> Hey guys, I'm having the hardest time trying to get a custom avatar to > export from Blender. I've set the "rootbone", I have no idea what the > "basebone" and "offsetbone" do, less where to put them in the > hierarchy.
Hi, these control the dynamic adjustment of avatar walking/sitting, to support extremely deformed avatars in the avatar generator. When not deforming the avatar, they mostly don't matter. You can follow the settings for the Jack avatar: basebone - set to the bottom point (toes on a humanoid), for example Bip01_R_Toe0 on Jack rootbone - set to the hierarchy root, for example Bip01 on Jack The whole avatar offset system is, unfortunately, a series of hacks built on top of hacks. It starts from the server-side assumption that the avatar is really a capsule, and the server transmits the centerpoint of this capsule to the viewer. So, if the avatar mesh also has its pivot in the center, things would work with no offset, otherwise an offset has to be specified. But, as far as I remember, the reX avatar system automatically applies an offset of half the avatar's height, assuming that the mesh has been authored in such way instead, that the pivot point is at the bottom. Therefore, if that assumption holds true, things should work pretty far without specifying any of the avatar properties. - Lasse / realXtend developer -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe, reply using "remove me" as the subject.