{"id":811,"date":"2015-10-31T20:26:47","date_gmt":"2015-10-31T20:26:47","guid":{"rendered":"http:\/\/avastar.online\/?page_id=811"},"modified":"2015-10-31T20:26:47","modified_gmt":"2015-10-31T20:26:47","slug":"workflows","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/legacy\/workflows\/","title":{"rendered":"Workflows"},"content":{"rendered":"<div class=\"rhcol span3 span8\">\n<h2>First time users<\/h2>\n<div class=\"symple-toggle state-closed complete\"><h3 class=\"symple-toggle-trigger \">My first steps with Avastar<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>You purchased Avastar and now you are eager to make awesome content. We understand you want to start seeing results in 5 minutes. So lets try to get there&#8230;<\/p>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> But can you answer yes to those questions?:<\/p>\n<ol>\n<li>I have purchased the Avastar and i found it in my <a href=\"http:\/\/blog.machinimatrix.org\/my-account\/products\/\">Download folder<\/a><\/li>\n<li>I have successfully <a href=\"http:\/\/avastar.online\/reference\/install\/\">installed <\/a>the Avastar<\/li>\n<li>I have checked out the <a href=\"http:\/\/avastar.online\/reference\/3d-newbies\/\">Newbie page<\/a> and i am eager to start.<\/li>\n<\/ol>\n<\/div>\n<p>All questions answered with <span style=\"color: #993300;\"><strong>yes<\/strong><\/span>? Then you are ready to take off&#8230;<\/p>\n<h3>My first steps<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div aria-hidden=\"false\" role=\"tabpanel\" aria-labelledby=\"ui-id-1\" id=\"ui-id-2\" class=\"symple-clearfix ui-accordion-content ui-helper-reset ui-widget-content ui-corner-bottom ui-accordion-content-active\">\n<ol class=\"stars\">\n<li>Startup Blender.<\/li>\n<li>3D-View: add -&gt; Avastar<\/li>\n<li>Toolshelf: Avastar -&gt; Avatar Appearance<\/li>\n<li>Shape your character with the SL Sliders.<\/li>\n<li>Toolshelf: Export your character<\/li>\n<li>SL: Import the model.<\/li>\n<\/ol>\n<\/div>\n<p>Watch the video and read the <a href=\"http:\/\/avastar.online\/reference\/first-steps\/\">First Steps<\/a> &#8230;<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/138912597\" width=\"1080\" height=\"608\" frameborder=\"0\" title=\"create a character\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed complete\"><h3 class=\"symple-toggle-trigger \">Appearance Sliders<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span9\">\n<p style=\"text-align: left;\">We support the same appearance slider system as you can find in SL, OpenSim or other compatible worlds. You find the sliders in the Object properties of the Avastar Character:<\/p>\n<\/div>\n<div class=\"rhcol span3\"><a class=\"map\" href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/06\/map_appearance_sliders.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2015\/06\/map_appearance_sliders.png\" \/><\/a><\/div>\n<\/div>\n<h3>Playing the Sliders<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ol>\n<li>Go to object mode.<\/li>\n<li>Select the Rig (RMB on the yellow circles).<\/li>\n<li>Open the Tool Shelf &#8211; Avastar Tab<\/li>\n<li>Here you find the Appearance Panel (see image).<\/li>\n<li>Use the sliders to modify your Shape as you like<\/li>\n<\/ol>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-002.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-28227 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-002.png\" alt=\"\" width=\"233\" height=\"191\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>Get more detailed from the <a href=\"http:\/\/avastar.online\/reference\/first-steps\/\">Appearance Sliders<\/a> Help page&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed complete\"><h3 class=\"symple-toggle-trigger \">Mesh Clones<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div style=\"text-align: left;\" class=\"rhcol span7\">\n<p><strong><span style=\"color: #ff6600;\">Important:<\/span> <\/strong>In some cases you may want to <span style=\"color: #ff6600;\">modify the Avastar character<\/span> beyond what you can do with the Avastar Shape Sliders:<\/p>\n<ul>\n<li>Create a tiny or a giant.<\/li>\n<li>Add extra shape beyond what you can do with sliders.<\/li>\n<li>Modify the Avastar Meshes into something totally different.<\/li>\n<li>Join the character parts to have one single mesh body<\/li>\n<li>&#8230;<\/li>\n<\/ul>\n<p>The reason for this behavior is: Blender does not support editing Meshes which have Shape keys defined. The Avastar Meshes make heavy usage of Shape keys. Hence you get major fail as soon as you touch the meshes.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p>If you do not know what you are doing here, You have a good chance to break Avastar and create wild results:<\/p>\n<div id=\"attachment_21612\" style=\"width: 296px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/broken_avastar1.