Testing the AvaStar Model vs LL Avatar Model

About 5 years ago I was testing the various models available for use in Blender and comparing them to the SL default avatar. Now Gaia of AvaStar has done that for you. Check it out.

I think it is really nice to have this information. But, there isn’t much use for it. Mesh clothes built based on the default avatar are simply never going to fit well. The sliders will always change the classic avatar and mesh clothes at different rates.

The classic avatar use morphing. Mesh clothes use rigging. Those two things respond differently.

However, the AvaStar model will get you as close to a match as is possible.

Second Life – Content Creation UG Meeting 2017 w27

The crowd at the Content Creation UG meeting is growing. I think that is mostly due to Medhue live-streaming the meetings.

These meetings are somewhat just small updates on the week-to-week progress the Lindens are making on Server-Side Baking and animated mesh objects, animesh. While there isn’t much new, we are learning more about animesh.

Vir Linden and crew are figuring out how to make animesh work. Group participants are thinking more about how they would like it to work. So, on both sides, the plan is getting more sophisticated. The meetings are interesting.

This week’s video runs about 1hr 8 minutes. I couldn’t hang out after the meeting. But the post-meeting can last an hour. It might go longer, but the Server Beta meeting starts and hour after, so several people leave to make that meeting. Continue reading

Second Life – Content Creation UG Meeting 2017 w26

I missed the first 10 minutes of the meeting as RL was intruding. There are Two interesting parts. Toward the end of the meeting a discussion of copybot issues starts. That section and an hour long post-meeting is in another video. When I get it uploaded, I’ll link to it from this article.

I’ve used bold text to highlight subjects in the outline summary of the meeting. You may remember, I use these videos to learn about video editing for RL work. Premiere, in general, or maybe just on my computer, is broken. So, I cannot currently use titles or text from within Premiere. So, this video is mostly about audio for me. In that area, because I used Firestorm (FS) I had to learn more about audio cleanup. Maybe if I knew more about FS, it would be less of a problem.

Medhue caught the entire hour-long meeting on video (HERE). My video picks up about 10 minutes in (1:10 PM SLT). Medhue skipped streaming the post-meeting. He was there for most of it. Inara has not posted her summary of the meeting. So, I don’t know if she’ll touch on it or dive in. I’ll dive in.

In the 10-minutes prior to my video starting, Vir Linden was following up on a question about whether animating attachment points is (will be) allowed and whether meshes can weight/rig to attachment points. The Linden viewer currently blocks animations and meshes that do. The servers, however, will allow it. So, for now things are a bit inconsistent. Continue reading

Second Life – Content Creation UG 2017 w/23

Getting this video out was a problem. Adobe Premiere started crashing and refusing to show video in the Project Editor panel. Plus, the Hippotropolis region was crashing during the meeting. That made for an interesting meeting and made more work putting the video together.

There were lots of audio challenges in this video. I tried to clean up several places. Cathy Foil’s microphone is over driving the system. Vir Linden apparently talks into a fixed position mic. He tends to move toward and away from it when talking. Anyway, I did what I could with it.

Meeting Summary

Vir Linden starts the meeting talking about viewers. The AssetsHTTP viewer is still in QA, but expected to update the RC in week 24.

Work is continuing on animated objects. Vir has the server and a pre-project viewer working so one can see animated objects. Other viewers crash. So, that has to be handled. Continue reading

AvaStar Updates to 2RC10

Today AvaStar released a new release. You can get it from your products page. I’m not sure what, if anything, is new or changed. I assume there are bug fixes. If you read the problems I had adding in the Slink 2.0.30 rig to the then current 2.0.46, you are aware of one problem.

Crystal Gardens

Crystal Gardens

The new version is 2.0.48. It updates easily. I disabled and removed 2.0.26, installed and enabled 2.0.48 (2RC10) without error.

Of first interest to me is whether I can update the Slink model I want to use. Slink updated their May 2016 to a May 2017 version. The 2017 version used AvaStar 2.0.30. The Slink people, AvaStar people, and I had trouble updating. Slink was gracious enough to update their files to 2.0.46.

