{"id":856,"date":"2015-11-01T22:17:19","date_gmt":"2015-11-01T22:17:19","guid":{"rendered":"http:\/\/avastar.online\/?page_id=856"},"modified":"2015-11-01T22:17:19","modified_gmt":"2015-11-01T22:17:19","slug":"editable-avastars","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/legacy\/workflows\/editable-avastars\/","title":{"rendered":"Editable Avastars"},"content":{"rendered":"<h3>Purpose<\/h3>\n<p>You may want to modify the Avastar meshes, or just create posed static versions of the Avastar meshes. The workflows below help you to Quickly create a Mesh based clone of the SL Avatar.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Good to know<\/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<\/div><\/div>\n<h3>Workflow<\/h3>\n<p>This is the most basic process of creating a simple character mesh based on the SL Avatar mesh<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 1: Create a new Avastar<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>In Blender<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/93783928\" width=\"1080\" height=\"608\" frameborder=\"0\" title=\"create sl clone 1\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Navigate to:<\/p>\n<p style=\"text-align: center;\"><span style=\"color: #ff6600;\"><strong>add -&gt; Avastar -&gt; With Triangles<\/strong><\/span><\/p>\n<p style=\"text-align: center;\">The Avastar character is based on the<br \/>\n<em><span style=\"color: #ff6600;\">SL Avatar definition files<br \/>\n<\/span><\/em>from <em>Linden Lab.<\/em><\/p>\n<\/div>\n<\/div>\n<p style=\"text-align: left;\"><div class='et-box et-info'>\n\t\t\t\t\t<div class='et-box-content'>The Avastar is fully compatible with the character from Second Life and all similar online worlds like OpenSim for example.<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_113\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-001.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-113\" class=\"wp-image-113 size-medium\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2015\/10\/reference-001-300x225.png\" alt=\"Create as new Avastar\" width=\"300\" height=\"225\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-001-300x225.png 300w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-001.png 513w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><p id=\"caption-attachment-113\" class=\"wp-caption-text\">Create as new Avastar<\/p><\/div>\n<p style=\"text-align: left;\">After a short time (typically 2-4 secs) a new Avastar character is created in the 3D View and at the current 3D cursor location .<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<div id=\"attachment_152\" style=\"width: 195px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/AvastarObject1.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-152\" class=\"wp-image-152 size-medium\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2015\/10\/AvastarObject1-185x300.png\" alt=\"AvastarObject\" width=\"185\" height=\"300\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/AvastarObject1-185x300.png 185w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/AvastarObject1.png 200w\" sizes=\"auto, (max-width: 185px) 100vw, 185px\" \/><\/a><p id=\"caption-attachment-152\" class=\"wp-caption-text\">Avastar&#8217;s default Shape is compatible with SL&#8217;s default Shape.<\/p><\/div>\n<\/div>\n<\/div>\n<h3>Back in Second Life<strong><span style=\"color: #ff6600;\"><br \/>\n<\/span><\/strong><\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>When you use Avastar&#8217;s default shape then you also need to test your work with a fresh created shape in SL.<\/p>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We do not use any of the Ruth shapes, because there is no clear definition what Ruth is. While there is an official definition of the default shape.<\/div><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_154\" style=\"width: 195px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/default_shape.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-154\" class=\"wp-image-154 size-medium\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2015\/10\/default_shape-185x300.png\" alt=\"default_shape\" width=\"185\" height=\"300\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/default_shape-185x300.png 185w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/default_shape.png 288w\" sizes=\"auto, (max-width: 185px) 100vw, 185px\" \/><\/a><p id=\"caption-attachment-154\" class=\"wp-caption-text\">The SL default Shape (Create new Shape).<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>In SL you create the default shape from your Inventory: (See image)<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/new_shape.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-153 aligncenter\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2015\/10\/new_shape-300x126.png\" alt=\"new_shape\" width=\"300\" height=\"126\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/new_shape-300x126.png 300w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/new_shape.png 332w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \"><strong>What else you should know<\/strong><\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<ul>\n<li>New Avastar characters can only be created when you are in Object Mode!