{"id":351,"date":"2015-10-11T15:26:19","date_gmt":"2015-10-11T15:26:19","guid":{"rendered":"http:\/\/avastar.online\/?page_id=351"},"modified":"2021-11-13T13:19:03","modified_gmt":"2021-11-13T13:19:03","slug":"attachments","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/","title":{"rendered":"Attachments"},"content":{"rendered":"<h1 style=\"text-align: left;\"><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> Create an Attachment<\/h1>\n<p style=\"text-align: center;\"><div class=\"symple-box  lightblue center \" style=\"text-align:left;\"> \n<p style=\"text-align: center;\"><div class=\"wonderplugingallery-container\" id=\"wonderplugingallery-container-3\" style=\"max-width:640px;margin:0 auto;\"><div class=\"wonderplugingallery\" id=\"wonderplugingallery-3\" data-galleryid=\"3\" data-width=\"640\" data-height=\"360\" data-skin=\"gallery\" data-playsinline=\"false\" data-mutevideo=\"false\" data-random=\"false\" data-autoslide=\"false\" data-autoplayvideo=\"false\" data-schemamarkup=\"false\" data-stopallplaying=\"false\" data-reloadonvideoend=\"false\" data-donotuseposter=\"false\" data-enabletabindex=\"false\" data-loadnextonvideoend=\"false\" data-hidetitlewhenvideoisplaying=\"false\" data-disablehovereventontouch=\"false\" data-autoslideandplayafterfirstplayed=\"false\" data-html5player=\"true\" data-responsive=\"true\" data-fullwidth=\"false\" data-showtitle=\"true\" data-showdescription=\"true\" data-showplaybutton=\"true\" data-showfullscreenbutton=\"true\" data-showtimer=\"true\" data-showcarousel=\"true\" data-galleryshadow=\"false\" data-slideshadow=\"true\" data-thumbshowtitle=\"true\" data-thumbshowimage=\"true\" data-thumbshadow=\"true\" data-lightboxshowtitle=\"true\" data-lightboxshowdescription=\"true\" data-specifyid=\"true\" data-donotinit=\"false\" data-addinitscript=\"false\" data-triggerresize=\"false\" data-thumbcolumnsresponsive=\"false\" data-thumbverticalmiddle=\"false\" data-removeinlinecss=\"true\" data-switchonmouseover=\"false\" data-showcategory=\"true\" data-showimgtitle=\"false\" data-titlesmallscreen=\"false\" data-initsocial=\"true\" data-showsocial=\"false\" data-showemail=\"false\" data-showfacebook=\"true\" data-showtwitter=\"true\" data-showpinterest=\"true\" data-socialrotateeffect=\"true\" data-doshortcodeontext=\"false\" data-loop=\"0\" data-duration=\"1500\" data-slideduration=\"1000\" data-slideshowinterval=\"6000\" data-googleanalyticsaccount=\"\" data-resizemode=\"fill\" data-imagetoolboxmode=\"mouseover\" data-effect=\"fade\" data-padding=\"12\" data-bgcolor=\"\" data-bgimage=\"\" data-thumbwidth=\"120\" data-thumbheight=\"65\" data-thumbgap=\"8\" data-thumbrowgap=\"16\" data-lightboxtextheight=\"72\" data-lightboxtitlecss=\"{color:#333333; font:bold 12px Arial,Helvetica,sans-serif; overflow:hidden; white-space:normal; line-height:18px;}\" data-lightboxdescriptioncss=\"{color:#333333; font:normal 12px Arial,Helvetica,sans-serif; overflow:hidden; white-space:normal; line-height:14px;}\" data-titlecss=\"{color:#ffffff; font-size:14px; font-family:Armata, sans-serif, Arial; overflow:hidden; text-align:left; padding:10px 0px 10px 10px; background:rgb(102, 102, 102) transparent; background:rgba(102, 102, 102, 0.6);}\" data-descriptioncss=\"{color:#ffffff; font-size:13px; font-family:Armata, sans-serif, Arial; overflow:hidden; text-align:left; padding:0px 0px 10px 10px; background:rgb(102, 102, 102) transparent; background:rgba(102, 102, 102, 0.6);}\" data-titleheight=\"72\" data-titlesmallscreenwidth=\"640\" data-titleheightsmallscreen=\"148\" data-socialmode=\"mouseover\" data-socialposition=\"position:absolute;top:8px;right:8px;\" data-socialpositionlightbox=\"position:absolute;top:8px;right:8px;\" data-socialdirection=\"horizontal\" data-socialbuttonsize=\"32\" data-socialbuttonfontsize=\"18\" data-defaultvideovolume=\"1\" data-thumbtitleheight=\"24\" data-thumbmediumtitleheight=\"48\" data-thumbsmalltitleheight=\"72\" data-categoryheight=\"36\" data-categorydefault=\"all\" data-triggerresizedelay=\"100\" data-thumbmediumsize=\"800\" data-thumbsmallsize=\"480\" data-thumbmediumwidth=\"64\" data-thumbmediumheight=\"64\" data-thumbsmallwidth=\"48\" data-thumbsmallheight=\"48\" data-imgtitle=\"title\" data-categorystyle=\"buttons\" data-categorylist=\"[{&quot;slug&quot;:&quot;all&quot;,&quot;caption&quot;:&quot;Show