
Join the pieces, remove duplicate verts, and fix lumps at the seams.Make sure the UV maps for each piece have the same name.without disturbing the UV islands – a lot of compromises there.Retopologize the system head, make better loops and quads so it will weight better to the Bento bones.Delete materials – Blender 2.8x has better material creation.Delete the old armatures (use Blender or Orphan view in Outliner to get it all).Unparent the mesh from the old armatures.Append objects from osRoth2_CurrentRelease_Source_RC#1.blend – lower and upper body, feet, hands, and Bento head from male_2016_08_05Rebuilt.blend.It’s not a detailed list nor a tutorial – if you’re new to this kind of project you might find it useful if you’re willing to do a lot of looking things up and taking tutorials. I uploaded seven drafts altogether, waited for feedback after each one to figure out things I’d gotten wrong. In the approximate order I followed, or I wish I had followed. This blog is my notes – an outline of the workflow.
Avastar bento 2.8x upgrade for free#
The blend files and dae exports are available for free at the GitHub repo. Roth has had only one release candidate so far in Blender 2.79, so I started working on him again last year, converting to what is now Blender 2.82.7 or whatever the most recent stable release. The current active forum is at Discord, more comments are at the GitHub repo. To do this work I used armatures from the viewer xml files found at Linden Lab viewer releases which I replicated in Blender to use for vertex weighting, and the Avastar plugin for dae exporting. The UV maps are based on Linden Lab’s default avatar UV map island layout. The mesh and vertex weights are licensed under AGPL, which means that you can do whatever you like with them, but if you distribute them you must include a link back to the source GitHub repository, and if you make modifications and distribute them, you must donate your modifications back to the GitHub repository. The Ruth and Roth mesh were originally modeled by Shin Ingen using ZBrush. There have been many volunteer collaborators since. It is a teaching project, begun in 2018 by Shin Ingen. RuthAndRoth is an opensimulator community collaboration, to bring free open source mesh bodes to opensimulator grids.