<\/li>\n<li>A new character will be placed at the current 3D Cursor location.<\/li>\n<li>You can hide (&#8216;h&#8217;) or remove (&#8216;x&#8217;) not needed parts of the Avatar meshes (like the skirt or the hair for example) without breaking the tools.<\/li>\n<li>You can create as many characters as you like aside each other and so you can create multi-character animations.<\/li>\n<\/ul>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>The character that you know from avatar.blend or from the workbench (sometimes also named &#8220;ruth&#8221;) looks different from the default Avastar character. this is not a mistake. Further explanations can be found in the <a href=\"http:\/\/blog.machinimatrix.org\/avastar\/compare-to-workbench\/\">Avastar vs. Workbench Skeleton<\/a> article.<\/div><\/div>\n<\/div><\/div>\n\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span1\">\n<p>&nbsp;<\/p>\n<\/div>\n<div class=\"rhcol span11\">\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 2a (optional): Use Appearance Sliders<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3 style=\"text-align: left;\">The Appearance Sliders<\/h3>\n<\/div>\n<div class=\"span6 rhcol\"><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<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>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<ul>\n<li>Go to object mode.<\/li>\n<li>Select the Rig (RMB on the yellow circles around the mesh).<\/li>\n<li>Open the Tool Shelf &#8211; Avastar Tab<\/li>\n<li>Here you find the Appearance Panel (see image).<\/li>\n<\/ul>\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<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li><strong><span style=\"color: #ff6600;\">Shape Presets:<\/span><\/strong> Here you can add your own Slider configurations. When you click the white + sign the current shape slider values get stored as new Preset (see also below).<\/li>\n<li><strong><span style=\"color: #ff6600;\">Orange Stickman:<\/span><\/strong> Reset the Shape to the SL Default Shape (like create new Appearance)<\/li>\n<li><strong><span style=\"color: #ff6600;\">White Stickman:<\/span> <\/strong>Reset the Shape to the SL technical Rest pose (may be useful when you bind to a mesh that used the default SL Skeleton (like workbench or avatar.blend)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<ul>\n<li><strong><span style=\"color: #ff6600;\">Male:<\/span><\/strong> When enabled, the Shape switches to Male gender. The current absolute Avatar Height is displayed in parantheses)<\/li>\n<li><strong><span style=\"color: #ff6600;\">Sections:<\/span><\/strong> A popup Menu for the different Shape Sections (In the Image the <em>Body Section<\/em> is displayed). This is equal to the Appearance Editor in SL or OpenSim.<\/li>\n<li><span style=\"color: #ff6600;\"><strong>Section Reset:<\/strong> <\/span>The icon on the right side of the Section Selector allows to reset the entire Section to its Default values.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h4><span style=\"color: #ff6600;\">The Shape Presets Selector<\/span><\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Preset Selector can be used to store your custom Shapes. For example when you attempt to work with a fixed set of Standard Shapes, you can add these shapes as Presets: All you need to do is:<\/p>\n<ul>\n<li>Define your shape (by moving the Shape Sliders, see below)<\/li>\n<li>Create a new Preset<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-003.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-28228 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/reference-003.png\" alt=\"\" width=\"232\" height=\"213\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class='et-box et-info'>\n\t\t\t\t\t<div class='et-box-content'>Presets are stored globally (outside of the current Blend file), thus all defined presets are available at any time in any project. Avastar is not shipped with any character presets<\/div><\/div>\n<h3>The Section Sliders<\/h3>\n<p>The section subpanel of the Avatar shapes panel contains the Sliders for the section specific shape keys. The values assigned in SL match exactly with the slider values in Blender.<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Some sliders have a small Bone icon on their left side. This indicates the slider affects the bones (bone sliders).<\/li>\n<li>Some sliders have a small magnet icon on their left side. This indicates the sliders affects a fitted Mesh bone (Collision Volume bone)<\/li>\n<li>All other sliders affect only the mesh (morph sliders).<\/li>\n<li>The icons on the right side indicate that the slider value has been changed. Click on these icons to reset the corresponding Slider Value to its default.<\/li>\n<li><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The Reset icon on the Top Right of the section panel resets the entire Bone Section to its Default Values.