967-300x199.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You may want to use the Rotation mode &#8220;Normal&#8221;. I found this the most convenient mode when working with the mouse.<\/p>\n<p>As you get more experienced with Blender you will use keyboard shortcuts more and more. Maybe you will even skip the 3D Manipulator after a while when you realize how efficient the usage of shortcuts actually is.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image968.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6266\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image968.png\" alt=\"\" width=\"588\" height=\"391\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image968.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image968-300x199.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You might find the 3D viewport is now a bit overcrowded. I found it actually easier to not see the bone limitations while posing. Blender can hide those indicators.<\/p>\n<p>Note: We have added this switch also to the Avastar Rig Display Panel just for convenience (the button is named <em><span style=\"color: #ff6600;\">Limit<\/span><\/em> in our panel, but it actually does the same as the <em><span style=\"color: #ff6600;\">Relationship lines<\/span><\/em> button. See in the next section <em>More Animation Details<\/em>&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image969.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6267\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image969.png\" alt=\"\" width=\"588\" height=\"391\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image969.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image969-300x199.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h4>More Animation details<\/h4>\n<p>We recommend you skip this chapter when you came here for the first time and when you just want to get your first animation to work. Of course you later can get back here for further reading.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about Rig Display Properties<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You have full control over which parts of the Rig get displayed at a given time. You find the <em><span style=\"color: #ff6600;\">Rig Display Panel<\/span><\/em> in the <em><span style=\"color: #ff6600;\">Properties panel<\/span><\/em> (N-Panel) within the 3D Viewport. If you do not see the N-Panel, then move the mouse into the 3D Viewport and press &#8216;N&#8217;.<\/p>\n<p><strong><span style=\"color: #3366ff;\">BTW:<\/span> <\/strong>I have indicated where you can disable the Relationship Lines as we did above. The <em><span style=\"color: #ff6600;\">Limit<\/span><\/em> button is a convenience addition, we found it was a lot easier compared to the Blender way.\u00a0 But you decide what you find best for you.Below you find a more comprehensive documentation of the Rig Display Panel.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image970.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6268\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image970.png\" alt=\"\" width=\"588\" height=\"471\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image970.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image970-300x240.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Lets make one final adjustment for now, that is: we do not yet work with face and hands, so we can safely hide those parts of the rig (check in the image aside), it is self explaining&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image971.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6270\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image971.png\" alt=\"\" width=\"588\" height=\"471\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image971.png 588w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image971-300x240.png 300w\" sizes=\"auto, (max-width: 588px) 100vw, 588px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Rig Display<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig Display panel gives you full control over which parts of the Rig can be seen at a given time. By default only the Control bones are visible. But sometimes it is desirable to hide or unhide parts of the Rig.<\/p>\n<p>Furthermore the control bones (green) use custom shapes by default. That is, they are formed as rings which are placed around the Avastar body. The benefit of the custom shapes is that they can be selected easier. But sometimes it is desired to switch from Custom shapes back to Blender&#8217;s default shapes (Sticks or Octahedrons).<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_5550\" style=\"width: 551px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-810.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-5550\" class=\"wp-image-5550 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-810.png\" alt=\"\" width=\"541\" height=\"457\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-810.png 541w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-810-300x253.png 300w\" sizes=\"auto, (max-width: 541px) 100vw, 541px\" \/><\/a><p id=\"caption-attachment-5550\" class=\"wp-caption-text\">Character in the Background: Bones as Sticks<br \/>Character in the Foreground: Bones with custom Shapes<\/p><\/div>\n<\/div>\n<\/div>\n<h3>Panel Overview<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig Display panel basically contains a collection of properties which also are available at other regions in Blender. But having them all in one place is a time saver. The Rig Display panel has 6 major sections:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Display style.<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Bone Visibility.<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Animation Bone Groups (expanded by default)<br \/>\n<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">IK Bone Groups (collapsed by default)<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Deform Bone Groups (collapsed by default)<br \/>\n<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Active Deform Bones (collapsed by default)<br \/>\n<\/span><\/em><\/li>\n<li><span style=\"color: #ff6600;\"><em><span style=\"color: #ff6600;\">Special Bone Groups (collapsed by default)<\/span><br \/>\n<\/em><\/span><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-373.