Binding

Binding (Assign Armature) [PS Showtime url=”/wp-content/uploads/2012/08/map_skinning.png”] After you have modeled your mesh (Character or Attachment) the next step towards animating your work is skinning the mesh. This is basically the process of attaching...

Skinning Panel Options

The Skinning Panel Options Weight: This Property defines from where the Bound meshes will get their initial weights. We provide 4 Weight sources here: Meshes: The weight maps are copied from all Meshes which are already assigned to the same armature and which are...

Rigging

A Rig is an animation control system for a Model. Rigs can use different methods for animating. For example it is possible to animate a mesh only by using empties and constraints, so no single bone is involved, yet it is an animation system.[break] The most common...

Rig Transfer Tool

The Rig Transfer tool has been added as a convenience tool for users who have to reopen old Projects with newer Avastar versions. Also users who want to migrate from the simple SL rig to the Avastar Rig find this tool helpful. And finally Creators who use mesh...

Rig Display settings

Rig Display Style [PS Showtime url=”/wp-content/uploads/2012/08/map_rig_display.png”] The Rig Display section gives you full control over which parts of the Mesh and the Rig can be seen at a given time. By default only the Control bones and the main parts...

Load Shapes

The Second Life Shape Importer Suppose you start a fresh Project with an empty scene. You already have downloaded your personal Shape from SecondLife as a local Shape file (in XML Format). All that you want is to create a new Avastar character with exactly this...