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This is very similar to programs like Qavimator, but you can use Blenders more sophisticated tools to rotate in the plane of the current view (press r and move mouse), around particular axis (e.g. With the IK/FK sliders set to FK, all the bones can be rotated to set the pose. The visibility of the various groups of bones can be controlled from the panel Rotation (FK) The IK controls have also been given custom shapes. The final layer is the IK controls – these are in yellow and control the movement of the limbs by inverse kinematics. It’s the rig bones that you see as green line controls around the avatar. There are a few more rig bones than SL bones to improve the behavior of the rig and implement the inverted pelvis, these extra bones are also hidden away and can’t be animated. The SL bones have constraints applied so they follow the motion of the rig bones like a chassis. The bones have the same names as the SL bones but without the leading “m”. The secnd layer is in green and these are the main rig bones that you would interact with. The exported animation is taken from the SL bones only. They are the only bones that deform the mesh and normally you wouldn’t interact with them so they are hidden away on their own bone layer. They have the usual SL names like mPelvis, mWristLeft, etc. The first layer are the SL bones and are colored blue. All bones have the Origin bone as a common root.
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There are actually three layers of bones that make up the complete rig (picture on right). In fact, you can remove the entire rig and create your own, and still use Avastar to create animations. Since people have different preferences, Avastar’s rig has been designed to be customizable without breaking the animation code. This makes it easy to create a set of animations to suit different character sizes. The COG bone itself is used to set the position of the entire character, and works particularly well with the IK controls described below.Īvastar’s rig adapts to the shape of the character, so if you make the character taller the controls will also shift to accommodate the new shape. The Pelvis has been flipped over from the default SL position and hangs off a centre-of-gravity (COG) bone which makes animating the hips easy. By default the armature is set up to use rotations or grab-and-drag controls on the torso and rotations, Auto-IK, or IK on the limbs. When you select various bones, controls relevant to that bone appear in the properties pane (you can also choose to show all the controls all the time if you prefer). The rig bones have been given custom shapes so they appear as circles and loops outside the characters body. The animation rig for Avastar is sophisticated and flexible.