All&quot;}]\" data-jsfolder=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/plugins\/wonderplugin-gallery\/engine\/\" style=\"display:none;\" ><a class=\"html5galleryimglink\" href=\"https:\/\/player.vimeo.com\/video\/227165168\" data-poster=\"https:\/\/i.vimeocdn.com\/video\/659040185-0ef9a1a0ca8ce7bf5a752d8f3a9f3f765bb3bb5a84ef1403a77b9ac928dcb48f-d_640\"><img decoding=\"async\" class=\"html5galleryimg html5gallery-tn-image\" src=\"https:\/\/i.vimeocdn.com\/video\/659040185-0ef9a1a0ca8ce7bf5a752d8f3a9f3f765bb3bb5a84ef1403a77b9ac928dcb48f-d_200x150\" alt=\"create_a_character_2_1_1\" data-description=\"We create a new Avastar default character, export it to Secondlife, and inspect its properties in the Secvondlife viewer.\"><\/a><div class=\"html5gallery-info\"><div class=\"html5gallery-title\">create_a_character_2_1_1<\/div><div class=\"html5gallery-description\">We create a new Avastar default character, export it to Secondlife, and inspect its properties in the Secvondlife viewer.<\/div><\/div><a class=\"html5galleryimglink\" href=\"https:\/\/player.vimeo.com\/video\/227814367\" data-poster=\"https:\/\/i.vimeocdn.com\/video\/661138059-7c62ad523eae56a6bb5504da230f487b231683b838f0ccc92b0bc2835b628958-d_640\"><img decoding=\"async\" class=\"html5galleryimg html5gallery-tn-image\" src=\"https:\/\/i.vimeocdn.com\/video\/661138059-7c62ad523eae56a6bb5504da230f487b231683b838f0ccc92b0bc2835b628958-d_200x150\" alt=\"Character Creation Part 2: Appearance Sliders\" data-description=\"Introducing the Appearance Slider Panel\"><\/a><div class=\"html5gallery-info\"><div class=\"html5gallery-title\">Character Creation Part 2: Appearance Sliders<\/div><div class=\"html5gallery-description\">Introducing the Appearance Slider Panel<\/div><\/div><a class=\"html5galleryimglink\" href=\"https:\/\/player.vimeo.com\/video\/227813652\" data-poster=\"https:\/\/i.vimeocdn.com\/video\/647711720-dba395a5412ccb2ae48713db6ba39a5a7c9f1ac7d47d7b3b3214bf9c1aaf1605-d_640\"><img decoding=\"async\" class=\"html5galleryimg html5gallery-tn-image\" src=\"https:\/\/i.vimeocdn.com\/video\/647711720-dba395a5412ccb2ae48713db6ba39a5a7c9f1ac7d47d7b3b3214bf9c1aaf1605-d_200x150\" alt=\"Character Creation Part 3: The Fitted mesh editor\" data-description=\"Using the Fitted Mesh weight editor to improve appearance\"><\/a><div class=\"html5gallery-info\"><div class=\"html5gallery-title\">Character Creation Part 3: The Fitted mesh editor<\/div><div class=\"html5gallery-description\">Using the Fitted Mesh weight editor to improve appearance<\/div><\/div><\/div><\/div><script>function wondergallery_3_appendcss(csscode) {var head=document.head || document.getElementsByTagName(\"head\")[0];var style=document.createElement(\"style\");head.appendChild(style);style.type=\"text\/css\";if (style.styleSheet){style.styleSheet.cssText=csscode;} else {style.appendChild(document.createTextNode(csscode));}};wondergallery_3_appendcss(\".html5gallery-tn-selected-3 {min-height:90px;} .html5gallery-tn-3 {min-height:90px;} .html5gallery-tn-selected-3{background-color:#ebe6e0;}\");wondergallery_3_appendcss(\"#wonderplugingallery-3 .html5gallery-cat-selection-3 { \ttext-align: center; }  #wonderplugingallery-3 .html5gallery-cat-tag-3 { \tdisplay: inline-block; \tborder: none; \tbackground: transparent; \tcolor: #555;   \tpadding: 6px; \tfont-size: 14px; \tfont-weight: normal; \t   \tfont-family: Lucida Sans Unicode,Lucida Grande,sans-serif,Arial;   \tbox-sizing: border-box;    \tcursor: pointer;   \ttext-align: center;   \ttext-decoration: none;   \ttext-shadow: none;   \ttext-transform: none;   \twhite-space: nowrap;   \t-webkit-font-smoothing: antialiased;   \tborder-radius: 2px;   \ttransition: background-color 0.3s ease; }  #wonderplugingallery-3 .html5gallery-cat-tag-3:hover, #wonderplugingallery-3 .html5gallery-cat-tag-3:focus, #wonderplugingallery-3 .html5gallery-cat-tag-selected-3 { \tcolor: #222; }\");<\/script>\n<div class=\"row-fluid\"><\/div>\n<p style=\"text-align: