
- Second life bento skeleton blender how to#
- Second life bento skeleton blender free#
This is where official and other versions of Ruth and Roth are distributed. Next up, figure out a mesh that will show me, inworld, if these Custom Properties in the bone settings are working.Īll of the inworld snapshots are taken at the RuthAndRoth grid, which is an OSGrid sim built and maintained by Ai Austin on University of Edinburgh servers. You may want to check Orphan Data in the Outliner panel to make sure you’re not carrying more data than you need to in this file.
Female.Skeleton armature should be gone from the Outliner, but if it isn’t, check to make sure you didn’t miss any bones, then delete it. The settings for restpose_scale are in OS-SL armature bones.ods which I got from avatar_skeleton.xml. Skeleton.Female is missing LEFT_HANDLE and RIGHT_HANDLE bones, so we have to input the Custom Properties manually. Check that the Custom Properties copied OK, then delete the source bone, PELVIS1 in this case. Select each pair of bones, for example PELVIS and PELVIS.001, making sure that the target is selected first and the bone with the settings to be copied is the last one selected. After you’ve installed the plugin, the Copy Custom Properties button should be just above the Custom Property settings in the Bone panel.
Second life bento skeleton blender free#
Make sure you have the free plugin: “ Object:Copy Custom Properties” by scorpion81 installed. Select the two armatures: Skeleton_Female, then the armature from avatar_skeleton.xml or whatever armature you’re using, and join them: hotkey ctl-j. if you’re careful and select Skeleton.Female, then your armature, the Blender will automatically add a suffix to the added bones that have the same name. Rename the Skeleton.Female collision bones – I did this in the Outliner panel: PELVIS1, CHEST1, etc. Delete the unneeded custom properties (outdated fbx settings) from each collision bone, leaving the restpose_rot and restpose_scale settings. Select the armature layer with the COLLISON bones (all in caps) – should be the third slot. Skeleton.Female armature: Select the armature layer with the mBones – should be the second slot – and delete all of the mBones. Viewport Display settings in the Armature Object Data Properties: Octahedral and Names. The somewhat improved workflow that I drafted in Part 2 to copy custom properties from one armature to another: Male will be the same routine with different settings. I’ll blog about the female armature here.
Second life bento skeleton blender how to#
Now for assembling the new armature and figuring out how to test it. Today I’ll add another armature – one derived from avatar_skeleton.xml, with the volume bone custom settings I described in an earlier blog. In the GitHub folder “Ada Radius” I keep tools that I like to keep on hand: an armature built from the viewer Character folder file: avatar_skeleton.xml, the female armature, and a rebuilt version of Linden Lab’s male_2016_08_05.dae. Imported: male_2016_08_05.dae with armatureĪvatar_skeleton.xml (from the viewer Character folder) Imported: female_2016_08_05.dae with armature The Linden Lab folder is is a library of armatures downloaded from Second Life Wiki Fitted Mesh, Second Life Bento Resources and anything else we (the RuthAndRoth team) could find, including: There are a variety of resources available at RuthAndRoth GitHub under Reference. Because I also want an armature more-or-less correctly sized to the default male mesh (created inworld via morphs). I’ve switched directions a few times, and am now using different sources.