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-7727 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-373.png\" alt=\"\" width=\"419\" height=\"506\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-373.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-373-248x300.png 248w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/div>\n<\/div>\n<h3>Bone Display Style<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The first row of buttons changes the bone shape. You can select between the <em><span style=\"color: #ff6600;\">Octahedral<\/span><\/em> Style and the <em><span style=\"color: #ff6600;\">Stick<\/span><\/em> Style.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> In the Armature Data Panel (Properties Window) you have 3 more options for setting the Rig display style<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-374.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5553 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-374.png\" alt=\"\" width=\"344\" height=\"130\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-374.png 344w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-374-300x113.png 300w\" sizes=\"auto, (max-width: 344px) 100vw, 344px\" \/><\/a><\/div>\n<\/div>\n<p>In the Second Row of the section we find 4 properties:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">In front:<\/span><\/em> To display bones even when they are occluded (hidden) by the mesh.<\/li>\n<li><em><span style=\"color: #ff6600;\">Shape:<\/span><\/em> To enable the usage of Custom shapes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Limit:<\/span><\/em> To display the bone movement ranges.<\/li>\n<li><em><span style=\"color: #ff6600;\">Edges:<\/span><\/em> Show edges in object mode (only displayed if active Object is a Mesh)<\/li>\n<\/ul>\n<h3>Bone Visibility<\/h3>\n<p>In the Bone Visibility panel you can hide\/unhide various bone sets. The panel is subdivided into 4 major groups as follows&#8230;<\/p>\n<h4 style=\"text-align: left;\">Animation Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><span style=\"color: #008000;\"><em>Origin:<\/em><\/span> The Root bone of the Armature (use only for placing the armature in the scene)<\/li>\n<li><span style=\"color: #ff6600;\"><em><span style=\"color: #008000;\">Torso, Arms, legs, <span style=\"color: #800080;\">Hands<\/span><\/span>:<\/em><\/span> Main Body Bones<\/li>\n<li><em><span style=\"color: #800080;\">Hinds:<\/span><\/em> Additional Bento bones for Quadrupeds<\/li>\n<li><em><span style=\"color: #800080;\">Face, Wings, Spine(*), Tail , Groin:<\/span><\/em> More Bento bone sections<\/li>\n<li><em><span style=\"color: #ff6600;\"><span style=\"color: #008000;\">Eye Focus,<\/span> <span style=\"color: #800080;\">Alt Eye Focus:<\/span><\/span><\/em> Special bones used as Focus point for the eyes. The Alt Eye Focus is for the Bento Face (Alt Eye Bones)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\" style=\"text-align: left;\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-375.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-7728 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-375.png\" alt=\"\" width=\"419\" height=\"176\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-375.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image-375-300x126.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Spine<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Spine is made of 4 Bones which are by default folded in such a way that they do not disturb the behavior of the System Character<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-382.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5555 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-382.png\" alt=\"\" width=\"344\" height=\"334\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-382.png 344w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-382-300x291.png 300w\" sizes=\"auto, (max-width: 344px) 100vw, 344px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the image aside the upper Spine bones (Spine3 and Spine4) and the lower Spine bones (Spine1 and Spine2) have been unfolded and are marked in dark green. You see how they are embedded between the Pelvis, Torso and Chest.<\/p>\n<p>Note: You can fold\/unfold the spine from within the <a href=\"\/help\/n-panel\/toolshelf\/rig-config\/\">Rig Config panel<\/a><\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-383.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-5559 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-383.png\" alt=\"\" width=\"289\" height=\"399\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-383.png 289w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-383-217x300.png 217w\" sizes=\"auto, (max-width: 289px) 100vw, 289px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n\n<h4>IK Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>These buttons control which of the IK Bones (yellow) are visible<\/p>\n<ul>\n<li><em>IK Fingers (Simple, Constrained, Hand Grab) <\/em><\/li>\n<li><em>IK Arms<\/em><\/li>\n<li><em>IK Legs<\/em><\/li>\n<li><em>IK Limbs<\/em><\/li>\n<li><em>IK Face<\/em><\/li>\n<\/ul>\n<p>The circles on the right side indicate if the IK bones are disabled (circle) or enabled (filled circle)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image1486.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-7729\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image1486.png\" alt=\"\" width=\"419\" height=\"275\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image1486.png 419w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2021\/02\/Image1486-300x197.png 300w\" sizes=\"auto, (max-width: 419px) 100vw, 419px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong>Note:<\/strong> <\/span>The Magnet icon right to the IK Fingers applies the current visual pose to the FK Bones.