center;\"><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<ul>\n<li><strong>Basics of Attachments<br \/>\n<\/strong><\/li>\n<li><strong>Skinning fundamentals<br \/>\n<\/strong><\/li>\n<li><strong>Weight Maps<br \/>\n<\/strong><\/li>\n<li><strong>Weight Inspection tools<br \/>\n<\/strong><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\"><div class=\"symple-accordion \">\n<h3 class=\"symple-accordion-trigger \"><a href=\"#\">The Cheat Sheet<\/a><\/h3><div class=\"symple-clearfix\">\n<ol class=\"stars\">\n<li>Bind the Mesh<\/li>\n<li>Inspect the Mesh<\/li>\n<li>Create Test Pose(s)<\/li>\n<li>Optimize the Weight Maps<\/li>\n<li>Toolshelf: Export your character<\/li>\n<li>SL: Import the model.<\/li>\n<\/ol>\n<\/div>\n<h3 class=\"symple-accordion-trigger \"><a href=\"#\">Some useful Hints<\/a><\/h3><div class=\"symple-clearfix\">\n<ul class=\"stars\">\n<li>Is Avastar <a href=\"\/?page_id=10249\">installed<\/a>.<\/li>\n<li><a title=\"Get Started with Blender\" href=\"http:\/\/cgcookie.com\/blender\/get-started-with-blender\/\">Get started with Blender<\/a>?<\/li>\n<li>Check Blender&#8217;s Help section.<\/li>\n<li>Find online doc: RMB -&gt; Online Manual.<\/li>\n<li>In SL: Create a fresh Shape.<br \/>\nThis Shape matches with Avastar&#8217;s default shape.<\/li>\n<li>The gender setting is supported as well.<\/li>\n<\/ul>\n<\/div>\n<\/div>\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 when first viewed. You should be prepared to spend some time and have 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 class=\"\">This article is about creating rigged mesh attachments for SL Avatars (or OpenSim and similar). We concentrate mostly on the Avastar Tools, but most of the information in this document also applies for Second Life mesh creations in general.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>This Document is very complex because the topic is complex as well. You should be prepared to spend some time experimenting and getting experience. Your best approach is to follow this article from top to bottom.<\/p>\n<\/div>\n<\/div>\n<p style=\"text-align: center;\"><strong><div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We recommend that users have basic knowledge of Blender before starting this document series.<\/div><\/div> <\/strong><\/p>\n<p style=\"text-align: center;\"><\/div><\/div>\n<\/div>\n<p style=\"text-align: center;\"><div class=\"symple-box  black center \" style=\"text-align:center;width: 60%;\"> <span style=\"color: #ffa1ff;\">This topic is not difficult,<\/span><br \/>\n<span style=\"color: #ffa1ff;\"> it is only hard to explain. <\/span><\/div>\n<h3><i class=\"fa fa-battery-1\"><\/i> Warming up<\/h3>\n<p>Please be prepared that there is a lot of experience and training involved when you work on skeletal animation (making rigged mesh for Second Life). You can compare this with learning to play the Piano. In both cases you need a bit of talent, the right tools, and a lot of experience and time for practicing.<\/p>\n<p>Now let the games begin&#8230;<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Noobie? Open this first...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\" style=\"text-align: left;\"><br class=\"span6 rhcol\" \/><p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/119687138?color=ff9933&#038;title=0&#038;byline=0&#038;portrait=0\" width=\"150%\" height=\"100%\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<div class='et-box et-info'>\n\t\t\t\t\t<div class='et-box-content'>If you are very new to Blender, or do not understand the terms, then this video gives you a brief introduction to the concepts of Blender\u2019s user interface.<\/div><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h4>Patience you must have&#8230;<\/h4>\n<p>It also helps a lot when you get comfortable with Blender before you start this tutorial. In any case:<em><br \/>\n<\/em><\/p>\n<p>&nbsp;<\/p>\n<div class=\"symple-box  black center \" style=\"text-align:center;width: 80%;\"> <span style=\"color: #ffa1ff;\"><em>time you need<\/em><\/span><br \/>\n<span style=\"color: #ffa1ff;\"> <em> and patience you must have<\/em><\/span><br \/>\n<span style=\"color: #ffa1ff;\"> <em>my young Padawan!