Freeze mesh moved to Avastar Tools

We moved this section out of the skinning Panel because because the Freeze Mesh tool now works on all Mesh objects, not only on rigged meshes.

Normalize Weightmaps removed

we have ported Avastar’s weight editor to Blender a while back. So it is time to say good bye to the Avastar Editor. You can find the Blender Weight group editor in the Properties sidebar of the 3D Viewport.


The “old” Avastar Weight editor was in the Toolshelf


The “new” Blender Weight Editor is in the Properties sidebar of the 3D viewport


Rigging&Skinning panel splitted

The single Rigging & Skinning panel has become way too complicated to use. So we decided to split this up into 2 separate panels:


New features in the Rigging Panel

We have reorganized the Rigging Panel into 2 main sections:

SL Rigging Style

Here you will setup the Avastar Armature either for Classic Rigging (default) or for Fitted Mesh rigging.

Note: This setting affects only which bones of the Rig will be used as Deform Bones. The Bone Weight Maps can be configured with the weight generator in the Skinning Panel (see below).

Bone Display Style

Here we have added 2 new settings:

  • Shapes: enables/disables custom shapes of the bones.
  • Limits: enables/disables the limit indicators for bone rotation limits.

We added these settings to avoid unnecessary mouse moves  and searches for these settings in their original panels (properties sidebar and bone data properties window)


The Deform Bones displays whichever bones have their deform flag set. This set is determined dynamically.

Skinning Panel details

Parent to Armature has been renamed to Bind to Armature. Reason: It is not necessary to parent an object to an armature in order to get it animated.
It is sufficient to have an Armature Modifier. Also the correct name for the process is Binding and not Parenting.
The slider attachment section has been cleaned up a bit. This section appears only for meshes which have previously been bound to an Avastar Armature.
The skinning Panel now contains a Weight Generator section. In this section you can initialize (re initialize) your mesh to predefined weights (from various weight sources).
Note: This panel does NOT affect the rig, but only the weight maps of the selected Mesh Objects (see also above)

Detach is now Unbind

Detach Armature has been renamed to Unbind from Armature. This seems to be an accepted standard term for this process.


Motion Transfer

The Motion Transfer Panel shows up in the Vertical
“Animation” Tab. This panel has been reorganized slightly:

Separate Pose section

The Pose section has been separated into one sub section. Here you now specify the Animation reference Frame and here you find the Match Scales operator. Transfer Pose transfers the pose in the current tie frame to the target armature.

make Seamless (Experimental)

this section has always been experimental. You normally do not want to use it, unless you import motion capture files. In that case this section helps you to reduce the complexity of the animations.

Transfer Motion

Is now a separate Button at the bottom of the panel. The Operator for cleaning u the timeline of the target object has been redesigned as a small white “X” icon (This icon stands for delete Motion)