#secondlife #blender #animate
This process can be used to retarget/map one system to another, not just Second Life. Using the "Custom Target" tools provided in these mappers allows you to pick a skeleton for a retarget/remap target platform.
For this alternative process you would use the "Custom Target" feature in the "Visual Snap Mapper" to map the major bones that exist in the target. For those bones that cannot be mapped, but have skin/weight data associated with them, you move onto the "Hybrid Mapper" and use the reskin tool to absorb the weights of those into an anchor joint. When doing this for an alternate target system you'll use the "Custom Target" feature found in that tool.
If you are going to convert your character using Bento Buddy's Character Converter you can do that after the mapping stage. The hierarchy is examined if there are bones that have not been mapped and, if the feature "Anchor Unmapped" is chosen (default) the mesh weights associated with those joints will be remapped to the first mapped anchor it finds. Those bones that had no weight data, and you knew would not be required, will simply be removed if the "Remove Unused" feature is enabled.
That's about it.
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