<\/em><\/span><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<h4>Further reading<\/h4>\n<p>This article is mostly about rigged mesh attachments. And i try to give you as much background knowledge as possible, so that you can start creating your own attachments with confidence.<\/p>\n<p>However, i expect that you have worked through the <em><span style=\"color: #ff6600;\">Create a Character<\/span><\/em> tutorial<\/p>\n<\/div>\n<\/div>\n<p style=\"text-align: center;\">If you need to\u00a0<em><span style=\"color: #ff6600;\">Create a Character<\/span><\/em>, read this:<\/p>\n<p style=\"text-align: center;\"><a href=\"\/reference\/first-steps\/\" class=\"symple-button default blue   \" target=\"_blank\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">First Steps<\/span><\/a>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Attachments in a Nutshell...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Attachments are just regular objects, either Prims, Sculpties or Meshes which have been &#8220;attached&#8221; to an avatar. Furthermore, meshes can be either <em><span style=\"color: #ff6600;\">static<\/span><\/em> (similar to Prims and Sculpties) or <em><span style=\"color: #ff6600;\">rigged<\/span><\/em> (can be animated similar to the default SL Avatar)<\/p>\n<\/div>\n<div class=\"span6 rhcol\">Second Life supports two\u00a0types of rigged objects, namely <em><span style=\"color: #ff6600;\">Rigged Mesh<\/span><\/em> and <em><span style=\"color: #ff6600;\">Fitted mesh.<\/span><\/em> Note that technically there is no difference between a rigged mesh and a fitted mesh (see below).<em><span style=\"color: #ff6600;\"><br \/>\n<\/span><\/em><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h4>Rigged Mesh attachments<\/h4>\n<p>Rigged Mesh attachments are like any other attachments, but they additionally contain extra data which makes them fully controlled (animated) by the Avatar skeleton.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<h4>Fitted Mesh attachments<\/h4>\n<p>Fitted Mesh Attachments are a special form of rigged mesh attachments which additionally use a specific subset of the Avatar&#8217;s skeleton (the Collision Volume Bones)<\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Some Gotchas you must know...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>Attachment Points<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Attachment points are hooks where you can tie objects to your avatar. In Second Life we have 32 attachment points where other objects can be attached. These attachment points are distributed all over the avatar (marked as red spots in the image). And each attachment point is &#8220;glued&#8221; to one of the 26 bones of the SL skeleton. Technically attachment points are regular <em><span style=\"color: #ff6600;\">Bones<\/span><\/em> (for more about Bones see further down).<\/p>\n<h4>History<\/h4>\n<p>Before Mesh objects have become available, we had only static attachments: either rigid Prim objects or flexi Prim objects. These attachments only move along strictly in parallel to the movement of their attachment point. Thus something attached to a hand attachment point will move with the hand, something attached to a head attachment point will move with the head, etc.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_10937\" style=\"width: 259px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-10937\" class=\"wp-image-10937\" title=\"attachment_points\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/07\/attachment_points.png\" alt=\"\" width=\"249\" height=\"402\" \/><p id=\"caption-attachment-10937\" class=\"wp-caption-text\">SL Avatar with its Attachment points (displayed as red dots)<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-box  red center \" style=\"text-align:left;width: 80%;\"> <strong>Note:<\/strong> Since Attachment Points are Bones, they can theoretically be used for weighting as well. But Second Life does not officially support this. We strongly recommend to not use attachment points for weighting purposes. <\/div>\n<h3>Mesh-up<\/h3>\n<p>Since summer 2012 SL also supports regular <span style=\"color: #ff6600;\"><em>Mesh Objects<\/em><\/span>. Since then we have got another possibility for beautifying our beloved Avatar, the <span style=\"color: #ff6600;\"><em>Mesh Attachment<\/em><\/span><\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3>Static Mesh Attachments<\/h3>\n<p>Meshes are by default rigid Objects which behave exactly in the same way as regular Prims and Sculpted Prims. A Mesh object can be attached to a single attachment point exactly like Prims or Sculpties. So by default they move along with the Avatar like Prims do.