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_26946\" style=\"width: 245px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/shape-sliders-021.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-26946\" class=\"wp-image-26946 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/shape-sliders-021.png\" alt=\"\" width=\"235\" height=\"268\" \/><\/a><p id=\"caption-attachment-26946\" class=\"wp-caption-text\">Fitted Mesh Sliders indicated with a magnet<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3>The Special Sections<\/h3>\n<\/div>\n<div class=\"span6 rhcol\"><a class=\"map\" href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/map_appearance_sections.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/map_appearance_sections.png\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>We have added 3 extra sections (<em><strong><span style=\"color: #ff6600;\">Changed<\/span><\/strong><\/em>, <span style=\"color: #800000;\"><em><strong><span style=\"color: #ff6600;\">Fitted<\/span> <\/strong><\/em><\/span>and <em><strong><span style=\"color: #ff6600;\">Skeleton<\/span><\/strong><\/em>) which do not appear in the Second Life Shape editor.\n<ul>\n<li>The <span style=\"color: #ff6600;\"><em>Changed<\/em><\/span> section is empty by default and will be populated by the list of changed Shape sliders of your Avastar.<\/li>\n<li>The <span style=\"color: #ff6600;\"><em>Fitted<\/em><\/span> Section contains all Sliders which affect Fitted Mesh Bones (Collision Volume Bones).<\/li>\n<li>The <span style=\"color: #ff6600;\"><em>Skeleton<\/em><\/span> section (see image) contains all sliders which affect the bone length of the Avastar character.<\/li>\n<\/ul>\n<\/li>\n<li>On top of the list (in the Section Header) you see a Reset button. This button will reset all shape sliders of the current Section to its factory defaults.<\/li>\n<li>Each slider can be dragged, or you can click on it and then type in a number.<\/li>\n<li>If a slider has been changed then you see a reset icon right to the slider. Clicking on that icon resets the slider to its default value.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/skeleton_values2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-26947 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/11\/skeleton_values2.png\" alt=\"\" width=\"245\" height=\"507\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<h4>Bake to Mesh:<\/h4>\n<p>This function makes all slider changes permanent for the active (and selected) Custom Mesh. Take care: This function deletes all Custom Shape keys and the Mesh gets changed!<\/p>\n<p><span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> This option is not available (greyed out) for the Avastar Meshes.<\/p>\n<\/div>\n<\/div>\n<h3>Special Feature: The Mesh deformer<\/h3>\n<p>The Mesh deformer is an old development that came to live a couple of years ago. But the project has never been going public in Second Life. However we keep basic support for the Mesh deformer available, because other compatible online worlds might possibly support the Mesh deformer.<\/p>\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'><strong><span style=\"color: #ff6600;\">Hint:<\/span><\/strong> If you plan to create Meshes compatible to the Mesh Deformer, then you will want to reset all bones in the Skeleton Section to their default values (Reset Section to defaults).<\/div><\/div>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 2b (optional): Change Gender<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>You can change the Gender of the Avastar character as follows:<\/p>\n<ul>\n<li>Select the Avastar Armature<\/li>\n<li>Open the Data Properties Tab in the Properties window:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image010.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19799\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image010.png\" alt=\"Image010\" width=\"213\" height=\"319\" \/><\/a><\/li>\n<li>locate the Gender Selector and enable &#8220;Male&#8221;<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Your final result will look like this:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image011.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19800\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image011.png\" alt=\"Image011\" width=\"238\" height=\"279\" \/><\/a><\/p>\n<p><strong><span style=\"color: #99ccff;\">Note:<\/span> <\/strong>You can switch the Gender on and off as you like.<\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 3: Freeze your Shape<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<h3>Freeze Shape<\/h3>\n<h4>Purpose<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><p><iframe loading=\"lazy\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/cFZf4f9_66k?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>The Avastar Meshes can not be modified. As soon as you try to do this, you will get very bad distortions. This is due to how Shape keys are handled in Blender.