{"id":1089,"date":"2016-06-01T22:53:38","date_gmt":"2016-06-01T22:53:38","guid":{"rendered":"http:\/\/avastar.online\/?page_id=1089"},"modified":"2016-06-01T22:53:38","modified_gmt":"2016-06-01T22:53:38","slug":"weight-maps","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/300\/reference\/usermanual\/attachments\/weight-maps\/","title":{"rendered":"Inspect weights"},"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> Inspecting the Weight Maps<\/h2>\n<p>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 the weights. However the results are sometimes not yet perfect. So the very first thing that you must do now is to check if the Mesh behaves nicely and follows the animation of the armature. Here are a few tips for getting started.<\/p>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Prepare the Workspace<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Select your Mesh<\/li>\n<li><strong><span style=\"color: #ff6600;\">Enter Edit Mode !!!<\/span><\/strong><\/li>\n<li>Open the Overlays panel<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1014.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6382\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1014.png\" alt=\"\" width=\"363\" height=\"232\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1014.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1014-300x192.png 300w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>We use the following settings for this tutorial:<\/p>\n<ul>\n<li>Mesh Edit Mode: Edges<\/li>\n<li>Vertex Group Weights: Enabled<\/li>\n<li>Zero Weights: All<\/li>\n<\/ul>\n<p><strong><span style=\"color: #800080;\">Explain:<\/span><\/strong><\/p>\n<ul>\n<li>Disabling Faces gives more emphasize on the weight colors.<\/li>\n<li>Enabling edges for some reason adds the dots in the center of faces<\/li>\n<li>Enabling vertex Group weights displays the weights of the active Vertex group directly on the mesh by using a color code.<\/li>\n<li>Show All Zero Weights marks regions without any weight in Black<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1015.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6383\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1015.png\" alt=\"\" width=\"363\" height=\"485\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1015.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1015-225x300.png 225w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Enable Vertex Select Mode<\/li>\n<\/ul>\n<p><strong><span style=\"color: #800080;\">Explain:<\/span><\/strong> We will inspect weights and since weights are assigned to vertices, it makes perfect sense to enable Vertex Mode.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1016.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6384\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1016.png\" alt=\"\" width=\"363\" height=\"232\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1016.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1016-300x192.png 300w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Inspecting Weights in Edit mode<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h4>Inspect the vertex Groups of a vertex<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Open the Properties sidebar (type &#8220;n&#8221;).<\/li>\n<li>Select any vertex you like (needed for the next step to work)<\/li>\n<li>Open the Item tab<\/li>\n<\/ul>\n<p>Now you can see and even change the Weights assigned to the selected vertex.<br \/>\nClick on a weight map name and the corresponding weight map is displayed right on the mesh.<\/p>\n<p><strong>Tip:<\/strong> When you click the Deform button (see picture) then only vertex groups\u00a0 for deform bones are listed.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1017.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6385\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1017.png\" alt=\"\" width=\"363\" height=\"374\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1017.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1017-291x300.png 291w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/div>\n<\/div>\n<h4><\/h4>\n<h4>Inspect the Vertex groups of the Mesh<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Open the Object data Properties.<\/li>\n<li>Navigate to the Vertex Groups list.<\/li>\n<\/ul>\n<p>Now you can scroll through the list of vertex groups and you instantly see the current weight group displayed on your mesh.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1018.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6386\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1018.png\" alt=\"\" width=\"363\" height=\"573\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1018.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1018-190x300.png 190w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4><\/h4>\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Inspecting Weights in Weight Paint mode<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In edit mode it is not possible to pose the mesh while inspecting the weights. However, since posing the character is very often needed to find bad weights, Blender has implemented select and move bones when the Mesh is in <em>Weight Paint Mode<\/em><\/p>\n<p>Avastar has a weight paint preset that prepares the rig to be used in an intuitive way:<\/p>\n<ul>\n<li><span style=\"color: #9e0000;\">Make sure your mesh is the active object!<\/span><\/li>\n<li>Open the Properties bar (N-Panel)<\/li>\n<li>Select the Avastar Tab<\/li>\n<li>Open the Workflows Panel<\/li>\n<li>Under Workflow Presets select Skin&amp;Weight<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_6389\" style=\"width: 373px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1019.