While the bone orientation of the end bones does not matter a lot, you still may want to match those end bones to the corresponding SL Bones. In this case Blender creates some fictive bone ends based on some reasonable assumptions. Note: You can enable/disable this option at any time later (in the Pose Panel)Įnforce SL Bone Ends: When you have imported a devkit from a Collada file, then the bone ends of the imported bones are not defined. Because then all Appearance Sliders behave very similar (but not identical!) to the default system character. Use Bind Pose:When the imported Rig is mostly human and does not differ much from the SL Default rig only by bone rotations, like for example the Belleza devkit or the TMP devkit, then your best bet is to enable the use bind pose option. Then conserve your finds by creating a new Preset for later reuse. So, best is to make some experiments before you decide which is the correct rig version to use here. If you choose the wrong rig version here, you later will end up with small deviations from the original. It is very important to know which of the 2 Rig versions has been used to create the foreign rig. However small the difference is, it is visual. Those rigs only differ in their precision of defining the Joint locations. SL supports 2 slightly different Rig definitions, namely the Pivot Rig and the Pos Rig. With Joints: Tell Avastar to record the details of the imported skeleton. So we can see if we can improve the update tool to also cover your particular situation. Please feel free to report us your issue. If you can not get your update to work, you may need to do it manually. Meshes jump to different locations after update:Įnable the Snowflake Icon (see above) and try again.This can be a bug in the tool or it can be a wrong option setting. Sometimes the Update Tool creates odd or wrong results. Depending on the other options the new Avastar meshes are kept, hidden or deleted.The meshes are bound to the new Avastar armature.The Avastar bones are aligned to match the original rig (If check for joint edits is enabled).A new Avastar armature is created (Basic or Extended).
The original Armature is applied to the Meshes (when snowflake icon enabled).Avastar will now step through following activities: When all settings are done, then you click the Update Rig button (see image above). Important: The Snowflake option only works when your original rig is oriented in the same way as the Avastar rig (arms aligned along the X axis) What happens during the update System Mesh: The number of Avastar meshes (head, body, eyes, …) bound to the rig.Custom Mesh: The number of user made (custom) meshes bound to the Rig.Warning:A Message containing the outdated rig version.Alignment Optionsīelow the Update Rig button you find an information section which tells you some details about your Rig and the bound meshes: Normally you want this option to be enabled. However sometimes you want to also edit the Bone tails for whatever reason. Generate Tail Offsets:Technically we only need the Bone Head information to support Sliders on edited Rigs. This option is not used normally as the automatic placement of IK Bones works well in most cases. However when you have special custom Rigs where your IK Bones need to be placed at unusual places, this option attempts to treat the IK Bones just like all other bones and move the IK Bones along with the sliders. Generate IK Offsets:IK Bones are normally placed automatically by Avastar. We rely on this information to allow appearance sliders be used with edited Rigs. Note: While this seems to be not necessary on first sight, Avastar must do this for internal usage. This option is rarely used.Ĭheck for Joint edits:When you update a rig that has been modified, then Avastar needs to collect the modification information to setup the Rig accordingly. But sometimes it may be good to “recreate” the Avastar Meshes as reference.
Rebuild Avastar Meshes:Often you do not want to see the Avastar Meshes. This also can be used to repair rigs of which Bones have been removed intentionally or by accident. This option ensures that your updated Rig contains all known Avastar Bones. Rebuild missing Bones: Different Avastar versions can have defined different Bones. So it is normally best to apply Scale & Rotation during the update. While this is not entirely wrong, it often creates unwanted and unforeseeable issues. This option is only rarely necessary, but very handy when it is needed.Īpply Rot&Scale:Often your Meshes contain Scale and Rotation in Object space. This option tries to reset the Bone Rolls of your armature Bones to the Roll as used with the Default SL Avatar. If the Bone Roll is wrong then you can end up with very odd issues. Enforce SL Bone Roll:The Bone roll is the rotation of bones along their long axis.