I'm wondering how I would go about bento-rigging a blender mesh head? I've tried understanding it and looking up tutorials, but there seems to be virtually no information on it for beginners. I have a little experience with blender, especially modelling - but i guess you could still consider me pretty new at everything it can do (like rigging/bone stuff). The best tool to rig (clothing, avatars, creatures) for Second Life IMO is Avastar. I want to have an animal head imported to Second Life & I would like it to blink. Join their discord They are very helpful and provide great support for their product. It's a very powerful tool with many options. In a Nutshell: We support the same Appearance Slider system that you can find in SL, OpenSim or other compatible worlds. Maybe a little eyebrow action, too, I don't know. You find the Appearance Sliders in the Toolshelf Avastar Tab: Go to object mode. Select the Rig (RMB on the yellow circles around the mesh). I'm hesitant to really download the bento plugin(?) for blender(?) without knowing anything about what to do. So, how do I do this from scratch? Do I just learn how to rig in blender/use bento and the rest sort of comes together? □ □ĪvaStar and MayaStar both have tutorials on rigging with their Plugins. Both are on YouTube and AvaStar has some on Vimeo. AvaStar also has a set of tutorials behind a pay-wall. I have done my best following the instructions given by Belleza to convert the rig to Avastar/Ble. If you are an Avastar customer then you now find the update in your download folder.
I suggest MayaStar tutorials because rigging is rigging and you may pickup something. We have published an Avastar update that matches to the proposed changes of the avatar definition files from the Bento Project. Blender with Avastar.72 and Avastar Bento 2. In-world the Blender-AvaStar group can provide some help and point you to good tutorials.Īlso, there are some SL gotchas few mention once they know about them. For instance the important one is limiting your weighting for any vertex to just 4 bones. When you go over 4 the SL system is unpredictable as to which four values it will use. And it doesn't flash any warning if you use more than four. At least when I was messing up it didn't. The post is still under development to debug the process. To get an idea of how others are rigging their heads you can use the Black Dragon viewer's Poser to move various bones and see the effect on the head. These notes describe the process to use Blender to take the Ruth2 v4 mesh avatar, including an armature for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim.