I'm not entirely sure how the deformation of the face bones work - which parts of the body to deform together (I've separated this by head, tail, wings, body), or why it looks like a mess on import. I couldn't find the answer I was looking for here in this forum (though I did not look through each and every page), are there specific export settings in the most recent Avastar that I need to deform the face bones properly?
They look really odd but everything else looks ok. The forepaws are only goofy looking because 1. I repurposed the Bento wing bones as fingers and 2. nothing is animated. :matte-motes-bashful:
I also do not know how to make a basic deform animation, or what priority it should be. Guess that's not Bento related though. :matte-motes-crying:
I used to use the mSkull bone for the head's root rotation, then I used mFaceRoot instead, and made it not assigned to the entire head.
The eyelid bones are set up in a way so that the mesh will use only partial animation in that area, the rest will just be alpha switches.
So I guess my questions are not only the ones above but, how should I tackle these issues? Should I upload all of the meshes without anything but skin weights, then set up a deformer (like a cube with the bones per part, then link them together in-world), or just have skin weights and a deform animation..? These new bones will be so helpful but only if I know what to do with them.
I'll also mention that the green bones have been edited and re-parented, not sure if those maybe aren't ok to change child status on or not. I could also wait until Bento is at RC status.
Edit: added another picture of one of my problems, didn't mean to reply directly to Teager
Another edit: Seems like I sort of am on the right track to figuring this out.. A deform animation that has the joints offset correctly then? I had a useless animation from a week or two ago and it seemed to pop the head into existence at least better than it was before. Will tinker with this while waiting for a reply.