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	<updated>2026-04-09T01:53:34Z</updated>
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		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Uploading_and_wearing_a_rigged_mesh&amp;diff=1160032</id>
		<title>Mesh/Uploading and wearing a rigged mesh</title>
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		<updated>2011-12-21T21:28:20Z</updated>

		<summary type="html">&lt;p&gt;Coadey Concord: Updated for Blender 2.60 compatibility&lt;/p&gt;
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&lt;div&gt;{{Multi-lang}}&lt;br /&gt;
{{Navbox/Mesh|advanced}}&lt;br /&gt;
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Rigged meshes allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions.  This means that you can wear a rigged model that changes the length and orientation of your avatar&#039;s limbs and animates accordingly.  This tutorial explains the process of uploading and wearing a basic rigged mesh.&lt;br /&gt;
&lt;br /&gt;
== Creating a rigged avatar ==&lt;br /&gt;
&lt;br /&gt;
Tutorials&lt;br /&gt;
* [http://www.youtube.com/watch?v=3JHWDdrIeD0 Creating a full avatar in Maya and rigging in Blender (video tutorial)]&lt;br /&gt;
* [http://www.youtube.com/user/ashasekayi#grid/user/11D6E99BB51A2BB2 Making mesh clothes in Blender (video tutorial series)]&lt;br /&gt;
&lt;br /&gt;
== Get a Second Life compatible rigged mesh file ==&lt;br /&gt;
The first step is to get a mesh file that you want to upload to Second Life. Second Life&#039;s mesh import is able to read COLLADA (&amp;quot;.dae&amp;quot;) files.  You will need to use one that has joint rigging information:&lt;br /&gt;
# Download the zip file containing the &amp;lt;code&amp;gt;simplebot.dae&amp;lt;/code&amp;gt; COLLADA file: &lt;br /&gt;
#: Blender 2.49: http://download.cloud.secondlife.com/project-viewers/mesh/examples/simplebot.zip&lt;br /&gt;
#: Blender 2.6: http://coadey.com/simplebot_blender26.zip&lt;br /&gt;
# Extract and save the &amp;lt;code&amp;gt;simplebot.dae&amp;lt;/code&amp;gt; file anywhere on your hard drive where you can find it later.&lt;br /&gt;
{{KBwarning|Joint rigging is not supported with 3ds Max&#039;s default export, so if you&#039;re using 3ds Max you&#039;ll need the [http://www.opencollada.org/ OpenCOLLADA plug-in].}}&lt;br /&gt;
&lt;br /&gt;
== Upload the mesh file to Second Life ==&lt;br /&gt;
[[File:Mesh_upload_model_simplebot_2.png|300px|right|thumb|Upload Model window]]&lt;br /&gt;
To upload the mesh file to Second Life:&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;&#039;Build&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Upload&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Model...&#039;&#039;&#039;.&lt;br /&gt;
#: Alternatively, open My Inventory, click the &#039;&#039;&#039;+&#039;&#039;&#039; button, and select &#039;&#039;&#039;Upload&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Model...&#039;&#039;&#039;.&lt;br /&gt;
#: A file dialog box opens.&lt;br /&gt;
# Find and select the &amp;lt;code&amp;gt;simplebot.dae&amp;lt;/code&amp;gt; file from your computer.&lt;br /&gt;
#: The &#039;&#039;&#039;Upload Model&#039;&#039;&#039; window appears.&lt;br /&gt;
# Enter a name for your model in the &#039;&#039;&#039;Name&#039;&#039;&#039; field.&lt;br /&gt;
# Select the &#039;&#039;&#039;Skin Weights&#039;&#039;&#039; checkbox.&lt;br /&gt;
#: The viewer takes a few seconds to process this.&lt;br /&gt;
# Select the &#039;&#039;&#039;Joint Positions&#039;&#039;&#039; checkbox.&lt;br /&gt;
#: Note: Attaching a rigged mesh with joint positions will override your avatar skeleton joint positions, and may make your arms/legs/back/neck longer/shorter, eyes pop out, etc.&lt;br /&gt;
#: You can use the mouse to zoom in on the preview window or rotate the mesh.&lt;br /&gt;
# Click the &#039;&#039;&#039;Upload&#039;&#039;&#039; button.&lt;br /&gt;
#: Two new assets appear in your inventory: one in the &#039;&#039;&#039;Meshes&#039;&#039;&#039; folder, the other in the &#039;&#039;&#039;Objects&#039;&#039;&#039; folder.&lt;br /&gt;
#: For the simplebot object, these new assets are named &#039;&#039;&#039;Simple_Bot_001&#039;&#039;&#039;.&lt;br /&gt;
#: Note: For this tutorial, we only care about the asset in your &#039;&#039;&#039;Object&#039;&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
== Wear your rigged mesh ==&lt;br /&gt;
To wear the rigged mesh you imported:&lt;br /&gt;
# In My Inventory, open the &#039;&#039;&#039;Current Outfit&#039;&#039;&#039; folder and detach any attachments that you don&#039;t want to be part of your final appearance. &lt;br /&gt;
# Right-click the new mesh object &#039;&#039;&#039;Simple_Bot_001&#039;&#039;&#039; in your &#039;&#039;&#039;Objects&#039;&#039;&#039; folder and select &#039;&#039;&#039;Wear&#039;&#039;&#039;.&lt;br /&gt;
#: This attaches the mesh object to your right hand or some other arbitrary location; the location is not important.&lt;br /&gt;
# In My Inventory, open the &#039;&#039;&#039;Library &amp;gt; Body Parts &amp;gt; Alpha Masks&#039;&#039;&#039; folder.&lt;br /&gt;
# Right-click the &#039;&#039;&#039;Invisible Avatar&#039;&#039;&#039; item and select &#039;&#039;&#039;Wear&#039;&#039;&#039;.&lt;br /&gt;
#: Your avatar appears as a thin white robot.&lt;br /&gt;
# Walk or animate your avatar. The white mesh moves just as your avatar does.&lt;br /&gt;
&lt;br /&gt;
To remove the mesh, detach it like any other attachment:&lt;br /&gt;
# In My Inventory, find &#039;&#039;&#039;Simple_Bot_001&#039;&#039;&#039; in the &#039;&#039;&#039;Objects&#039;&#039;&#039; folder or &#039;&#039;&#039;Current Look&#039;&#039;&#039; folder, right-click it, and select &#039;&#039;&#039;Detach From Yourself&#039;&#039;&#039;.&lt;br /&gt;
# In your &#039;&#039;&#039;Current Look&#039;&#039;&#039; folder, right-click &#039;&#039;&#039;Invisible Avatar&#039;&#039;&#039; and select &#039;&#039;&#039;Take Off&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Continue on to &#039;&#039;&#039;[[Mesh/Decomposing a mesh for physics shape|Decomposing a mesh for physics shape]]&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Coadey Concord</name></author>
	</entry>
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