
The translation part of your animations is not affected. When you apply scale & rotation then only your mesh scales/rotations are normalized. Technician:The main problem is with Translation animations.

However, when you apply scale and rotation after you created your animations then you can end up in distorted animations. Apply Scale & Rotation before animatingĪrtist: While Blender supports animating your character even when the armature and the meshes are scaled and rotated in Object mode, you always have to export the meshes with scale and rotation applied. However those scalings and rotations sum up over time, especially when you use parentt – child relationship between differently scaled objects you can end up in a desaster. Techinician: Blender allows to scale and rotate your meshes as you like, in object mode, in edit mode, everywhere. Remind: Having Scale and rotation applied is always the most safe way to go. Apply Scale & Rotation before bindingĪrtist: Always apply Scale and Rotation before you bind your meshes to an Avastar Rig, Note: This is often not necessary, however it helps to avoid unexpected fitting issues in SL. This affects all children of the affected child as well. When you modify the parenting, then the relative child bone locations are taken from the wrong parent and lead to unexpected relocation of the child bone. The parent-child relation in SL is fixed. Technician: All bone locations are stored relative to their parent bone. Otherwise your imported rig becomes very distorted and the bone locations get mangled into disorder.


Never re-parent Bones (SL limitation)Īrtist: You must never modify the parent-child relation (parenting) of the blue SL Bones and the purple Bento Bones. So, please read this page carefully to avoid unexpected behavior of your creations. The listed limitations do not apply to Blender/Avastar, It is important that you know what you are allowed to do and what you have to strictly avoid. This page contains a list of limitations imposed by the SL character animation system and/or by Blender.