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-21612\" class=\"wp-image-21612 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/broken_avastar1.png\" alt=\"broken_avastar\" width=\"286\" height=\"202\" \/><\/a><p id=\"caption-attachment-21612\" class=\"wp-caption-text\">Unexpected results after small edits in the Avastar meshes<\/p><\/div>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<h3>Create a Mesh Clone<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span8\">\n<ol>\n<li>Go to Object Mode<\/li>\n<li>Select the Head (use Right Mouse Button, RMB)<\/li>\n<li>then SHIFT-RMB the Upper Body<br \/>\nand the Lower Body of the Avastar<\/li>\n<li>Open the Tool Shelf &#8211; Avastar Tab<\/li>\n<li>Open the Tools Panel on the Avastar Tab<\/li>\n<li>Locate the Freeze Shape section<\/li>\n<li>Modify the options\n<ul>\n<li>Disable Attach Sliders(*)<\/li>\n<li>Enable Join Parts<\/li>\n<li>EnableWeld Parts<\/li>\n<\/ul>\n<\/li>\n<li>Freeze Selected<\/li>\n<\/ol>\n<p>Now you have created a mesh Clone of the System character. You now can go ahead and modify and edit your mesh to your likes<\/p>\n<\/div>\n<div class=\"rhcol span4\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-108.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-1157 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-108.png\" alt=\"reference-108\" width=\"249\" height=\"463\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-108.png 249w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-108-161x300.png 161w\" sizes=\"auto, (max-width: 249px) 100vw, 249px\" \/><\/a><\/div>\n<\/div>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>When a mesh is attached to the Avastar Slider system, then editing the mesh may result in weird issues. Because of this i recommend that you Disable the Sliders especially if you intend to edit the generated mesh in the next step. You can attach the Sliders at any time from within the Skinning pannel<\/div><\/div>\n<p>Get more detailed from the <a href=\"http:\/\/avastar.online\/workflows\/editable-avastars\/\">Mesh Clones Workflow page<\/a>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed incomplete\"><h3 class=\"symple-toggle-trigger \">Create a Pose (wip)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>The art of Posing<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">This article will try to get you started quickly. We will reproduce the simple pose as shown in the image to the right. And fortunately Avastar provides a few tools which let you create such a pose within less than 2 minutes (after you know how to do it of course)<\/div>\n<div class=\"span6 rhcol\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-13336 aligncenter\" title=\"pose_final\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/pose_final1.png\" alt=\"\" width=\"306\" height=\"188\" \/><\/div>\n<\/div>\n<p>Get more details from the <a href=\"http:\/\/avastar.online\/reference\/pose-a-character\/\">Pose a character page<\/a>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed incomplete\"><h3 class=\"symple-toggle-trigger \">Create an Animation (wip)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3 class=\"entry-title main_title\">The art of Animation<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-10323\" title=\"splash\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2011\/10\/splash.png\" alt=\"\" width=\"320\" height=\"200\" \/><\/div>\n<div class=\"span6 rhcol\">Here is how to create your first Animation using Avastar. I assume that you have a bit of experience with Blender. We will do a three frame animation. This is just to get you started, as your experience grows you will find there are much faster and fun ways to pose and animate your character. It\u2019s assumed you\u2019ve already installed Avastar.<\/div>\n<\/div>\n<p><strong>Note: <\/strong>Avastar supports .bvh and .anim format. Both formats are fully supported by all major viewers for OpenSim and compatible online worlds.<\/p>\n<p>Get more detailed from the <a href=\"http:\/\/avastar.online\/reference\/my-first-animation\/\">Animate a character page<\/a>&#8230;<br \/>\n<\/div><\/div>\n<h2>More about Clothing and Attachments<\/h2>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Clothing (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Working with Avatar shapes (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">About Standard Sizes (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Accessories (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Making Rigid Attachments (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<h2>More about creating Characters<\/h2>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Creatures (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Quadrupeds, Centaurs and more<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Add bumps and wiggles (Avatar Physics) (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<h2>Making Animations<\/h2>\n<div class=\"symple-toggle state-closed complete\"><h3 class=\"symple-toggle-trigger \">Working with Bone constraints<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h4>Bone Constraints (Available in Pose mode and Edit mode)<\/h4>\n<p>The Avastar Rig tries to keep most of its complexity under the covers. The most important and unfrtunately also the least understood part of the rig is its control bone section together with its set of Bone constraints. Here is a bit of information to shed some light on this.