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AvaStar 1.7.1: Fitted Mesh problems


WhimsicalCapra
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Hello! I'm here to ask for help with fitted mesh. After searching through archives along with google search and videos I have a decent understanding of the workflow.

However I have one issue holding me back.

It's the fitting panel; despite following the instructions I get the same "Disabled for Avastar Meshes".

The mesh body already has classic weights on the vertex groups and I've tried binding it with several combinations of hidden and shown bones to no avail. I'm left scratching my head and no doubt I'm missing one small detail on the option setup... either way I'd be greatly appreciative for help on this matter!



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This indicates that for some reason your meshes are marked as "avastar-mesh". This can happen when you make copies of the Avastar meshes and reuse them for your own creations.

The correct way to reuse the Avastar Meshes (and to fix your issue):

Freeze your mesh with the Freeze tool (in Tool shelf - Avastar vertical tab - Tools) with the options:

Original: Delete
as static Mesh: disabled

The quick fix (with potential for serious unhappyness):

Check in the Custom Properties of the Mesh Object if you find a property named "avastar-mesh". Delete this property when it is listed. then the fitting panel should instantly enable itself.

Why is it so "complicated" after all?

Well, Avastar tries to emulate the SL Viewer. Especially the default Avatar uses Morph Shapes (Shape keys in Blender) while Custom Meshes only use Skeletal Animation to shape the mesh. So Avastar does Skeletal Animation on Custom Meshes and Morph Shapes on the Default Avatar meshes as well.

If we would allow Avastar-Meshes to use both methods, we ended up in a serious damage. And that would indeed make things complicated and nasty.

I hope this helps.

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Worked perfectly! Before the post there was no avastar-mesh in the custom properties as I deleted it along with the shape keys and original vertex groups before adding edges with knife and using a mixture of sculpt mode and edit to the mesh for its new shape, so I find it odd that it was still identified. Mainly used a copy of the default female so I could keep the default UV maps for texturing... or so how the original idea went and it may or may not been the one thing that kept that link. 

 

Using the freeze mesh tool fixed everything though without having to remake or edit anything! That and your response time is quite impecable.

Thank you for everything Gaia, you're a true lifesaver. <3

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