<\/p>\n<p>However, besides static Mesh Objects we can also create <em><span style=\"color: #ff6600;\">Rigged Meshes<\/span><\/em>&#8230;<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<h3>Rigged mesh and Skeleton<\/h3>\n<p>Meshes can be animated in exactly the same way as the SL Avatar itself is animated, by using a <em><span style=\"color: #ff6600;\">Skeletal Animation<\/span><\/em> technique. In the context of SL this technique is named <em><span style=\"color: #ff6600;\">Rigged Mesh<\/span><\/em>. So Rigged Meshes follow the movement of the Avatar in a more natural way. Like a dress can bend when the Avatar sits down, or a jacket follows exactly the arm movements.<\/p>\n<\/div>\n<\/div>\n<h4>Brief Details<\/h4>\n<p>Technically, Rigged Meshes are mesh objects with 2 additional features:<\/p>\n<ul>\n<li>They are bound (attached) to a specified rig (or more precise: <span style=\"color: #ff6600;\"><em>The SL Rig<\/em><\/span>).<\/li>\n<li>They have a well defined set of Weight Maps (in Blender: a set of vertex groups) corresponding to the Skeleton bones of the SL Rig.<\/li>\n<\/ul>\n<p><span style=\"color: #ff6600;\"><strong>Note<\/strong><\/span>: Weight Maps are described further down in this document.<\/p>\n<h3>Rigging &amp; Skinning<\/h3>\n<p>There is a bit of confusion about these terms. So here is a bit of clarification for them:<\/p>\n<h4>Rigging<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>In very general terms a <em><span style=\"color: #ff6600;\">Rig<\/span><\/em> is the animation system that is used later for animating the meshes. <em><span style=\"color: #ff6600;\">Rigging<\/span><\/em> is the construction of such an animation system. In the context of SL the Rig is equivalent to what we know as the Avatar Skeleton.<\/p>\n<h4>The SL Default Rig<\/h4>\n<p>When we create attachments for the SL Avatar, then we actually have to use the SL Rig without changes. When we later upload a mesh to SL then -by default- the SL Importer assumes that the correct Rig was used, thus it does not even upload any skeleton information, even if it was modified in Blender (see below)!<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-006.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-18872\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/01\/img-1-006.png\" alt=\"img-1-006\" width=\"213\" height=\"342\" \/><\/a><\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> When you work on non-human characters, then the human skeleton is in general not suitable. Because of this it is possible to modify the Rig and upload the modifications to SL as well (this is what the <em><span style=\"color: #ff6600;\">with joints<\/span><\/em> option does actually). But we will not get into this here. We have set up an entire course for <a href=\"http:\/\/blog.machinimatrix.org\/courses-overview\/\">Non-human Character rigging<\/a> instead, which you can purchase separately on our Blog.<\/p>\n<h4>Skinning<\/h4>\n<p><span class=\"\">Skinning is the process of connecting a Mesh (think of it as the Skin of your mesh) to a Rig (the Skeletal Bones that will animate your mesh), that is, we define exactly how each part of the mesh is influenced by the Skeleton. Skinning involves the creation of Weight Maps. And this tutorial is all about how to create and improve the Weight Maps for mesh attachments. So you are now in the middle of a skinning tutorial actually.