<\/p>\n<p>The freeze either creates static meshes from your rigged meshes, or modifiable versions of your selected meshes. The tool basically removes all shape keys and all Avastar control data.<\/p>\n<\/div>\n<\/div>\n<p>The Freeze Tool is used in following situations:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><strong>You want to create a static statue<\/strong> in the current pose and with no rigging information assigned. But when you export the Avastar character to SL as it is, then the imported mesh rezzes always in T-Pose, even when you exported in another pose.<\/div>\n<div class=\"span6 rhcol\"><strong>You want to modify the Avastar base meshes<\/strong> for optimization or as initial model for your own custom Avatar project. But as soon as you edit the Avastar meshes, they quickly get into a chaotic disorder.<\/div>\n<\/div>\n<h4>Usage<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Ensure Blender is in Object Mode.<\/li>\n<li>Select all parts which you want to freeze.<\/li>\n<li>Set the freeze options.<\/li>\n<li>Freeze Selected.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>Note:<\/strong><\/span> You can apply<span style=\"color: #ff6600;\"><em> Freeze Shape<\/em> <\/span>to any mesh object (unrelated to Avastar). This is practical for example when you want to apply all shape keys.<\/div>\n<\/div>\n<h4>Details<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Select all parts of the Avastar meshes which you want to use for your own character:<\/p>\n<div id=\"attachment_19790\" style=\"width: 294px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-19790\" class=\"wp-image-19790 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\" alt=\"Image008\" width=\"284\" height=\"416\" \/><\/a><p id=\"caption-attachment-19790\" class=\"wp-caption-text\">Here i have selected the Head, the upper body and the lower body<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>Then set the Freeze Options, and finally <em><span style=\"color: #ff6600;\">Freeze Selected:<\/span><\/em><\/p>\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/avastar_tools_02.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-22394\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/avastar_tools_02.png\" alt=\"avastar_tools_02\" width=\"195\" height=\"159\" \/><\/a><br \/>\n<div class=\"symple-box  yellow none \" style=\"text-align:left;width: 100%;\"> \nIt is important to understand that this tool always creates a copy of the selected meshes with all Shape Keys applied! The copies are placed exactly where the original meshes are located.<br \/>\n<\/div>\n<\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The frozen Meshes do no longer react in the exact same way to the Avastar sliders as the original Avastar character does. However, the meshes behave exactly in the same way as they will behave when imported into SL, OpenSim or other compatible virtual environments.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">What you should know<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<ul class=\"stars\">\n<li>When you select to <span style=\"color: #ff6600;\"><em>Keep<\/em><\/span> the Original, then the original mesh and your frozen mesh will overlap and you might not be able to see that there are actually 2 meshes now.<\/li>\n<li>When you select to <em><span style=\"color: #ff6600;\">Delete<\/span><\/em> the Original, then the Original Avastar mesh is fully replaced by your frozen version.<\/li>\n<li>When you select to <em><span style=\"color: #ff6600;\">Hide<\/span><\/em> the original, then the Original Avastar mesh will be hidden from view, then you only see the frozen version.<\/li>\n<li>when you enable <em><span style=\"color: #ff6600;\">Standalone Posed<\/span><\/em> then your frozen mesh will be detached from the armature and it will end up as a simple non rigged static mesh.<\/li>\n<li>When you enable <em><span style=\"color: #ff6600;\">Remove Weight Groups<\/span><\/em> then all weight groups of the frozen mesh will be deleted and you end up with a static non rigged mesh without any weights associated to it. (A naked model so to say)<\/li>\n<\/ul>\n<\/div><\/div>\n<h4>The Tool Options<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h5>Original:<\/h5>\n<p>This option defines what shall happen with the original Mesh(es) (those which you have selected in Object mode)<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<h5>Values:<\/h5>\n<ul>\n<li><strong><em>Delete:<\/em><\/strong> The Original Mesh is deleted.<\/li>\n<li><strong><em>Hide:<\/em><\/strong> The Original mesh is kept but gets hidden. You can always unhide hidden objects with the keyboard shortcut ALT + H<\/li>\n<li><strong><em>Keep:<\/em><\/strong> The Original Mesh is kept and remains visible. Thus the original and the new copy are displayed at the same time<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h5>As static Mesh:<\/h5>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>If the original Mesh was rigged to an armature, then -by default- the frozen mesh Copies keep rigged as well. But sometimes you want to get a complete static statue with no animation information at all. In this case you will select this option.