{"id":351,"date":"2015-10-11T15:26:19","date_gmt":"2015-10-11T15:26:19","guid":{"rendered":"http:\/\/avastar.online\/?page_id=351"},"modified":"2015-10-11T15:26:19","modified_gmt":"2015-10-11T15:26:19","slug":"create-an-attachment","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/legacy\/reference\/create-an-attachment\/","title":{"rendered":"Create an Attachment"},"content":{"rendered":"<p style=\"text-align: center;\"><div class=\"symple-box  blue center \" style=\"text-align:left;\"> \n<p><iframe loading=\"lazy\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/xHAzP6RJNE8?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n\n<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 trools<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 docu: 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 on first sight. You should be prepared to spend some time and 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 for experimenting and getting experience. Your best approach is to follow this article from top to bottom.<\/p>\n<\/div>\n<\/div>\n<h2 style=\"text-align: center;\"><strong><div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We expect that you have basic knowledge about Blender.<\/div><\/div> <\/strong><\/h2>\n<p style=\"text-align: center;\"><\/div><\/div>\n<\/div>\n<h3 style=\"text-align: center;\"><div class=\"symple-box  black center \" style=\"text-align:center;width: 60%;\"> <span style=\"color: #ff00ff;\">This topic is not difficult,<\/span><br \/>\n<span style=\"color: #ff00ff;\"> it is only hard to explain.<\/span> <\/div><\/h3>\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\" width=\"1080\" height=\"608\" frameborder=\"0\" title=\"Blender for Noobs\" webkitallowfullscreen mozallowfullscreen 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: #ff00ff;\"><em>time you need<\/em><\/span><br \/>\n<span style=\"color: #ff00ff;\"><em> and patience you must have<\/em><\/span><br \/>\n<span style=\"color: #ff00ff;\"><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 of 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 not already did, then Consider to first 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\">Secondlife supports 2 types 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 riged 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 setup 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>Bones&#8230;<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Second Life Skeleton has been defined with many bones (84 bones actually) for very different usages. Though you might only know about the 26 SL Basic bones (mBones).<\/p>\n<p>Avastar&#8217;s 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<\/div>\n<div class=\"rhcol span6\">\n<p>84 Bones in the SL Avatar:<\/p>\n<ul>\n<li>26 Base Bones (mBones).<\/li>\n<li>26 Collision Volumes (fitted mesh).<\/li>\n<li>32 Attachment points (hooks).<\/li>\n<\/ul>\n<p>136 Bones in Avastar:<\/p>\n<ul>\n<li><span style=\"color: #0000ff;\">26 Base 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 Rig 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<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>\n<h4>and 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=\"span6 rhcol\">\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><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/07\/simple_skirt.blend\">simple_skirt.blend<\/a> (if you want a blend file)<br \/>\n<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/07\/simple_skirt.obj\">simple_skirt.obj<\/a> (if you prefer an obj file)<\/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=\"span6 rhcol\">\n<div id=\"attachment_21102\" style=\"width: 268px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/model.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21102\" class=\"wp-image-21102 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/model.png\" alt=\"model\" width=\"258\" height=\"416\" \/><\/a><p id=\"caption-attachment-21102\" class=\"wp-caption-text\">Simple cloth models for this tutorial.<\/p><\/div>\n<\/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 Secondlife. You find the documents in the document tree on the right side of this page. IN addition here are the links:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/knowledge\/skinning-fundamentals\/\">Skinning Fundamentals<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">When you want to master the process of skinning (weighting) your mesh, then you need some very fundamental insight into the topic. The following toggle box contains a brief summary. Please take your time and read this text a couple of times. This will save you a lot of time later:<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/binding-meshes\/\">Binding the Mesh<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">This is about attaching your character to the Avastar Meshes<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/weight-maps\/\">Inspecting the Weight Maps<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">Introduction to various tools for inspecting your weight maps.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/edit-weights\/\">Edit the weight maps<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">Introduction to tools for editing your weight maps.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/bone-weights\/\">Bone weights and inheritance<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">A fundamental chapter (beware of knowledge) about how bones weights and meshes work together<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/trouble-shooting\/\">topology considerations<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">A bit about what Topology is and why it is important to think about it<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/exporting\/\">exporting<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">Various scenarios for exporting your work to different target systems<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/avastar.online\/reference\/create-an-attachment\/trouble-shooting\/\">trouble shooting<\/a><\/p>\n<\/div>\n<div class=\"span6 rhcol\">Things can go wrong and will go wrong. Here is what you can do to keep or get back to sanity.<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 of experience and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":620,"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-351","page","type-page","status-publish","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/351","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/comments?post=351"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/351\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/620"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/media?parent=351"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/categories?post=351"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/tags?post=351"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}