{"id":1621,"date":"2017-03-12T23:54:48","date_gmt":"2017-03-12T23:54:48","guid":{"rendered":"http:\/\/avastar.online\/?page_id=1621"},"modified":"2022-06-10T16:22:09","modified_gmt":"2022-06-10T16:22:09","slug":"rig-config","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/300\/help\/n-panel\/avastar\/rig-config\/","title":{"rendered":"Rig Config Panel"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h2><image src=\"\/avastar\/300\/wp-content\/uploads\/2022\/03\/approve_logo_300.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image>Rig Config Panel<\/h2>\n<\/div>\n<div class=\"rhcol span2\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2019\/10\/panel_rig_config.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2019\/10\/panel_rig_config.png\" \/><\/a>\n<\/div>\n<\/div>\n<h3>Bone Deform Settings<\/h3>\n<p>Not all bones take direct influence on the mesh. In fact by default only the 26 <em>SL Base Bones <\/em>of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation.<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>If you want to use only the <em><span style=\"color: #ff6600;\">SL Deform bones<\/span><\/em> (the default setting) then you enable the SL Deform Bones<\/li>\n<li>If we want to use the Bento bones, then we need to enable the <em><span style=\"color: #ff6600;\">Ext Deform Bones<\/span><\/em> as deforming bones.<\/li>\n<li>And if we want to create Fitted Mesh then we additionally have to enable the 26 <em><span style=\"color: #ff6600;\">Vol Deform Bones<\/span><\/em> for deforming.<\/li>\n<\/ul>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> the buttons only enable\/disable the bone options with one click. You also can modify the Deform Flag of each bone separately in Blender&#8217;s native Bone properties window.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-43869 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381.png\" alt=\"\" width=\"379\" height=\"488\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381-233x300.png 233w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\"><strong><span style=\"color: #3366ff;\">Note:<\/span> <\/strong>The Bone Deform Settings are only available in Pose mode and in Edit mode<\/span><\/p>\n<p>However when you create a Rig in Avastar-2 you normally do not have to take care of the deform Bone settings. Avastar enables by default all SL bones (Basic, Extended and Volume Bones) as deform bones. The Panel still exists so that you can setup things individually:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Deform:<\/span> <\/em>Disable or Enable the selected Bones as Deform Bones.<\/li>\n<li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> Disable or Enable the entire set of SL Base Bones as Deform Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Ext:<\/span><\/em> Disable or Enable the entire set of SL Extended Bones (Bento Bones) as Deform Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Vol:<\/span> <\/em>Disable or Enable the entire set of Collision Volume Bones as Deform Bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\">\n<p>&nbsp;<\/p>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> <span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> When your Skeleton refused to animate the mesh and when you are Sure the weight maps exist for your bones and they are filled with reasonable weights, then often the Bones are not marked as Deform Bones. In that case you can use this Panel for instant fixing.<\/div>\n<h3>Hip Compatibility mode<\/h3>\n<p>The hips (mHip) are slightly rotated relative to the shin bones (mKnee). The Rig should use a small rotation on the Hip bones. This is Avastar&#8217;s and SL&#8217;s normal bone orientation (see the image to the right). However in older versions of Avastar the hip bones where strictly aligned to the global the X-axis (see the image to the left). If you create meshes for older Avastar models, you will need to enable the Hip Compatibility mode to avoid that your meshes are wrong placed relative to the hips.<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_5581\" style=\"width: 291px\" class=\"wp-caption alignright\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383c.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-5581\" class=\"wp-image-5581 \" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383c.png\" alt=\"\" width=\"281\" height=\"421\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383c.png 306w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383c-200x300.png 200w\" sizes=\"(max-width: 281px) 100vw, 281px\" \/><\/a><p id=\"caption-attachment-5581\" class=\"wp-caption-text\">In Hip Compatibility mode the bone rolls are aligned to the global X-Axis<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_5582\" style=\"width: 293px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383d.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-5582\" class=\"wp-image-5582 \" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383d.png\" alt=\"\" width=\"283\" height=\"424\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383d.png 306w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383d-200x300.png 200w\" sizes=\"(max-width: 283px) 100vw, 283px\" \/><\/a><p id=\"caption-attachment-5582\" class=\"wp-caption-text\">In Avastar mode the Bone rolls are set in a natural way (slightly rotated)<\/p><\/div>\n<\/div>\n<\/div>\n<h3>Export with Baked Gender<\/h3>\n<p>&nbsp;<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Only relevant when gender is set to male and only when you have compatibility issues with meshes made by Avastar versions &lt; 2.80.