![]() Maybe I'll try to figure out how to do that. Having to do that for every test anim would be a major headache, as I usually make dozens, so I can see why you wrote a custom importer. I followed your instructions to clean the file in Blender. Maybe I'm not highlighting the right thing when I export the file from Blender? Do I need to highlight anything? Nothing? Everything? I just upgraded to Blender 3.5, by the way. ![]() anim file with notepad but couldn't read most of it, though I do see the various joints are in there, so something did export. And the exported file is just 2K, which seems small, though it is just 5 or 10 frames with only 2 keyframes. The animation does upload into SL, but when I play it in world, nothing happens. But I suspect I'm not exporting properly from Blender. Well, I'm very close! Your cascadeur file works beautifully. If this happens, please re-rotate it correctly by typing R Z -90 then Object > Apply Rotation. In some rare and random cases, after an export, the model gets rotated by 90 degrees around Z. You can open it with any text editor, like notepad. If you want to analyze your animation, this file could help you. Dump as JSON : this is for debug purpose. This has no effect if you didn't check the "Loop?" checkbox. Looop starts at frame: sets which frame is the first frame of the loop. Loop: tick this box if your animation should run in loop If you don't check it (which is the default), only mPelvis translation will be exported, and all other bones translations will be ignored. ![]() If you check this box, all existing translation channels will be exported. Export Translations: Most of the time, in SL, you want to animate bones by rotation + translation for mPelvis, and rotation only for all other bones. You can change Start frame and End frame in the timline:Īnd you can change the FPS in the Output Properties panel: Indeed, they come from your blender scene itself. Start frame, End frame, FPS: these settings cannot be changed here. If you don't see the options on the right, click the Cog icon: Then select the armature and go to File > Export > Second Life Animation If you have several actions in your blender file: select the one you want to export in the Dopesheet > Action Editor. If not, select the armature and tick Object > Apply > Rotation Make sure the avatar is facing you in front view, and check that its orientation is 0,0,0. But in Blender, the convention is to have the avatar facing -Y, which means facing you in front view. Indeed, the orientation of an avatar in SL is facing X. Type 1 on the numpad to go in front view: the model look at you. In Blender, your model must face you when you are in front view. If you want to animate bento bones and volume bones, then please use the avatar workbench. I removed all bones except the body ones, so you get the torso, neck, head, arms and legs. I've made this rig from the Avatar Workbench. You can use the Avatar Workbench that is available for free:įor starting, you can also use the simple rig and mesh that i provide on google drive:ĭonwload avatar.blend and open it in Blender. If you don't have any model yet, you need a rig for creating your animation. Your model can come from another software, as long as it respects the SL rig bones hierarchy. Now if you go to File > Export, you should see a new option "Second Life Animation (.anim)" Then don't forget to tick the checkbox to enable it. Select the zip file that you have downloaded In Blender, go to Edit > Preferences > Add-ons In the latest release, download the file blender-sl-anim-exporter.zip I've also reused from code from for writting the anim file and json file. I've used a lot from the blender source code itself, especially the bvh exporter, that i've used as a base for collecting data about the animation. Another solution would be to retarget the anim to either Avastar or Bento Buddy rigs, but 1/ it takes time and 2/ not everybody has these add-ons. So i export my anims from Cascadeur or from Rokoko to some standard format (fbx, bvh, etc), import them in Blender, then export them to. It is not possible to export in a custom format with these softwares. Personally, i make my animations either in Cascadeur 3D, or in Rokoko Studio. if you create your animations in some other softwares then want to import then SL as. if you create your animations in plain blender (without Avastar and without Bento Buddy) If you create your animations with Avastar or Bento Buddy, you do NOT need this plugin, because Avastar and Bento Buddy have already everything for exporting to. So today i've decided to share it with the community, and i hoping it will help as much as it helped me! A few months ago i created this Blender Exporter plugin for exporting animations in the.
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