<\/p>\n<p>Option &#8211; Auto Align :<\/p>\n<ul>\n<li>When you switch on IK, then the IK Bones are aligned to the current FK Bone setting.<\/li>\n<li>When you disable IK, then the FK Bones are aligned to the current IK Bone setting.<\/li>\n<\/ul>\n<h4>Deform Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Display all bones which have the Deform Option enabled. The content of this set can change dynamically (see fitted Mesh)<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">SL Base:<\/span><\/em> to display the SL Bones (Blue)<\/li>\n<li><em><span style=\"color: #ff6600;\">Volume:<\/span><\/em> to display the Volume Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">The others:<\/span><\/em> Bento Bone Groups<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-376.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5562 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-376.png\" alt=\"\" width=\"289\" height=\"118\" \/><\/a><\/div>\n<\/div>\n<div class=\"rhcol span7\">\n<h4 style=\"text-align: left;\">Active Deform Bones<\/h4>\n<p style=\"text-align: left;\">The Active Deform Bones are Bones which have the &#8220;Deform Flag&#8221; set. Only Active deform Bones can modify the mesh (via skeletal animation) when they have an associated Weightmap.<\/p>\n<p style=\"text-align: left;\">The Active Deform Bones can be filtered by 5 categories:<\/p>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> The 26 Animation Bones for SL<\/li>\n<li><em><span style=\"color: #ff6600;\">Ext:<\/span> <\/em>Bento Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Vol:<\/span><\/em> The Collision Volume Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Joint: <\/span><\/em>Bones that have modified Joints (Joint Edits)<\/li>\n<li><em><span style=\"color: #ff6600;\">Map:<\/span><\/em> All deform bones which also have Weightmaps (only shown when a mesh is selected)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-377.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5563 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-377.png\" alt=\"\" width=\"289\" height=\"74\" \/><\/a><\/div>\n<\/div>\n<h4>Special Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Extra:<\/span><\/em> There are a few Extra bones which usually are not used for Animation in SL. These bones are either not weighted to the default Avatar (Skull, Foot Bones and Toe Bones) or are automatically animated (Eye Bones). However you can use these Bones in your animations for custom meshes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Attachment:<\/span><\/em> to display the Attachment Bones (red)<\/li>\n<li><em><span style=\"color: #ff6600;\">Structure:<\/span><\/em> to display the Structure bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-378.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5564 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2019\/10\/Image-378.png\" alt=\"\" width=\"289\" height=\"101\" \/><\/a><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Skeleton<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>As explained above we can now move and rotate the skeleton as we like. We see that the mesh moves along with the bone movements and we will finally end with our initial start pose on frame zero of the animation (where you want the bones for the start pose) Remind that we are only moving and rotating the green skeleton handles for now.<\/p>\n<div class=\"rhcol span5\">\n<h4>Animation Bones<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>All the green skeleton handles are the <em><span style=\"color: #ff6600;\">Animation Bones<\/span><\/em> and act as FK (forward-kinematic) controls. Those are the bones you use for posing and animating.<\/p>\n<p>Some of the Animation Bones have been given circular shapes so they lie outside the avatar and are less visually distracting from the meshes. When a bone displays in light green then it is selected and will react on your move, scale and rotate commands. You can select single bones by left-Click, or add bones to the selection by SHIFT left-click.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_18868\" style=\"width: 533px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-0021.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-18868\" class=\"wp-image-18868\" src=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-0021.png\" alt=\"img-1-002\" width=\"523\" height=\"651\" \/><\/a><p id=\"caption-attachment-18868\" class=\"wp-caption-text\">The Control Bones (and the IK Bones) are used for Animation.<\/p><\/div>\n<\/div>\n<\/div>\n<p>The Avastar Skeleton has 2 more Control Bones with very special properties:<\/p>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h4>The COG<\/h4>\n<p>Center of Gravity bone. Use this bone to set the location and rotation of the character. Avastar adds the COG bone movements to your animation. the COG movements are later mapped to the mPelvis bone of the target skeleton.<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<h4>The Origin<\/h4>\n<p>All movements are relative to the Origin bone. In other words: Moving the Origin bone around will not affect the exported animation in any way. If you are doing multiple character animations you can use the Origin to set their locations to where you later want to position your pose balls. Once you are happy with the location hide the Origin (See Rig Display panel).<\/p>\n<\/div>\n<\/div>\n<h4>SL Base Bones &amp; Collision Volumes<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Besides the (green) <em><span style=\"color: #ff6600;\">SL Control Bones<\/span><\/em> we find many other bones in the Avastar Rig. We especially have three subsets of bones named the <span style=\"color: #0000ff;\">(blue) <\/span><em><span style=\"color: #ff6600;\">SL Base Bones, <\/span><\/em>the <span style=\"color: #800080;\">(purple)<\/span> <em><span style=\"color: #ff6600;\">SL Extended Bones<\/span><\/em> (also named Bento bones) and the<span style=\"color: #ff6600;\"> (orange)<\/span> <em><span style=\"color: #ff6600;\">Collision Volume Bones<\/span><\/em>.