With this new AvaStar version I tried updating the Slink 2.0.46 version to 2.0.48. At first, it seemed to have updated without a problem. I did have to close Blender and reopen to get the Outliner to update. Then I realized all the Slink meshes failed to parent to the rig in the update. So, I’ll have to move the Slink model and my things manually.

AvaStar – Add the Slink 2017 Model

The Latest Word 6/1 Late

Talking with Eleanora Newell (AvaStar) and Siddean Munro (Slink) We have come to the conclusion the updater in AvaStar 2RC8 has a bug. It will supposedly be fixed in 2RC9. Fortunately, we don’t have to deal with the bug.

Siddean Munro has updated the May 2017 Slink Dev Kit. The May Kit updated to AvaStar 2.0.30. It is now a June 1 Kit updated to 2.0.46, the newest AvaStar.

So, just download the Kit again and get the latest version.

Also, if you are moving older projects to the new version, Append those objects to the new updated avatar. It is easier, faster, and presents fewer problems than trying to update the rig.

Talking with Siddean,

Heya, I’ve been chatting with Eleanora and Gaia [AvaStar peeps] about the update process. It’s not entirely unique to my kit.

There was some bug with the update process that Gaia says she’s fixed, will be released in the next version of the release candidate, and Eleanora says you need to have the little snowflake enabled on the update tool for the female body, and to uncheck “male” under the appearance sliders on the male body.

I found it just easier to add the new rig and attach the bodies to it, than mess around with their update tool. It’s always been problematic.

I will be advising anyone who asks to download the latest from my DropBox though, I will try and keep on top of Avastar updates as much as I can.

The thing you described with the bones all rotating from their individual origins – I asked about that in the Blender channel the other day, and someone responded she’d had the same issue as me, and locking and unlocking the bones did the trick. 🙂

I don’t really know why they lock the bone rotations. It’s like they have AvaStar all setup for animations, but we have to jump through so many hoops to get the rig ready for creating mesh with it. I’m going to send them a NC with some thoughts today so I will put in a suggestion for a rig setup toggle – animation to skinning maybe.

The best thing you can do with your older projects is append them into the new kit, rather than updating the old rig and risking errors from the old body meshes.

Eleanora just messaged me that the update tool is broken, the sliders don’t work. So appending to an updated rig might be better in the short term until they figure this out.

The rest of the article below is mostly outdated now. However, if you need to update a rig, you may find some help in it.

================================Original Below================

Having some problems with newly released Slink model? I did. Took me some time to figure out how to get it working. This is the ‘step-by-step’ to getting an integrated Slink-AvaStar working base.

PS: 6/1/2017 – Various people and myself are running into additional problems. Be sure to read the comments. BUT…

Siddean Munro has resolved the problem. A new Dev Kit was released 6/1/2017 that is updated to AvaStar 2.0.46. So, save yourself some heartache and get the new file. If you are updating one of your older files, the information in this article may help.

As it appears now, the fix is to replace the old rig with a new AvaStar generated rig and avoid trying to update.

The model released by Slink is made with AvaStar 2.0.30 (or 2.0-Beta-30). The latest release of AvaStar as I write this is 2RC8 (or 2.0.46). The original Slink file works just fine. Whether you are Skinning and Wight Painting or Animating.

Here is the problem I found.

The file as received works as I expected. In Blender Weight Paint and Pose Mode, the bones behave as I expect. Once I ran the AvaStar Rig Update, the bones were screwed.

So, I did a bunch of experiments thinking it might be an update problem in AvaStar. I ran into something like this before. See: AvaStar Tutorial: Adding the Slink Model to AvaStar (March 2017). Continue reading

Blender 2.7 Photorealistic Texture Painting Tutorial

Adding more detail and making a texture look real takes some effort. The know-how is in a tutorial in this series: Creating a Realistic Head in Blender – part 08 – Clothing Textures. In the 8th of the series, CG Cookie Blender is working on the clothes. So, don’t let the title put you off.

You’ll notice Cycles and the Node Editor are not used in the early creation part. So, it is mostly an older workflow. Still, I found the video helpful on a number of levels.