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_02.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21786\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_02.png\" alt=\"freeze_02\" width=\"181\" height=\"174\" \/><\/a><\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\"><strong>Note: <\/strong><\/span>If you select this option you get an additional option <em><span style=\"color: #ff6600;\">Remove Weight Groups<\/span><\/em> which does what the name implies. Hence you can achieve that the frozen object contains no animation data at all (this option is rarely used, but very handy when needed)<\/p>\n<h5>Join Parts:<\/h5>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>If you have selected 2 or more objects, then the <em><span style=\"color: #ff6600;\">Join Parts<\/span><\/em> appears. This option just joins the frozen parts into one resulting mesh object.<\/p>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> If the Join parts option is selected, then you get one more option <em><span style=\"color: #ff6600;\">Weld Parts<\/span><\/em>. If that option is checked, then all duplicate vertices along the adjacent edges of the joined parts will be merged.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_03.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21787\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2012\/08\/freeze_03.png\" alt=\"freeze_03\" width=\"186\" height=\"176\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \n<span style=\"color: #008080;\"><strong>Caveat:<\/strong><\/span> The <em><span style=\"color: #ff6600;\">Weld Parts<\/span><\/em> option only removes doubles along the welded edges. Duplicate vertices on any other place in your meshes will not be removed by the freeze tool!<br \/>\n<\/div>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 4: Join Parts (Optional)<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3>Join Avatar Parts<\/h3>\n<\/div>\n<div class=\"span6 rhcol\"><p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/93783930\" width=\"1080\" height=\"608\" frameborder=\"0\" title=\"create sl clone 3\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Joining parts of a mesh will make all parts belong to one single object.<\/p>\n<ul>\n<li>Select all objects that you want to join. Here i have selected the Head, the upper body and the lower body of a frozen version of the Avastar character:<a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19790\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image008.png\" alt=\"Image008\" width=\"284\" height=\"416\" \/><\/a><\/li>\n<\/ul>\n<p><strong><span style=\"color: #99ccff;\">Note:<\/span><\/strong> You can select multiple objects by holding the SHIFT key down while you right click on the parts which you want to select.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<ul>\n<li>Press CTRL +J to join the parts into one object<\/li>\n<\/ul>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">W<strong>hat you should know<\/strong><\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>You might have duplicate vertices especially along the seams of the meshes. You can remove these duplicates as follows:<\/p>\n<ul>\n<li>Go to Edit Mode<\/li>\n<li>Select all Vertices (press &#8220;A&#8221; once or twice)<\/li>\n<li>Press &#8220;W&#8221;<\/li>\n<li>Select the &#8220;Remove Doubles&#8221; function<\/li>\n<li>Go back to Object Mode<\/li>\n<\/ul>\n<\/div><\/div>\n<p>Your final result will look like this:<\/p>\n<p><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image009.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-19794\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/05\/Image009.png\" alt=\"Image009\" width=\"194\" height=\"273\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Step 5: Export the Mesh<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n\n<\/div><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Purpose You may want to modify the Avastar meshes, or just create posed static versions of the Avastar meshes. The workflows below help you to Quickly create a Mesh based clone of the SL Avatar. Workflow This is the most basic process of creating a simple character mesh based on the SL Avatar mesh &nbsp;<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":811,"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":[7],"tags":[],"class_list":["post-856","page","type-page","status-publish","hentry","category-workflow"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/856","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=856"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/856\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/811"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/media?parent=856"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/categories?post=856"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/tags?post=856"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}