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  1. I have an animation which I'd like to upload for personal use at priority 6. With this said, it's only one animation, and I can't justify the $40 price tag to get Avastar so I can upload a SINGLE priority 6 animation. With this in mind, I'm looking for someone who has Avastar already, and would be willing to help! I'll be willing to pay a reasonable for it, in addition to covering the 10L$ upload cost! If anyone is interested, I'd prefer to communicate further via in-world IM, so I can share the dl privately. Thanks in advance!
  2. software used: Blender 2.79b, Avastar 2.5.1 and firestorm viewer. Hello, i'm having an issue with a mesh limb for a custom avatar i made that uses custom joint offset (pic1, pic2), i upload it with "include skin weight" and "include joint position" . the arm it self works until i wear some mesh that is rigged with a different joint offset, this will dislocate completely the limb and i have to relog to fix it. Also the fingers are all pointing in the wrong direction whenever i wear something or not. I'm not sure what i'm doing wrong, this is the first
  3. Hello! I'm just started being more friendly with Blender now; I would like to know how to make bento pose for couples? Is it possible to add two avastar in blender to make a perfect pose? Please help!
  4. So I'm looking for help. I have decent (I think) mesh and texturing skills, or at least they've getting there, and I want to learn clothing and rigging and stuff. I have Avastar, and a few other tools, but what gets me is I haven't found a good set of tutorials, and I don't know anybody who really knows how to do it. So I keep getting stuck, and it's way more complex than just normal mesh so it's harder to just look up what I need. So... does anybody have suggestions about a good set of tutorials that can at least walk me through the general process. I tried reading the stuff at machinima
  5. Hello, I applied as an Creator for the Rigged Mesh Body from Belezza and I want to build Jewelleries for hands. My friend told me that there is a big problem in using the Belezza Body for creation in Blender with avastar. Before I start to get to know the InDepth issues I would like to get informations and solution in front from experienced users of this body for blender. I hope to get your help. Regars, NIWO
  6. Hi everyone! I'm posting today about my mesh body I am making. It's fitmesh, it's bento, and sadly the neck is giving me issues. When I look at the weights on the Avastar mesh and copy those weights to my custom body - even when I use the exact correct neck-piece of geometry from the Avastar - there is a gap between my custom body's neck and my CATWA Bento female head. Here's a picture of how the weights look for Avastar's neck: And, here's the weights for my custom body's neck: And here's the neck inworld when my avatar turns it's head
  7. Hello, I have received the Jake Belleza Dev Kit from Belleza and am a Blender user. I have 2.79 and 2.72 for various needs and Avastar 1.7.1 for Blender 2.72 and Avastar Bento 2.3.2 for Blender 2.79. I have done my best following the instructions given by Belleza to convert the rig to Avastar/Blender and as far as the rig goes it is functional but the issue is with the mesh clothing floating dramatically away from the body, I've gone so far as to suck it up into the body itself and while it does get it closer the issues that creates moving forward are just silly and not useful. See t
  8. i tried making a pose but seems like no matter what i do it has some strange behavoir. So i thought why not make it simpler and move only one bone. The bone i moved: When exporting this and uploading to SL it has some strange behavoir.. Even the legs seem to move though i've never touched them. Does anyone know what's going on?
  9. I'm new to avastar and I'm learning as I go but right now I'm having a hard time modeling seams on my clothes. Is there a way to freeze the position of my mesh without unbinding it from the armature? I would appreciate all the help.
  10. Hello! I use blender and avastar to make my own body. It's a mesh body of others (A), which has been bound to a skeleton(a). I use the upper part of it to creat my body(B), and binds it to another skeleton(b). I adjust the skeleton(b) to make it same with (a), and I convert body(A)'s weight to body(B), so either the skeleton or weight is same. I didn't do anything with this part of mesh in blender. And i upload both A and B into SL. As a result, other parts of body fits well as it should do, but some parts (which belongs to Chest joint) doesn't fit. The Chest of B is always bigger than th
  11. I'm using a AO for this character and just have it in a flying animation. But then randomly it just starts to decide that it want to break its wings randomly.If i move it basically fixes it but then it goes back to it a while after. I have no idea what is effecting the animation.
  12. i am probally misunderstanding something here.. but why does Avastar 2 creates a rig for me with 159 bones if i can't get more than 110 inside SL ? I rigged my avatar and SL is not recognizing my weights.. It was working fine before trying out the Extended armature (bento) =(
  13. I need help with moving the avastar avatar up and down so that the SL avatar ends up in the same position. I understand that the COG bone moves the position of the avatar but I can only get it to rotate, any other type of movement like using the transformation manipulators: translate, moves the avastar avatar up and down, so the pose, say a sitting one, looks ok in blender but when I go to upload it to SL the SL avatar is hovering in the air, so my question and hopefully someone knows, is how do I get the cog bone to move the avastar avatar so that the SL avatar is doing the same pose.