<\/span><\/p>\n<h3>What we get from Avastar<\/h3>\n<p>In general skinning a 3D model is a complex and time consuming task.Blender already gives you most of the basic functions for achieving your results. However, there are still a few features missing or not easy to use with pure Blender. And there is where Avastar chimes in&#8230;<\/p>\n<h4>Basic Skeleton<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Second Life Basic Skeleton defines 84 bones for very different usages. Though you might only know about the 26 SL Defrom bones (mBones).<\/p>\n<p>Avastar&#8217;s Basic Skeleton provides the complete set of bones that are also defined by SL. Plus a couple of extra bones mainly for animation purposes.<\/p>\n<p><em><span style=\"color: #ff6600;\">(1):<\/span><\/em> The cBones are used for collision detection and for <em><span style=\"color: #ff6600;\">Fitted Mesh Attachments<\/span><\/em><\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p>Bones in the Basic SL Avatar:<\/p>\n<ul>\n<li>26 Deform Bones (mBones).<\/li>\n<li>26 Collision Volumes (fitted mesh).<\/li>\n<li>32 Attachment points (hooks).<\/li>\n<\/ul>\n<p>Bones in the Basic Avastar:<\/p>\n<ul>\n<li><span style=\"color: #0000ff;\">26 Deform Bones (mBones).<\/span><\/li>\n<li><span style=\"color: #ff6600;\">26 Collision Volumes (cBones) <em>(1)<\/em>.<\/span><\/li>\n<li><span style=\"color: #ff0000;\">32 Attachment Bones (hooks).<\/span><\/li>\n<li><span style=\"color: #339966;\">29 Animation Bones.<\/span><\/li>\n<li><span style=\"color: #808080;\">14 IK Bones.<\/span><\/li>\n<li><span style=\"color: #008000;\">9 Extra- and Structure Bones.<\/span><\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h4>Extended Skeleton (Bento)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h5><\/h5>\n<p>The SL Avatar has been extended with a large set of extra bones for face, hands, wings, tail and hind limbs. You find a detailed description in the SL Skeleton page<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p style=\"text-align: center;\">\u00a0<a href=\"\/knowledge\/the-sl-skeleton\/\" class=\"symple-button default green   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Read more about The SL Skeleton<\/span><\/a>\n<\/div>\n<\/div>\n<h4>Avastar Tools&#8230;<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">Avastar also offers various tools which let you setup your attachments with little effort compared to the &#8220;pure&#8221; Blender Only solution. We will see a few of these tools in action shortly.<\/div>\n<div class=\"span6 rhcol\">\n<ul>\n<li>Copy weights.<\/li>\n<li>Clean weights.<\/li>\n<li>Find unweighted.<\/li>\n<li>&#8230;<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<\/div><\/div>\n<h3><i class=\"fa fa-battery-1\"><\/i> The working Model<\/h3>\n<p>I will use a very simple skirt for this tutorial. This skirt comes as a simple static mesh model<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span8\">\n<p style=\"text-align: center;\"><div class=\"symple-box  green center \" style=\"text-align:center;\"> \n<span style=\"color: #ff6600;\"><strong>Download from here<\/strong><\/span>:<\/p>\n<p style=\"text-align: left;\"><a href=\"\/wp-content\/uploads\/2020\/12\/editing_weights.blend\">simple_skirt.blend<\/a> (if you want a blend file)<br \/>\n<a href=\"\/wp-content\/uploads\/2020\/12\/editing_weights.blend\">simple_skirt.obj<\/a> (if you prefer an obj file, import with\u00a0 -Y front, Z up)<br \/>\n<a href=\"\/wp-content\/uploads\/2020\/12\/editing_weights.blend\">final_result.blend<\/a> (Result of this document series)<\/p>\n<p style=\"text-align: center;\">Depending on your browser, you will probably need to right-click on the blend or obj link and &#8220;Save as&#8221; to download to your computer.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/CC-logo-88x31.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21667\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/CC-logo-88x31.png\" alt=\"CC-logo-88x31\" width=\"88\" height=\"31\" \/><\/a><\/p>\n<p style=\"text-align: left;\">The above demo_model provided by <a href=\"http:\/\/blog.machinimatrix.org\/avastar\" rel=\"cc:attributionURL\">Machinimatrix<\/a> is licensed under a <a href=\"http:\/\/creativecommons.org\/licenses\/by\/4.0\/\" rel=\"license\">Creative Commons Attribution 4.0 International License<\/a>.