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Blender avastar bento
Blender avastar bento










Now, you CAN edit the bones you are working with - the face bones, or wing bones, or tail bones, etc. To cut to the chase, the PROPER way to create universal body parts is to start with a fresh, untouched avastar rig, and DON’T EDIT IT! Gaia has tried to explain to me why this has to be, but… unless the answer is “because SL,” I don’t see why it should be. IF you have edited the joints, they WILL be exported, whether you want them to be or not. If you read the tooltip fine print, you have to note that turning off EPH will not export unweighted bones **Unless The Joints Have Been Edited!** Okay, so you turn OFF EPH, and then Avastar will export only the bones you have weighted.

blender avastar bento

This makes sure that your wings are located in absolute virtual space where you expect them to be.īut what if you don’t know where they are expected to be? You can build them for an average human, but what if a child avatar wears them? Or a Dinkie? Or a Giant? Or a completely non-human avatar? What if you want the skeleton that the person is already wearing to dictate where the hip/torso/chest are, and what size they are?

blender avastar bento

So, if you have just a pair of wings, EPH will export the wing bones and wing root, as well as the chest, torso, and COG. What EPH does is… makes sure that your partial rig actually has entries for all the bones between the used bones and the COG (pelvis). There is an export option called “Enforce Parent Hierarchy” which I call EPH for short. (Yes, impossible, but how close can we get?) And why can’t I rip the head off my red panda and make it work on any avatar?

blender avastar bento

#BLENDER AVASTAR BENTO HOW TO#

How to create a Head/Tail/Wings/Hands model that will work with any avatar. Universal Body Parts & Enforce Parent Hierarchy (EPH)










Blender avastar bento