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-6389\" class=\"wp-image-6389 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1019.png\" alt=\"\" width=\"363\" height=\"414\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1019.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1019-263x300.png 263w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><p id=\"caption-attachment-6389\" class=\"wp-caption-text\">The white dot (right side) indicates the last called preset.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>When you now select a deform bone (blue, purple or orange) Blender also switches to the corresponding weight map if it exists in your mesh.<\/p>\n<p><strong><span style=\"color: #9e0000;\">Remind:<\/span><\/strong> The Mesh must be the active Object and the Armature must be in Pose mode! The Preset sets this all for you.<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1020.png\"><img decoding=\"async\" class=\"alignleft size-full wp-image-6390\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1020.png\" alt=\"\" width=\"363\" height=\"414\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1020.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1020-263x300.png 263w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Inspecting weights with Poses and Animations<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<h4>Using a Pose for Inspection<\/h4>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>While in Weight Paint mode, you can also Pose the mBones. But beware: Avastar&#8217;s blue deforming bones can only be rotated! they can not be moved.<\/p>\n<p>So this mode is not very useful for creating poses for your mesh. But it is good for quickly testing how rotating a single bone will affect the mesh<\/p>\n<p><strong>Note:<\/strong> For our purpose it is sufficient to have the Hip bones rotated by +\/- 25\u00b0. I also rotated both lower legs back by 25\u00b0. This gives a good test pose that is good enough for inspecting where the weights need to be fixed.<\/p>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<strong>Important:<\/strong> This was just a quick test. We will not continue to use this pose! There is a much better method (see &#8220;create a walk animation for testing&#8221;) below.<br \/>\n<\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_6392\" style=\"width: 373px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1021.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-6392\" class=\"wp-image-6392 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1021.png\" alt=\"\" width=\"363\" height=\"456\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1021.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1021-239x300.png 239w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><p id=\"caption-attachment-6392\" class=\"wp-caption-text\"><strong>S<\/strong>tepsize=<strong>H<\/strong>eight<br \/>\u03b2 == 50\u00b0<\/p><\/div>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Details: The right Step Length<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Of course there is no single true answer to this. However i found the following works pretty well for human characters &#8211; assuming the proportions of the default SL Avatar:<\/p>\n<ul>\n<li>For a running walk cycle the maximum distance between the feet is approximately equal to 1.5*length of the legs (that is a very fast running though). This translates to about \u03b2=75\u00b0 for the maximum angle between the legs (see image above).<\/li>\n<li>For a fast (energetic) walk the maximum distance between the feet is approximately equal to the length of the legs. That translates to about \u03b2=50\u00b0 for the maximum angle between the legs.<\/li>\n<li>For a slow walk (and for a fashion walks as well) the maximum distance between the feet is approximately about half the length of the legs. And that translates to a maximum angle of about \u03b2=30\u00b0 between the legs.<\/li>\n<\/ul>\n<p>Of course when you are working on a Ballet tutu then you may need to test much higher angles as well. So, you see, there is no <em>one fits all<\/em> answer. But for our purpose a maximum angle of 50\u00b0 between the legs should be working very well.<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Advanced Tip: Create a walk animation for testing<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Here is a nice little trick that can help you a lot while you are weighting your model. The key idea is to create a very basic animation cycle that contains the extreme positions that you plan to support. Then use the timeline to scrub repeatedly over your animation to check your weighting.<\/p>\n<p>This approach has a few very cool benefits:<\/p>\n<ul>\n<li>Your poses are well defined: So you can step to a certain time frame and get the pose for that frame. So you can quickly check how a certain change in the weight maps influences other poses.<\/li>\n<li>You can &#8220;see&#8221; your mesh in action: So you can check if the mesh transitions work as anticipated.<\/li>\n<li>You can change the pose in context: So you even can now work and keep in Edit mode all the time. When you need to change a bone position, then just scrub on the Timeline without leaving Edit mode.<\/li>\n<li>You can play the timeline: you can even edit your mesh while the animation runs.<\/li>\n<\/ul>\n<h4>The Timeline Copy Tool<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Sparkles provides a function which can be used for quickly making simple Animation cycles. On the the tool manual page you find a video that explains how you can make a simple walk animation.