<br \/>\nThis option bakes the male bone sizes into the exported armature.<br \/>\nWARNING: You normally would not want to have this option enabled<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-43872 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381a.png\" alt=\"\" width=\"379\" height=\"107\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381a.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381a-300x85.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h3>Structure Constraints<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">The Avastar Rig also contains a set of Structure Bones, although there are no corresponding SL Base Bone available. The structure Bones are mostly beneficial for Animation when you create non Human characters like Quadrupeds such as (dogs, cats, lions, horses, &#8230;)<br \/>\nBy default the Structure Bones can not be selected. But when you work on non human skeletons you often want to reposition the structure bones as well.<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/rigging-08.png\"><img decoding=\"async\" class=\"wp-image-5577 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/rigging-08.png\" alt=\"\" width=\"306\" height=\"355\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/rigging-08.png 306w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/rigging-08-259x300.png 259w\" sizes=\"(max-width: 306px) 100vw, 306px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">This is where the Structure Enable button comes into Play. When you enable Structure you can move the Structure Bones around just like all the other Control bones.<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-385.png\"><img decoding=\"async\" class=\"wp-image-5574 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-385.png\" alt=\"\" width=\"306\" height=\"42\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-385.png 306w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-385-300x41.png 300w\" sizes=\"(max-width: 306px) 100vw, 306px\" \/><\/a><\/div>\n<\/div>\n<h3>Spine Control<\/h3>\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\/300\/wp-content\/uploads\/2019\/10\/Image-382.png\"><img decoding=\"async\" class=\"wp-image-5555 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382.png\" alt=\"\" width=\"344\" height=\"334\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382.png 344w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382-300x291.png 300w\" sizes=\"(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\/300\/wp-content\/uploads\/2019\/10\/Image-383.png\"><img decoding=\"async\" class=\"alignleft wp-image-5559 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383.png\" alt=\"\" width=\"289\" height=\"399\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383.png 289w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383-217x300.png 217w\" sizes=\"(max-width: 289px) 100vw, 289px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n\n<p>The rig control panel provides a section for unfolding and folding the spine bones:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><span style=\"color: #ff6600;\"><em>Reset Spine:<\/em><\/span> fold the spine bones into the neutral Spine default pose<\/li>\n<li><span style=\"color: #ff6600;\"><em>Enable\/Disable <span style=\"color: #ff6600;\">Lower<\/span><\/em>:<\/span> fold\/unfold only the lower spine bones<\/li>\n<li><span style=\"color: #ff6600;\"><em>Enable\/Disable Upper<\/em>:<\/span> fold\/unfold only the upper spine bones<\/li>\n<\/ul>\n<p>Note: The eye icon makes the Spine bones visible or invisible depending on the select state.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\u00a0<a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-644.png\"><img decoding=\"async\" class=\"wp-image-5575 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-644.png\" alt=\"\" width=\"306\" height=\"120\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-644.png 306w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-644-300x118.png 300w\" sizes=\"(max-width: 306px) 100vw, 306px\" \/><\/a><\/div>\n<\/div>\n<p>Eye Control<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The SL Rig has 2 sets of Eyes, which have very similar behavior and are located at the very same positions in the rig.<\/p>\n<ul>\n<li>The Basic eyes are those of the System character<\/li>\n<li>The Extended eyes are those from the Bento Rig<\/li>\n<\/ul>\n<p>It is not entirely clear why we have 2 eye sets, probably this has been made to allow creatures having more than 2 eyes? However, the eye settings section allows you to show either set of eyes or even both eye sets at the same time.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft size-full wp-image-43874\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381b.png\" alt=\"\" width=\"379\" height=\"314\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381b.