  14. Hello everyone, I'd like to start off by saying that I've tried doing this myself, but in all aspects, failed to do so successfully a great numerous of times. I'm trying to get a model that has already been made into SL as an avatar, but I almost get reduced to ripping my laptop in half because of it. Avastar is being a royal pain in the ass (not the good kind), and I've looked at alot of tutorials and followed them to a "T". Yet still nothing seems to be working at all, so I give up. So here's the deal: I want to pay someone to do this for me. It's getting really very very tiresome an
  15. I'm having problems getting a very simple fitted mesh skirt to work properly on the Belleza Jake mesh kit body using the Avastar plugin in Blender 2.79. I tried making a super simple plain pencil-skirt for him, just to test whether the fitted sliders will work and the mesh will fit different shapes... For the most part, it does upload fine and it is rigged normally and in addition, follows the "Muscle" sliders which means the "Fitted" is working, but... ...There are still some sliders which just won't assign properly both in Blender and after uploading into SL. After I manually
  16. I have this detailed character that i've cut into parts to fit the vertexes limit. Only the head and the left chest got exported. The rest of the parts gives me errors like: "HandPinky0Left" not into the list "HandThumb0Left" not into the list "HandMiddle0Left" not into the list 1 specific error per 1 part Then there are the right side errors which are the same errors only "Left" is replaced with "Right".
  17. Hello, I have a manuel bastioni lab mesh I created using the add on in blender. I have attached it to avastar and whilst the bones work nicely and the weights copied over beautifully. I cannot get it to load into second life properly. it is deforming insanely in the spine and does not match up with the SL avatar (I am wanting it to fit standard sized XS and XXS clothing.) I would like to get someone to help me finish off the rigging of the avatar itself, including bento bones. The mesh has shape keys that I would like to keep in place as well. To discuss payment and exchange referen
  18. I am new to custom skeletons. The front legs are the Arm bones (collar, elbow, etc) and I can't seem to get them to bend straight forward rather than out to the side. I have tried moving the joints around, which seems to affect it, but not sure how to get it the way I want. Thanks.
  19. Hello! Lately I've been trying to learn how to make custom mesh avatars for SL, but I've run into a problem I can't seem to figure out on my own. As far as I know, it should be possible to do what I am trying to do, so hopefully someone can share some much needed knowledge about the subject. The issue I'm having is editing the SL armature to to fit my mesh, which possible, results in some weird bone deformation/offsets in SL on import. Judging from the picture i've attached, the problem seems to be the edited bones not storing rotation in world, where scale and position seems to func
  20. Are there new definitions for some of the bones and rig menu items in the newest Avastar release? I looked all over the official site for definitions and a list of the new features that have changed from previous versions but can't find anything like that beyond a list of bug fixes. Although there may be a couple tutorials on the Avastar site that I haven't watched yet, most of them are from before this newest release anyway and a text entry for it would be great so we could find it in searches. More specifically, has whatever the Control Bones menu used to be changed now to Animation Bon
  21. Hello, so I have a question and was hoping that someone can help me with an on-going issue I've had for a while now. I have an up to date version of both Blender and Avastar. I also have the TMP dev kit with the mesh bodies that I want nothing more than to make clothing for. I imported the .fbx files and the body is staring me in the face... My issue is... there is no clear bones? Well... let me rephrase. I am used to looking at this: Kemono body. Just in general. But the TMP does not have any of this. So I am unsure how to carry on making clothing and things whe
  22. Hi, To simply sum it up, I'm trying to make my first Bento tail. I want it to be longer and larger than the default bone set up for the tail and from what people have told me, modifying the bones is possible because when uploading, I can include joint positions. My issue is is that when I modify the bones, it deforms my mesh badly and the tail does not move exactly with the bones, even when I manually paint the weights for them. Without modifying the Tail bones and using automatic weights, it works fine. But then if I try to resize the tail, it does not bend correctly.
  23. I'm hoping I get a reply at some point, perhaps now that I have more specific questions it helps. I'm working on animating the SL avatar's wing bones in Blender / Avastar. I've made super simple little flattened cylinder mesh objects at the base of each wing bone in case I need something to attach my own flexi prims to. I know, everyone usually uses mesh, but I really am attached to the flexible nature of plain ol' flat prims as they move so nicely. So, if I import these wing bone animations into SL as an avatar animation with the two little simple cylinder meshes they are rigged to, will
  24. So I have this bodysuit that I meshed, with a zipper on each side. When I rig it, the zipper moves, stretches, and all kinds of other things ( It looks pretty decent when you're not moving, but once you pose walk etc it starts moving weird ). I have been searching for a few days for a solution. I saw something that said rig the entire zipper to specific bones. When i do that, it doesn't move right with the clothing. Does anyone have any kind of advice, on how i can rig a zipper so it doesnt stretch, yet still moves perfectly with the clothing? Its not an actual rigged zipper where it opens and
  25. A couple of days ago a new version of Blender was released. I cover it here. There are only a few things that will interest SL users. But, the changes in Collada allow better transfer between Maya and Blender. So, for those playing with SL and Sansar that is a big thing. The official announcement is here: Blender 2.79 Released
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