Texture the Avatar in Second Life or OpenSim This should make all parts transparent (Lower, Upper, Head, Eye and Hair) As with any mesh avatar in Second Life or OpenSim, you will need to add an “Alpha Mask” to make sure the underlying standard avatar does not show through the mesh.Change the Description field of the avatar mesh to include the licence information:.After versions of Bento Buddy will likely have readyplayerme.bbm (28KB) set as a copy of mixamo_no_prefix.bbm (28KB), but before that readyplayerme.bbm (2KB) would not give a full conversion and would leave the hands unconverted. Note that there is also a readyplayerme.bbm. Import to Second Life/OpenSim ticking both “Include Skin Weights” and “Include Joint Positions”.Use Bento Buddy to export for Second Life/OpenSim (select all three options including Project Full Rig).Under Bento Buddy Character Converter, load the mixamo_no_prefix.bbm map (Ready Player Me avatars have a Mixamo compatible skeleton) and click Convert.bpl file to only leave in the “pose_matrix” positions for the fingers and thumbs.Ĭonvert Avatar Rig/Armature to Second Life/OpenSim version You can streamline that procedure by manually editing the. Though its safest to restrict the change of bone positions to just the thumbs and fingers which you changed by selecting them and using the Posing Library option to “Apply to selected bones only”. bpl pose library file and applying the pose to the avatar (note to make the Pose Apply button to be active you might have to click off the Armature in the Blender Outliner and and back on it). You can then skip the steps above by loading the. T-Pose Splayed Fingers”) and “Save Lib” to save a. Select the avatar and “Add Pose” to the rig, rename it to something meaningful (e.g. Use the Bento Buddy Animation tab -> Enable Posing Library. You can save the splayed fingers T-Pose in the Bento Buddy Library for later reapplication to simplify these steps on other avatars. Remove the temporary Bento Buddy reference safe rig.Check that the Pose and Rest Pose for the mesh are now identical (with splayed fingers).Select the avatar “Armature” and under Bento Buddy Rig Tools click the “Rebind associated mesh” button.You can mirror the changes on one hand to the opposite hand using the “Pose Options” setting for “X-Axis Mirror”. It is best not to scale or move them to avoid bad hand positions. Rotate the bones of the avatar’s fingers and thumbs to closely match the reference rig.It is also useful to set the skeleton to be in front in Viewport Display. Add (temporarily) the Bento Buddy Rig Creation Safe Rig which have splayed fingers as expected in Second Life and OpenSim) to act as a comparison to the Ready Player me T-Pose which has the fingers straight.Missing out these steps will still give a reasonable avatar but leave the fingers deformed. The steps in the bullets below should be undertaken BEFORE doing the character conversion. Second Life and OpenSim T0-Pose rst pose has the fingers widely splayed. The Ready Player me T-Pose has the fingers in a line. Set Finger Pose to Second Life Splayed Fingers Then add the FBX model to ensure that the materials all are correctly setup with bumpiness normals. For Unity I suggest uploading the textures to a folder first, accepting any recommendation to “Fix” the normal map images. The FBX avatar and its textures can be inserted into a Unity project’s assets directly. The settings for “Add Leaf Bones” box and the “Bake Animation” box for FBX Export appear not to matter, so defaults are fine. His is a good point at which to export an FBX version of the avatar if you wish to use it in other platforms, such as Unity.
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