<\/p>\n<p>These three subsets of Bones are only used for weighting (skinning) your character or attachment. But they should <strong><span style=\"color: #ff0000;\">never(!)<\/span><\/strong> be used for animating your character.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_24894\" style=\"width: 338px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/01\/2-2.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-24894\" class=\"wp-image-24894 size-full\" src=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/01\/2-2.png\" alt=\"2-2\" width=\"328\" height=\"439\" \/><\/a><p id=\"caption-attachment-24894\" class=\"wp-caption-text\">Never directly use the SL Base Bones and the Collision Volumes for animating! You create Animations only with the green Control Bones and the IK Bones.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"rhcol span7\">\n<h4>Mandatory rules (To pin down on your desktop)<\/h4>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<ul>\n<li>Weight only the <strong><span style=\"color: #0000ff;\">blue SL Bones<\/span><\/strong>, the <strong><span style=\"color: #800080;\">Purple SL Extended Bones<\/span><\/strong> and the <strong><span style=\"color: #ff9900;\">orange Volume Bones<\/span><\/strong>.<\/li>\n<li>Animate only the <strong><span style=\"color: #339966;\">green Animation Bones<\/span><\/strong> (and possibly the yellow IK Bones).<\/li>\n<li>Never add weight to the green Animation Bones.<\/li>\n<li>Never use the blue\/purple\/orange Bones for animating.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<\/div><\/div>\n<h3>Store the Intro Pose manually<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Once you are happy with your first frame posture you need to store your pose into an animation (or action). In animator terms this is named &#8220;adding keyframes&#8221; for all posed bones.\u00a0 Blender provides a range of tools for doing this.<\/p>\n<p>The basic albeit not the easiest method is to select all the posed bones, then press <span style=\"color: #ff6600;\"><strong>i<\/strong> <\/span>to insert a new key frame, and from the popup box select &#8220;<em><span style=\"color: #ff6600;\">Rotation<\/span><\/em>&#8221; (see image).<\/p>\n<p>Note: Almost always you need to set only Rotation key frames. The exception is if you are moving the COG or IK control bones, in which case you should set the location too by choosing &#8220;<span style=\"color: #ff6600;\"><em>Location<\/em> &amp; Rotation<\/span>&#8220;.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image972.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6276 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image972.png\" alt=\"\" width=\"415\" height=\"516\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image972.png 415w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image972-241x300.png 241w\" sizes=\"auto, (max-width: 415px) 100vw, 415px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<div class=\"symple-box  red center \" style=\"text-align:left;\"> \n<p><span style=\"color: #ff0000;\"><strong>Very Important:<\/strong> <\/span>Never use the Keyframe option <em><span style=\"color: #ff6600;\">Whole Character<\/span><\/em>! This option would insert keyframes for all 139 bones (visible and invisible). The Avastar Animation exporter will complain about <span style=\"color: #ff6600;\"><em>too many bones in Animation.<\/em><\/span><br \/>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note for Experts:<\/span><\/strong> You do <em>not<\/em> need to create a starting T-pose. The .anim format doesn&#8217;t need it and Avastar automatically inserts the required reference frame for the BVH format.<\/p>\n<\/div>\n<\/div>\n<h3>Store with the Auto Keying Tool<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The above described keying method works. But there is one issue with that: How can you know which bones you have posed? Basically you need to remember this on your own.<\/p>\n<p>But this is not very convenient. Blender has got a solution for you which is named &#8220;auto keying&#8221;, where basically all modified bones are automatically keyframed as soon as you move or rotate them around.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image973.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6278 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image973.png\" alt=\"\" width=\"415\" height=\"278\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image973.png 415w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image973-300x201.png 300w\" sizes=\"auto, (max-width: 415px) 100vw, 415px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #ff0000;\"><strong>Warning: <\/strong><\/span>The autokeying tool also comes with a caveat as it automatically keys even when you just want to try out something without wanting to actually keyframe it. This way you can easily spoil your animation without noticing. To solve this situation we have added yet another tool in Avastar&#8230;<\/p>\n<h3>Store with the Avastar Smart Keying Tool<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p><span style=\"color: #3366ff;\"><strong>Important:<\/strong><\/span> Please make sure that you have disabled the Auto Keying Tool that I described above!<\/p>\n<p>The Smart Keying Tool examines on request (when you click the button, see image) which bones need keyframes and adds only those bones into your action which actually have changed.<\/p>\n<p>Since this tool only inserts keys when you explicitly tell it to do so (by clicking on it) you can first try out various poses, and only when you are satisfied, then you call the smart keying tool which then will figure out which keys you actually need to add to the animation.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image974.