<\/p>\n<a href=\"https:\/\/sparkles.guru\/timeline-copy\/\" class=\"symple-button large gold   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Timeline Copy Tool<\/span><\/a>\n<p>in short terms:<\/p>\n<ul>\n<li>use the pose i mentioned above on frame 0 (first animation frame)<\/li>\n<li>copy the pose to frame 96 (last animation frame)<\/li>\n<li>copy the mirrored pose to frame 48<\/li>\n<li>make a relaxed standpose on frame 24<\/li>\n<li>copy the mirrored stand pose to frame 72<\/li>\n<\/ul>\n<p>now you have a super simple walk animation which is good enough for testing.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div style=\"padding:56.25% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/118920348?h=1b1c3803e1&color=ff9933&title=0&byline=0&portrait=0\" style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen><\/iframe><\/div><script src=\"https:\/\/player.vimeo.com\/api\/player.js\"><\/script>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Advanced Tip: Importing an animation for testing<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>There are thousands of ready made Animations available for Second Life. And Avastar provides a feature to import them and add them to an Avastar rig. The procedure might first look a bit tedious, but you will quickly find it working like a charm.<\/p>\n<a href=\"\/help\/n-panel\/sections\/animation\/motion-transfer\/\" class=\"symple-button large navy   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Motion Transfer Tool<\/span><\/a>\n<\/div>\n<div class=\"rhcol span5\">\n<div style=\"padding:56.25% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/235418617?h=1b1c3803e1&color=ff9933&title=0&byline=0&portrait=0\" style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen><\/iframe><\/div><script src=\"https:\/\/player.vimeo.com\/api\/player.js\"><\/script>\n<\/div>\n<\/div>\n<\/div><\/div>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-open \"><h3 class=\"symple-toggle-trigger active\">Tip: Apply weights in edit mode<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h4>Apply weights in edit mode<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>I have shown you before that you can inspect weights in edit mode. However we realize quickly that although the weights are displayed perfectly, the mesh does not behave as expected. It looks like the armature does not influence the mesh in edit mode.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_6400\" style=\"width: 556px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1022.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-6400\" class=\"wp-image-6400 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1022.png\" alt=\"\" width=\"546\" height=\"408\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1022.png 546w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1022-300x224.png 300w\" sizes=\"(max-width: 546px) 100vw, 546px\" \/><\/a><p id=\"caption-attachment-6400\" class=\"wp-caption-text\">left: Edit Cage not adjusted right:Edit Cage adjusted<\/p><\/div>\n<p>&nbsp;<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>This is because the Armature modifier has an option for <em>Adjust Edit Cage to Modifier Result<\/em>. This option is off by default. So we have to enable it.<\/p>\n<p>And as soon as the modifier option is set, the mesh will follow the pose exactly like it does in Weight Paint mode.<\/p>\n<p><em>Important:<\/em> In simple words the Edit Cage is the raw mesh, without any modifier applied and with no constraints applied.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_6401\" style=\"width: 373px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1023.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-6401\" class=\"wp-image-6401 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1023.png\" alt=\"\" width=\"363\" height=\"403\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1023.png 363w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2020\/12\/Image1023-270x300.png 270w\" sizes=\"(max-width: 363px) 100vw, 363px\" \/><\/a><p id=\"caption-attachment-6401\" class=\"wp-caption-text\">display animated meshes also in Edit mode<\/p><\/div>\n<\/div>\n<\/div>\n<p>Actually the edit cage may look quiet different from the final mesh. The <em><span style=\"color: #ff6600;\">Adjust Edit Cage to Modifier Result<\/span><\/em> applies the current modifier&#8217;s influence on the mesh to the edit cage. Thus when this option is enabled the edited Mesh will look like the final rendered mesh, although you only can edit the raw vertices of the Mesh at any time.<\/p>\n<\/div><\/div>\n<p>I assume that you have added a simple walk cycle as i explained in the Advanced Tip above: Testing by scrubbing (see above) And you have prepared the timeline accordingly. However if you find the creation of the walk cycle is too much for a first try, then you always can move the bones manually as well instead of scrubbing along the timeline.<\/p>\n<p style=\"text-align: center;\"><a href=\"\/reference\/usermanual\/attachments\/edit-weights\/\" class=\"symple-button default green   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Next &#8212; Edit Weights<\/span><\/a>\n","protected":false},"excerpt":{"rendered":"<p>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 the weights. However the [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":6382,"parent":351,"menu_order":40,"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-1089","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/1089","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/comments?post=1089"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/1089\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/351"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media\/6382"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media?parent=1089"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/categories?post=1089"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/tags?post=1089"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}