this is the workflow posted with the permission of Eleanora Newell, for Avastar test 10.38.
Even if Blender says it is properly installed, if you see something wrong I suggest that you uninstall and install it again from scratch. New versions are coming out, so this will probably work just for this version
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Even if Blender says it is properly installed, if you see something wrong I suggest that you uninstall and install it again from scratch. New versions are coming out, so this will probably work just for this version
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Installation of Avastar test version
1-1-1038.
We have found that you will need to:
1. Install the zip addon.
2. In the addon tab, type Avastar into
the search field.
3. Verify that Avastar is enabled.
4. Save user settings.
5. Restart Blender.
6. If you are in Blender 2.7x, the Add
menu is now at
the bottom of the 3D View window. The
shortcut is
Shift-A.
If it is stubborn, uninstall Avastar
and restart Blender
before proceeding with the steps..
Still stubborn, Set to Factory setting,
uninstall Avastar
and proceed with the steps.
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Please note that this is for Avastar
test version 1-1-1038
and is likely to change with future
updates!
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● Workflow for previously weighted
mesh:
1. Have your mesh and the avastar
figure and rig ready (I like the meshes and rig on different layers
for ease of selection, you can use shift select to add more than one
layer, but you can put them as you like).
✱ NOTE: It is important to model
over the default shape. Once the model is complete and parented to
the rig, with sliders attached, you can load the shape you wanted to
use. If you did the five standard sizes, hopefully you also included
default. If not, take the one closest to default size and edit it to
the default shape. ✱
2. Select your mesh and the rig. In
the Skinning and Rigging panel, set Weight to "Keep".
Shape sliders should be on by default.
3. Press the Assign Armature button.
This changes the options for the next step. At this point both your
mesh and rig are still selected and can stay selected for the next
steps.
4. For Fitted Mesh, press the plus
sign by "Deform (Fitted)..." to open the panel where the
Fitted button should be the one enabled.
5. The deform panel has been updated
to try and make it as simple as possible. Since we are doing a
garment that was previously weighted, change Weight to Move. This
will move the weights that were originally mBones (SL) weights and
moves them to the corresponding cBones (volume/collision). If you
want your mesh to also have weights place on the cBones for which
there are not corresponding mBones, checkmark the Generate Weights
button. Apply configuration.
6. The mesh is now ready for you to
test with sliders. Go to the object properties to test the sliders.
7. Go to Show bones in the Avastar tab
and enable weight. This will make the sl base (blue) and volume
bones (orange octahedrons) visible and put you in the weight room.
8. Enabling Stick will make the SL
base bones easier to work with.
9. Use the SL bones to pose, and the
volume cbones to weight.
10. To update the weights while you're
painting, press alt-q to see changes to the mesh after you paint
weight.
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● For unweighted mesh:
1. Have your mesh and the avastar
figure and rig ready (I like the meshes and rig on different layers
for ease of selection, you can use shift select to add more than one
layer, but you can put them as you like).
NOTE: It is important to model over
the default shape. Once the model is complete and parented to the
rig, with sliders attached, you can load the shape you wanted to use.
If you did the five standard sizes, hopefully you also included
default. If not, take the one closest to default size and edit it to
the default shape.
2. Select your mesh and the rig. In
the Skinning and Rigging panel, set Weight to Meshes, Bones or Empty,
depending on what you want weight from. Remember that to use Meshes
means you must have the avastar, or another mesh with weights,
visible for the copying to occur. Shape sliders should be on by
default.
3. Press the Assign Armature button.
This changes the options for the next step. At this point both your
mesh and rig are still selected and can stay selected for the next
steps.
4. For Fitted Mesh, press the plus
sign by "Deform (Fitted)..." to open the panel where the
Fitted button should be the one enabled.
5. The deform panel has been updated
to try and make it as simple as possible. Since we are doing a
garment that was previously weighted, change Weight to Move. This
will move the weights that were originally mBones (SL) weights and
moves them to the corresponding cBones (volume/collision). If you
want your mesh to also have weights place on the cBones for which
there are not corresponding mBones, checkmark the Generate Weights
button. Apply configuration.
6. The mesh is now ready for you to
test with sliders. Go to the object properties to test the sliders.
7. Go to Show bones in the Avastar tab
and enable weight. This will make the sl base (blue) and volume
bones (orange octahedrons) visible and put you in the weight room.
8. Enabling Stick will make the SL
base bones easier to work with.
9. Use the SL bones to pose, and the
volume cbones to weight.
10. To update the weights while you're
painting, press alt-q to see changes to the mesh after you paint
weight.
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There are other presets in the list.
Hovering over each preset in the list will tell you what it does. If
you have questions about these other presets, you can ask and I will
try to explain or find out the workflow for them.
Happy Meshing,
~ele
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