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6279\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image974.png\" alt=\"\" width=\"415\" height=\"278\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image974.png 415w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image974-300x201.png 300w\" sizes=\"auto, (max-width: 415px) 100vw, 415px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>When the Smart Keying Tool is finished, you find some adjustment settings in the Operator redo Panel, basically for selecting the collection of bones of which you are most interested&#8230;<\/p>\n<p>I will use the Smart Keying Tool for most part of this document, just because it is so easy to use and it almost never fails. But please feel free to use whichever keying method you prefer to use. So lets move on and take a quick look into &#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image977.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6284\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image977.png\" alt=\"\" width=\"537\" height=\"416\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image977.png 537w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image977-300x232.png 300w\" sizes=\"auto, (max-width: 537px) 100vw, 537px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h3>The SL-Animation Workspace<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Blender&#8217;s default Animation Workspace is fully OK to use.\u00a0 However we found to make some small changes to the Workspace Layout. But instead of letting you do all the small adjustments, we have added our own <span style=\"color: #ff6600;\"><em>SL Animation<\/em><\/span> Workspace. You can get to this workspace in two steps.<\/p>\n<p>First: Open the Avastar Workflows panel and locate the section for Workspaces (at the bottom of the panel). There Load SL Animation workspace.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image984.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6302\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image984.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image984.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image984-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The button now has changed its label to <span style=\"color: #ff6600;\"><em>SL Animation Workspace loaded<\/em><\/span> and it is also no longer clickable, see image.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image985.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6303\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image985.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image985.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image985-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Now you find the<em><span style=\"color: #ff6600;\"> SL Animation<\/span> <\/em>Workspace in the Top Blender menu Bar. This workspace will keep available for you if you store your Blendfile. Then the workspace will stay available whenever you reload the blendfile again.<\/p>\n<p>Note: You can delete the Workspace with a Right Mouseclick on the label there you find the delete option.<\/p>\n<p>Now lets use the SL Workspace if you like so (the camera view has been replaced by the Dope Sheet and the Dope sheet has been replaced by the Animation Curve editor) and get back to our Animation task&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image986.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6304\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image986.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image986.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image986-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>The Action Editor<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Once you have keyframed your initial pose as described with the various methods mentioned above, then you should see the <em>Action Editor has been <\/em>populated with the bone names and a yellow diamond at frame 0.<\/p>\n<p>Note: You must select bones to see them in the Action editor.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image975.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6280\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image975.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image975.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image975-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed green\"><h3 class=\"symple-toggle-trigger \">More about the Action Editor ...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h4>Disabling parts of the Action<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>If a bone is not listed in the action or when it is marked as <span style=\"color: #ff6600;\"><em>disabled<\/em><\/span>, then it is not controlled by the animation.<br \/>\nYou can disable the animations for single bones by clicking on the little checkmark icon next to the bone name.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image980.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6289\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image980.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image980.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image980-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<p>&nbsp;<\/p>\n<\/div>\n<h4>Always disable the Origin!<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In Blender you can animate the Origin Bone of the Armature. But this bone&#8217;s animation can not be used for SL Animations. So, if you want to check your animation how it will look in SL, then you either should not at all animate the Origin bone, or at least disable it from the Animation.<\/p>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> When you want to move the Avatar then use the COG Bone in the center of the Character. This bone is linked to the mPelvis bone of the SL Rig.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image978.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6286\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image978.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image978.