<\/p>\n<p style=\"text-align: left;\">For Second Life Users: We explicitly grant the permission to upload derived material to SL.<\/p>\n<\/div>\n<\/div>\n<div class=\"rhcol span4\"><a href=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1054.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-6562\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1054.png\" alt=\"\" width=\"386\" height=\"418\" srcset=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1054.png 386w, https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1054-277x300.png 277w\" sizes=\"auto, (max-width: 386px) 100vw, 386px\" \/><\/a><\/div>\n<\/div>\n<h3>The goal<\/h3>\n<p>So our goal is to attach the skirt to the character such that it moves along with the model, but also bends appropriately when the legs move. This is what we typically call &#8220;skinning&#8221;. In simple words skinning prepares the static model for getting animated.<\/p>\n<p>We have prepared a couple of documents about all aspects of modelling for Second Life. You also find the documents in the document tree on the right side of this page<\/p>\n    <h2>Section sub pages<\/h2>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/skinning-basics\/\">\n              Skinning Basics              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              ...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/skinning-basics\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img decoding=\"async\" src=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/skirt.png\" alt=\"Post Image\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/binding-meshes\/\">\n              Binding Meshes              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Binding the Mesh What you have done so far You have created a custom mesh attachment or a custom character. You have added an Avastar Rig to your Scene. You have adjusted your custom mesh size and shape to the Avastar Rig. Your Custom Mesh is not yet bound to the Rig. Now you can [&hellip;]...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/binding-meshes\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/03\/Image845-150x150.png\" class=\"attachment-thumbnail size-thumbnail wp-post-image\" alt=\"\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/about-bones\/\">\n              About Bones              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              About Bones The most important thing to know! Before we go ahead with our Mesh inspections i want to make a quick sidestep to introduce one of the most confusing properties of the Avastar Rig. That is its separation into Sub rigs. In this chapter i will only introduce the Deforming Rig and the Anima...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/about-bones\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1009-150x150.png\" class=\"attachment-thumbnail size-thumbnail wp-post-image\" alt=\"\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/weight-maps\/\">\n              Inspect weights              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Inspecting the Weight Maps We assume you have already bound your Mesh to the Armature and you have generated the Weights for your mesh by using Weight from Bones as described in the previous chapter (you used Bones as the weight source). Blender does a rather good job on automatically determining th...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/weight-maps\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1014-150x150.png\" class=\"attachment-thumbnail size-thumbnail wp-post-image\" alt=\"\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/edit-weights\/\">\n              Edit Weights              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Editing the Weight Maps In the following we try to improve the skirt&#8217;s animation. And while fixing the various parts of the mesh, we will introduce a couple of helpful tools for the task. Fixing the Waist When we scrub along the timeline, then we see immediately that the skirt waist should not...