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-381b-300x249.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Rig Config Panel Bone Deform Settings Not all bones take direct influence on the mesh. In fact by default only the 26 SL Base Bones of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation. If you want to use only the SL Deform bones (the default setting) then you [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":43869,"parent":3763,"menu_order":40,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"off","_et_pb_old_content":"<div class=\"row-fluid\"><div class=\"rhcol span10\"><h2>Rig Config Panel [approved]<\/h2><\/div><div class=\"rhcol span2\"><p>[showtime url=\"\/wp-content\/uploads\/2018\/08\/panel_rig_config.png\"]<\/p><\/div><\/div><h3>Bone Deform Settings<\/h3><p>Not all bones take direct influence on the mesh. In fact by default only the 26 <em>SL Base Bones <\/em>of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation.<\/p><div class=\"row-fluid\"><div class=\"span6 rhcol\"><p>If we want to use the Bento bones, then we need to enable the <em><span style=\"color: #ff6600;\">Extended SL Bones<\/span><\/em> as deforming bones. And if we want to create Fitted Mesh then we additionally have to enable the 26 <em><span style=\"color: #ff6600;\">Collision Volume Bones<\/span><\/em> for deforming.<\/p><\/div><div class=\"span6 rhcol\"><p><a href=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image381.png\"><img class=\"aligncenter wp-image-2006 size-full\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image381.png\" alt=\"\" width=\"227\" height=\"211\" \/><\/a><\/p><\/div><\/div><p><span style=\"color: #ff6600;\"><strong><span style=\"color: #3366ff;\">Note:<\/span> <\/strong>The Bone Deform Settings are only available in Pose mode and in Edit mode<\/span><\/p><p>However when you create a Rig in Avastar-2 you normally do not have to take care of the deform Bone settings. Avastar now enables all SL bones (Basic, Extended and Volume Bones) as deform bones. The Panel still exists so that you can setup things individually:<\/p><div class=\"row-fluid\"><div class=\"rhcol span12\"><ul><li><em><span style=\"color: #ff6600;\">Deform:<\/span> <\/em>Disable or Enable the selected Bones as Deform Bones.<\/li><li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> Disable or Enable the entire set of SL Base Bones as Deform Bones<\/li><li><em><span style=\"color: #ff6600;\">Ext:<\/span><\/em> Disable or Enable the entire set of SL Extended Bones (Bento Bones) as Deform Bones<\/li><li><em><span style=\"color: #ff6600;\">Vol:<\/span> <\/em>Disable or Enable the entire set of Collision Volume Bones as Deform Bones<\/li><\/ul><\/div><\/div><p>[symple_box color=\"yellow\" fade_in=\"false\" float=\"center\" text_align=\"left\" width=\"\"]<span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> When your Skeleton refused to animate the mesh and when you are Sure the weight maps exist for your bones and they are filled with reasonable weights, then often the Bones are not marked as Deform Bones. In that case you can use this Panel for instant fixing.[\/symple_box]<\/p><h3>Structure Constraints<\/h3><div class=\"row-fluid\"><div class=\"rhcol span6\">The Avastar Rig also contains a set of Structure Bones, although there are no corresponding SL Base Bone available. The structure Bones are mostly beneficial for Animation when you create non Human characters like Quadrupeds for example (dogs, cats, lions, horses, ...)<br \/>By default the Structure Bones are not selectable. But when you work on non human skeletons you often want to reposition the structure bones as well.<\/div><div class=\"rhcol span6\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_08.png\"><img class=\"aligncenter size-full wp-image-22304\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_08.png\" alt=\"rigging_08\" width=\"272\" height=\"311\" \/><\/a><\/div><\/div><div class=\"row-fluid\"><div class=\"rhcol span6\">This is where the Structure Enable button comes into Play. When you enable Structure you can move the Structure Bones around just like all the other Control bones.<\/div><div class=\"rhcol span6\"><a href=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image385.png\"><img class=\"aligncenter size-full wp-image-1637\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image385.png\" alt=\"Image385\" width=\"204\" height=\"53\" \/><\/a><\/div><\/div><p>\u00a0<\/p>","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-1621","page","type-page","status-publish","has-post-thumbnail","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/1621","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=1621"}],"version-history":[{"count":3,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/1621\/revisions"}],"predecessor-version":[{"id":43875,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/1621\/revisions\/43875"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3763"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media\/43869"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media?parent=1621"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/categories?post=1621"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/tags?post=1621"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}