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image978-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Multiple Actions in one Blend file<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In more advanced work you will come to a point where you want to support a few independent but related Actions for your model. In Blender you can define as many actions as you want within the same Blend file.<\/p>\n<p>You create a new Action by clicking on the [+] icon in the Action selection menu.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image979.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6288\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image979.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image979.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image979-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Remind: If the number of <span style=\"color: #ff6600;\"><em>users <\/em><\/span>(elements in Blender that actually use the action) drops down to 0, then Blender will not save the action and it is gone when you open the blend file the next time.\u00a0 Below we explain how you can&#8230;<\/p><\/div><\/div>\n<h4>Avoid loss of Animations<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You can instruct Blender to keep the action under all circumstances by enabling the <em><span style=\"color: #ff6600;\">Fake User<\/span><\/em> Flag left to the plus sign. No kidding, this is Blender&#8217;s official term for this flag!<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image981.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6290 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image981.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image981.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image981-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<h3>Animation Frame Rate<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Lets assume we want to play our animation with Blender&#8217;s default Frame rate of 24 fps (frames per second). However, if you may want to use a different Frame rate, you can change Blender&#8217;s frame rate in the Scene Output properties editor, see image aside.<\/p>\n<p><strong><span style=\"color: #ff6600;\">Important:<\/span> <\/strong>When you later export your animation then the frame rate is not the most important property. Simply put the animation plays exactly as long as it plays in Blender, so if your animation runs for 5 seconds with a frame rate of 100fps and when you export with that framerate, then the animation will later play equally for 5 seconds in SL.<\/p>\n<p>Ok, lets keep with 24 fps.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image982.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6296\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image982.png\" alt=\"\" width=\"343\" height=\"426\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image982.png 343w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image982-242x300.png 242w\" sizes=\"auto, (max-width: 343px) 100vw, 343px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Move to next Animation Frame<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Now Click on the timeline on frame 24 which is one sec later (see image below) in the animation.<\/li>\n<li>Repose the avatar how you want it to appear one sec later and again use the Smart keying tool to insert all necessary keys. I propose you start with something simple like a bow or waving a hand like queen Elizabeth for your first animation.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><p><iframe loading=\"lazy\" title=\"Tips for the Perfect Royal Wave\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/ngqLqXctqq8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>So we move the left hand upwards until it is in the waving pose (see image), then we use the Smart Keying Tool to get all necessary keys into the Animation.<\/li>\n<\/ul>\n<p>Now we could advance to the next second on frame 48, pose the rig, keyframe, move to the next frame&#8230; and so on. But i suggest we hold on for a minute and first think about what we want to achieve.<\/p>\n<p>What we really want to achieve is some sort of a looping hand wave animation, so we actually want to animate just one wave and then repeat this in an endless loop. The loop shall begin at frame 24 and end at frame 72. And then it shall jump back to frame 24 and repeat. So&#8230;<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image987.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6306\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image987.png\" alt=\"\" width=\"634\" height=\"399\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image987.png 634w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image987-300x189.png 300w\" sizes=\"auto, (max-width: 634px) 100vw, 634px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Here is a nice tip to get something that works right away:<\/p>\n<p>For a smooth endless wave animation we use the exact same Pose on the last frame of the loop (72) as you have used on frame 24 (the first frame of the loop in our case). This way we can later configure the animation to jump back from frame 72 to frame 24 in an instant and repeat the animation from there without seeing any weird jumping when the loop is reentered.<\/p>\n<p>So what we actually want is to copy frame 24 to frame 72&#8230;<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image988.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6309\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image988.png\" alt=\"\" width=\"647\" height=\"272\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image988.png 647w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image988-300x126.png 300w\" sizes=\"auto, (max-width: 647px) 100vw, 647px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Make sure you are in frame 24<\/li>\n<li>Select all bones for which you have keys in that frame (white blobs in the timeline) by clicking on the topmost white blob in the summary line<\/li>\n<li>You will see the blob color changes from white to orange<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image989.