{"id":506,"date":"2015-10-13T08:22:58","date_gmt":"2015-10-13T08:22:58","guid":{"rendered":"http:\/\/avastar.online\/?page_id=506"},"modified":"2015-10-13T08:22:58","modified_gmt":"2015-10-13T08:22:58","slug":"parametric-fitting","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/300\/help\/n-panel\/avastar\/parametric-fitting\/","title":{"rendered":"Parametric Fitting"},"content":{"rendered":"<div class=\"rhcol span7\"><p><iframe width=\"560\" height=\"315\" src=\"https:\/\/www.youtube.com\/embed\/4YTj1Y_ZDSQ\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<div class=\"rhcol span5\">This video is about parametric fitting.<br \/>\nI have taken the simple tank-top from the fitted Mesh video series for demonstration&#8230;<\/div>\n<h3>Transcript<\/h3>\n<h4>Step one: prepare the environment.<\/h4>\n<p>Actually i just set the Avastar rig to fitted mesh mode right from the beginning of the project.<\/p>\n<h4>Step two: bind the attachments as usual.<\/h4>\n<p>In this case i use automatic weights-from-bones as my initial weighting.<\/p>\n<p>Then i enable the Second Life Appearance sliders.<br \/>\nNow we are done with the binding part.<\/p>\n<h4>Step three: Inspect the results.<\/h4>\n<p>By now we have weight maps only for the classic bones.<\/p>\n<p>I recommend that you now proceed with&#8230;<\/p>\n<h4>step 4: adjusting the weightmap configuration.<\/h4>\n<p>In this step you will tweak the weight maps and possible even the mesh<br \/>\nsuch that your model animates nicely with the classic bones and with the current shape.<\/p>\n<p>And please note&#8230; this step in your workflow can actually take a lot<br \/>\nof time, depending on the complexity of your mesh.<\/p>\n<p>However,<br \/>\ni will skip this step for now,<br \/>\nand i expect you have prepared your initial classic weightmaps<br \/>\nso that they work nicely for your mesh on your current shape.<br \/>\nSO let us now enable the fitted mesh.<\/p>\n<p>At this time you probably have already setup your Blender for weighting.<br \/>\nHowever, let me quickly step over to&#8230;<\/p>\n<h4>Step 5: Setup my own environment for fitting.<\/h4>\n<p>In the rigging panel i select the preset for skinning.<br \/>\nI also prefer to use stick mode, so i can better inspect the weight maps,<br \/>\nThen i set the display mode to Solid.<\/p>\n<h4>Step 6: inspect the initial weights on our model.<\/h4>\n<p>We see currently we have only classic bone weights<br \/>\nwhile all fitted Mesh bones are still not weighted at all.<\/p>\n<p>ok, we now can close the rigging panel, as we do no longer need it.<\/p>\n<h4>Step 7: Enter the fitting panel.<\/h4>\n<p>The fitting panel contains 2 groups of sliders,<br \/>\nthe group at the bottom is the list of classic and fitted mesh bone pairs.<br \/>\nHere you can find up to 19 entries. And each of these entries is related to 2 bones&#8230;<br \/>\na Basic SL Bone<br \/>\nand a corresponding Collision Volume Bone.<br \/>\nSo for each entry in this list we will find either one or 2 corresponding weight maps in the vertex groups list of our object.<br \/>\nAnd since we have not yet created any Fitted Mesh weights<br \/>\nwe only see the weight maps of the classic bones at the moment.<br \/>\nWe get back to this slider group in a minute.<\/p>\n<p>ok, The other group of sliders is related to the physics bones.<br \/>\nThese are a set of 7 Collision Volume Bones which have no corresponding classic Second Life bone. But these bones are animated by the Avatar physics.<\/p>\n<p>And the strength of the physics behavior is controlled by weight maps as well,<br \/>\nso we have added a Generator for creating the physics weights.<\/p>\n<p>And we proceed to&#8230;<\/p>\n<h4>Step 8: Generate the physics weights.<\/h4>\n<p>The strength sliders are actually split into 2 parts.<br \/>\nThe part from the middle to the left side controls how much the mesh is affected by the Avatar physics.<br \/>\nAnd the part from the middle to the right side suppresses small weight values in favor of the higher values.<\/p>\n<p>Please note&#8230; by default we have disabled the physics only for the handles.<br \/>\nBut we also can disable the other physics bones if we like.<br \/>\nIn fact we want to disable as many sliders as ever possible,<br \/>\nbecause we are allowed to use no more than 4 weights for each vertex.<\/p>\n<p>But each physics weightmap adds one extra weight.<br \/>\nSo you can easily define more then 4 weights per vertex<br \/>\nAnd this is not supported in Second Life.<\/p>\n<p>So&#8230; you need to keep this in your mind,<br \/>\notherwise you certainly get a few surprises when you later upload your mesh to your virtual world.<\/p>\n<p>Now back to our model&#8230;<br \/>\nwell, watching how the sliders affect the weights on the attachment is nice<br \/>\nbut we actually want to see how the mesh changes with different slider values.<br \/>\nFor this purpose we have added an automation button at the bottom of the fitting section.<\/p>\n<p>When this button is enabled, then any change of the sliders will be instantly propagated to the mesh<br \/>\nthus you can see how the sliders settings affect the shape.<br \/>\nHowever, nothing happens. Why that<br \/>\nThis is so because the Collision Volume Bones actually have no influence at all<br \/>\nwhen the Character is in its Default Shape. Hence&#8230;<\/p>\n<h4>Step 9: Define a working Shape.