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/edit-weights\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1025-150x150.png\" class=\"attachment-thumbnail size-thumbnail wp-post-image\" alt=\"\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/bone-weights\/\">\n              Bone Inheritance              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Bone Weights and Inheritance Skeletal animation relies on inheritance: A weight on a bone at the end of a bone chain affects all movements induced by any of the bones in the chain. I can explain this best with an example: Tweaking Weights of a subset of vertices In the previous document we have mana...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/bone-weights\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img decoding=\"async\" src=\"https:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-008.png\" alt=\"Post Image\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/topology-considerations\/\">\n              Topology              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Topology flaws&#8230; Stretching a mesh beyond reasonable proportions is mostly an indication for too few edge loops. Indeed we have too few faces in our mesh near the symmetry line. Thus our mesh topology does not work well with the way how we want our skirt to bend and stretch. This is an importan...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/topology-considerations\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img loading=\"lazy\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/avalab.org\/avastar\/293\/wp-content\/uploads\/2020\/12\/Image1053-150x150.png\" class=\"attachment-thumbnail size-thumbnail wp-post-image\" alt=\"\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/exporting\/\">\n              Export to Collada              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Export to Collada...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/exporting\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n              <img decoding=\"async\" src=\"\/wp-content\/uploads\/2019\/09\/Image-355.png\" alt=\"Post Image\" \/>            <\/div>\n          <\/div>\n        <\/div>\n              <div class='mama-subpage tolightblue'>\n          <h3><a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/final-remarks\/\">\n              Final Remarks              <\/a><\/h3>\n          <div class=\"row-fluid\">\n            <div class=\"rhcol span8\">\n              Final Remarks Lets recap a bit. Until now we have taken the Skeleton structure as granted (well, this is dictated by the capabilities of the SL virtual world). We also have not yet given much attention to the animations, except from quickly creating something like a basic walk cycle to test our mesh...              <div class=\"h-readmore\"> <a href=\"https:\/\/avalab.org\/avastar\/293\/reference\/usermanual\/attachments\/final-remarks\/\">Read More<\/a><\/div>\n            <\/div>\n            <div class=\"rhcol span4\">\n                          <\/div>\n          <\/div>\n        <\/div>\n        \n","protected":false},"excerpt":{"rendered":"<p>Create an Attachment Warming up Please be prepared that there is a lot of experience and training involved when you work on skeletal animation (making rigged mesh for Second Life). You can compare this with learning to play the Piano. In both cases you need a bit of talent, the right tools, and a lot [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":10937,"parent":3786,"menu_order":20,"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-351","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/351","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/comments?post=351"}],"version-history":[{"count":2,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/351\/revisions"}],"predecessor-version":[{"id":43568,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/351\/revisions\/43568"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/pages\/3786"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/media?parent=351"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/categories?post=351"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/293\/wp-json\/wp\/v2\/tags?post=351"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}