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6310\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image989.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image989.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image989-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Make sure all blobs on frame 24 are orange<\/li>\n<li>Then, while the mouse is still in the action editor, press <span style=\"color: #ff6600;\"><em>CTRL C<\/em><\/span> on the keyboard, or right click somewhere into the Action Editor, then Select the Copy tool (see image)<\/li>\n<\/ul>\n<p>Tip: You can move the blue frame marker already to frame 72 (see image) or you can let it where it is, it does not matter for the Copy part<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image990.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6311\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image990.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image990.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image990-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Now make sure that your blue frame marker is on frame 72<\/li>\n<li>Then press CTRL Z on the keyboard or click somewhere into the Action Editor, then Select the Paste tool (see image)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image991.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6312\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image991.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image991.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image991-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Now your Action editor shows some bright orange lines indicating that the keys on the left and on the right actually are identical. And this is exactly what we want. Remember we want frame 72 be identical to frame 24, so we are happy for now.<\/p>\n<p>Next we will add the wave position at the center of the loop which is frame 48 in our case.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image992.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6314\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image992.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image992.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image992-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Move the frame marker to frame 48<\/li>\n<li>Make sure that your Rotation Gyzmo is in Gimbal mode (see image below)<\/li>\n<li>Select the wrist and rotate only the Y axis of the wrist bone (the green circle of the rotation gizmo) until the hand starts tilting downwards.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image993.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6315\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image993.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image993.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image993-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Use the smart keying Tool to create all keys for the pose<\/li>\n<li>You will now see that the WristLeft bone has now a new key on frame 48 in the action editor<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image995.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6317 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image995.png\" alt=\"\" width=\"320\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image995.png 320w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image995-270x300.png 270w\" sizes=\"auto, (max-width: 320px) 100vw, 320px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>And in the Curve editor you now can see a nice smooth animation curve for WristLeft<\/li>\n<li>As a side note: I have also set the Endframe of the Animation to 72<\/li>\n<\/ul>\n<p>You now can move the blue frame marker left-right to see how your animation plays<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image996.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6319 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image996.png\" alt=\"\" width=\"420\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image996.png 420w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image996-300x254.png 300w\" sizes=\"auto, (max-width: 420px) 100vw, 420px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p>Tip: Set the Startframe to 24, then Play the animation. Now you can inspect if your wave works great or if it has issues.<\/p>\n<p>If you think the animation is not yet perfect, then you can add all sorts of tweaking, add more keys, also key other bones of the arm, etc.<\/p>\n<p>But the general advise is: keep it simple, that way you later understand better why rig animates in just that weird way.<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image997.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6320\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image997.png\" alt=\"\" width=\"644\" height=\"288\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image997.png 644w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image997-300x134.png 300w\" sizes=\"auto, (max-width: 644px) 100vw, 644px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Prepare the Export<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>You find the <em><span style=\"color: #ff6600;\">Animation Export<\/span><\/em> panel in the Render Properties section of the Properties window.<\/p>\n<p>Hint: We also support BVH Export<\/p>\n<p>Related reference guides:<br \/>\n<a href=\"\/help\/properties-window\/export\/\" class=\"symple-button large navy   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Animation Export<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image998.