<\/h4>\n<p>We have to get out of the default Avatar shape,<br \/>\nand change the Appearance slider values.<br \/>\nWe can do this in the Avatar appearance Slider section.<\/p>\n<p>Lets open the section for the torso,<br \/>\nand then move the breast slider up to 100.<\/p>\n<h4>Step 10: Interactive Tweaking of the physics Volume sliders<\/h4>\n<p>Here we inspect how the mesh deforms while we adjust the physics strength sliders.<br \/>\nNote that this operation consumes a lot of resources and is rather slow.<\/p>\n<p>So we see&#8230; the Mesh does not move exactly in the same way as the default Avatar.<br \/>\nHence we need to fix that.<br \/>\nThe easiest fix is to tweak the mesh itself.<br \/>\nI show you now how you can do this in a very straight forward way.<\/p>\n<h4>Step 11: Tweak the mesh<\/h4>\n<p>ensure you have the appearance slider set to its maximum value<br \/>\nenter edit mode,<br \/>\nthen just edit the attachment mesh until it fully covers your avatar<\/p>\n<p>And also note, the physics strength sliders are just a weighting tool.<br \/>\nSo, these sliders are used only to setup and tweak the weights for your attachments.<br \/>\nYou also do not find these sliders in the Avatar Appearance editor.<\/p>\n<p>Actually you even can later tweak the weight maps as usual with any of the other available weight tools.<\/p>\n<p>So after some mesh editing we are satisfied with the results,<br \/>\nnow we need to make our changes permanent.<br \/>\nIn the Avatar appearance section we find the button&#8230; Bake to Mesh.<\/p>\n<p>and we proceed with&#8230;<\/p>\n<h4>step 12: Fitting the Bones<\/h4>\n<p>Now lets take care of the belly.<br \/>\nright now there is only one weightmap for the Torso bone.<br \/>\nand the corresponding Collision Volume is not weighted.<br \/>\nBecause of this we will see the mesh is not affected when we move the Avatar Appearance Slider for the Belly Size.<\/p>\n<p>So, lets look at the Bone pair sliders.<br \/>\nWhen you move the Belly slider<br \/>\nthen Avastar gradually moves weight from the classic Second Life torso bone to its corresponding collision volume Bone, the Belly.<br \/>\nThus the collision Volume Bone takes over the control.<br \/>\nHowever, the good news is<br \/>\nthis operation should not affect your animation by any means.<br \/>\nSo you can fully concentrate on the slider settings without need to worry about breaking your animations.<\/p>\n<p>For the Belly we see that even pushing the Slider to full strength<br \/>\nis not enough.<br \/>\nThis is due to the Pelvis bone pair.<br \/>\nSo&#8230; lets move the Pelvis slider as well.<\/p>\n<p>Now we again have an issue.<br \/>\nThe attachment shape is still not exactly matching to the Avatar shape.<br \/>\nAnd here is one method to get this fixed.<\/p>\n<h4>Step 13: Tweek the Mesh.<\/h4>\n<p>well, we did this before, when we adjusted the mesh to work nicely with the breast size-slider.<br \/>\nJust open up the Mesh editor, and tweak the vertices,<br \/>\nuntil the mesh fits nicely to your current shape.<\/p>\n<p>And when you are satisfied with the tweaks<br \/>\nThen call the Bake-to-Mesh function again<br \/>\njust as we did before when we tweaked the mesh to match the breasts.<\/p>\n<h4>Step 14: Final inspection.<\/h4>\n<p>When you now move the sliders back to the default shape,<br \/>\nthen you see the mesh has changed a bit,<br \/>\nbut your benefit is<br \/>\nthe mesh now behaves much nicer regarding the appearance sliders.<\/p>\n<p>Of course this is not a perfect method,<br \/>\nand there is still a lot to do before you get a perfectly fitted mesh.<br \/>\nBut the parametric fitting tool should give you a much better starting point for your detail work compared to what we had up until now.<\/p>\n<p>Before i end this video, let me point you to another new feature&#8230;<br \/>\nFitting Presets.<\/p>\n<p>Step back to the fitting panel.<br \/>\nAt the top of this panel, you see A Fitting Presets Selector.<br \/>\nHere you can store your fitting configuration.<br \/>\nthis basically allows you to create as many configurations as you like and recall them in a snap.<br \/>\nWe have added 2 commonly useful presets&#8230;<br \/>\nfully classic<br \/>\nand fully fitted.<\/p>\n<p>The names of these presets should be self explaining.<\/p>\n<p>Thank you for watching, and have a nice day.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This video is about parametric fitting. I have taken the simple tank-top from the fitted Mesh video series for demonstration&#8230; Transcript Step one: prepare the environment. Actually i just set the Avastar rig to fitted mesh mode right from the beginning of the project. Step two: bind the attachments as usual. In this case i [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":3763,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-506","page","type-page","status-publish","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/506","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=506"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/506\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3763"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media?parent=506"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/categories?post=506"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/tags?post=506"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}