So I've tinkered around with uploading meshes into SL via Blender, but I wanted to try making something that was specifically rigged.
I just so happened to have a friend say "I'm so upset nobody's made a Zebstrika avatar yet" (a Pokemon) so I was planning to rig the 'mane' section onto Orange Nova's Dvalinn Deer.
ONA is super awesome in that they have their dummy blend files ready to download on their blog, so the issue wasn't getting a hold of the avatar.
The issue is, despite all the tutorials I've watched trying to figure out rigging, ONA just does it differently. Not to mention I'm not using Avastar or a human avi, for that matter.
I've gotten all the way down to where you have to assign weights to the mesh so that it moves properly with the body but when I switch into "Weight Painting Mode", the section I have selected is covered with indications of the vertices. I'm assuming it's something to do with vertex groups, but I'm far from pro so I'm not certain about it.
This was the video I had been trying to follow to get a better feel for rigging (and I liked that they aren't using a Human avi), but as you'll notice the differences when THEY select the avatar versus when I do...
Visually it's not a big deal, but when I try to select the mesh I made to adjust the weights, it just ends up selecting the nearest vertex (highlights the selected one).
I looked everywhere through Blender Manuals and forums and videos--on and on. I couldn't figure it out, so I finally buckled to come ask for myself. And I'll be heading over to other forums if things are inconclusive SL side. I just figured somebody has to know how to do what I'm trying to do, especially since this is a popular model in the MP.