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-6330 size-full\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image998.png\" alt=\"\" width=\"313\" height=\"541\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image998.png 313w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image998-174x300.png 174w\" sizes=\"auto, (max-width: 313px) 100vw, 313px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Make sure the mode is <em>ANIM<\/em><\/li>\n<\/ul>\n<p>We also support the BVH format, but we recomment to use Anim because you will not loose any precision when you work with very small animation differences. Note that the Anim format is used by SL internally, so your BVH will be converted to Anim by the SL Importer.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image999.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6331\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image999.png\" alt=\"\" width=\"261\" height=\"51\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Use the manual synchronization to make sure your startframe, endframe, and your fps settings match to the current action<\/li>\n<li>You can enable the Synchronize button. Then any changes in your action will be automatically propagated to the Animation exporter.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1000.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6332\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1000.png\" alt=\"\" width=\"261\" height=\"98\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Remember that the animation shall loop between frame 24 and frame 72<\/li>\n<li>But frame 24 and frame 72 are identical<\/li>\n<li>So the loop actually either starts at frame 25(IN) or stops at frame 71(OUT)<\/li>\n<li>Also enable the loop animation option, otherwise the animation won&#8217;t loop in SL<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1001.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6333\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1001.png\" alt=\"\" width=\"245\" height=\"79\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>Hint: Since frame 24 and 72 are identical, we only need one of them in the loop. otherwise we see a tiny small stutter in the animation when the loop restarts.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>You can name your action as you like, when you keep the name $action then you will automatically get the action name from Blender.<\/li>\n<li>Disable Apply Animation Scale. this is only important when your Armature has been scaled up or down<\/li>\n<li>Disable With Bone translation. So far we have only used Rotation<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1002.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6334\" src=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2020\/12\/Image1002.png\" alt=\"\" width=\"263\" height=\"86\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>Hint: The COG bone is the only bone that is always exported with translation enabled, even if it has not been moved. The COG bone is later mapped to the Avatar&#8217;s mPelvis in SL.<\/p>\n<p>Now you are ready to &#8230;<\/p>\n<h3>Export the Animation<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ol>\n<li>Finally, export the animation by clicking on the <em>Export : royal wave <\/em>button. Avastar then asks you for a filename and location which by default will take on the name of the action you had set before.<\/li>\n<li>Once saved, fire up your Viewer, and from the file menu select <span style=\"color: #ff6600;\">Upload <\/span>then <span style=\"color: #ff6600;\">Animation<\/span>. Find and upload your animation, it will appear in your <em>Animations<\/em> folder.<\/li>\n<li>Run your first animation and show off your creation.<\/li>\n<\/ol>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avastar.guru\/wp-content\/uploads\/2018\/10\/Image722.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-4612 size-full alignleft\" src=\"https:\/\/avastar.guru\/wp-content\/uploads\/2018\/10\/Image722.png\" alt=\"\" width=\"363\" height=\"516\" srcset=\"https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/10\/Image722.png 363w, https:\/\/avalab.org\/avastar\/292\/wp-content\/uploads\/2018\/10\/Image722-211x300.png 211w\" sizes=\"auto, (max-width: 363px) 100vw, 363px\" \/><\/a><\/div>\n<\/div>\n<p><strong>Note:<\/strong> If you don&#8217;t see the animation play out, you may need to switch off your AO. This happens if the animations in your AO have been badly designed and are running at the highest priority).<\/p>\n<h3>Final words<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>This tutorial has only scratched the surface of what is possible. Things you will want to explore next are using the IK controls, looping part of the animation, animating only certain bones, using the Graph Editor&#8230;<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Feel free to download the blend file for this document:<\/p>\n<a href=\"\/wp-content\/uploads\/2020\/12\/myFirstAnimation290.blend\" class=\"symple-button default blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">myFirstAnimation.blend<\/span><\/a>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My first Animation This document is about how to create your first Animation using Avastar. For the begin we will create a three frame animation. This is just to get you started. As your experience grows you will learn much faster ways to pose and animate your character. I assume you have already installed Avastar. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":10323,"parent":3786,"menu_order":40,"comment_status":"closed","ping_status":"closed","template":"page-template-contact.php","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[8],"tags":[],"class_list":["post-422","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/422","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=422"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/422\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/pages\/3786"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/media?parent=422"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/categories?post=422"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/292\/wp-json\/wp\/v2\/tags?post=422"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}