<\/p>\n<p>The (green) Control Bones and the (blue) SL Base Bones of the Avastar rig are closely related to each other. Actually the SL Base Bones by default inherit the control Bones Transformation matrices. Hence the control bone skeleton and the SL Base bone skeleton are like almost perfectly synchronized twins. You can see this best with Bone display mode set to Octahedral:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22296\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22296\" class=\"wp-image-22296 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\" alt=\"rigging_04\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22296\" class=\"wp-caption-text\">The Green Control Bones are the master bones used for Animation<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22297\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22297\" class=\"wp-image-22297 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\" alt=\"rigging_05\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22297\" class=\"wp-caption-text\">The SL Base Bones are used for Skinning (Weighting). They follow the green control bones<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \nDue to the Bone constraints the SL Base bones can normally not be directly moved or rotated. Hence by default you have to move the control bones and weight the SL Base bones.<br \/>\n<\/div>\n<p>However there are 2 situations where you want to change the default behavior:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>When you Skin your Mesh (When you do weight painting tasks) then you almost always want to unlock the Bone Rotations of the <strong><span style=\"color: #0000ff;\">Blue SL Base Bones<\/span><\/strong>. Then you are free to pose the Deform bones for testing purposes.<\/li>\n<li>When you Animate your Character, then you may want to unlock the Location Constraints of the <strong><span style=\"color: #339966;\">Green Control bones<\/span><\/strong>, so that you can also perform Location animations.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> Hint: Although the Locking of Rotations and the Locking of Locations seems to be related, they actually are not. The unlocking is used to handle 2 completely different situations! It is important to get this sorted out and understand the difference as explained briefly above!<\/div>\n<\/div>\n<\/div>\n<h4>Bone Constraints Panel (in Edit\/Pose Mode)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Constraints Selector:<\/span><\/em> Here you can specify if you want to affect\n<ul>\n<li>All Pose Bones<\/li>\n<li>All Visible Pose Bones<\/li>\n<li>All Selected Pose Bones<\/li>\n<\/ul>\n<\/li>\n<li><em><span style=\"color: #ff6600;\">SL Bone Rot:<\/span><\/em> Lock\/Unlock the rotation of the SL Base Bones (good for weighting tasks)<\/li>\n<li><em><span style=\"color: #ff6600;\">Control Bone Loc:<\/span> <\/em>Lock\/Unlock the Location of the Control Bones (good for special animations i.e. face animation)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-958 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png\" alt=\"\" width=\"288\" height=\"303\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png 288w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069-285x300.png 285w\" sizes=\"auto, (max-width: 288px) 100vw, 288px\" \/><\/a><\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The Bone Workflow Presets (see further above) take this into account. So when you select the <em><span style=\"color: #ff6600;\">Skin<\/span><\/em> preset, then the constraints are automatically set appropriate for the Weighting workflow.xxx<\/p>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Import a bvh file to Avastar (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<h2>Advanced<\/h2>\n<div class=\"span6 rhcol\">\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Arbitrary Rest Poses (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Fitted Mesh (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Working with Joint positions (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<\/div>\n<h2>Expert tools<\/h2>\n<div class=\"span6 rhcol\">\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Exporting to other tools (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Working with Developer kits (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Working with Developer kits<\/p>\n<\/div><\/div>\n<div class=\"span6 rhcol\">\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Adding Avastar Presets (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<div class=\"symple-toggle state-closed tbd\"><h3 class=\"symple-toggle-trigger \">Clean Reinstall (tbd)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>&#8230;<\/p>\n<\/div><\/div>\n<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>First time users More about Clothing and Attachments More about creating Characters Making Animations Advanced Expert tools<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"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":[],"tags":[],"class_list":["post-811","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/811","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=811"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/811\/revisions"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/media?parent=811"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/categories?post=811"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/tags?post=811"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}