Sean Heavy has documented a process to add an armature/rig to the Ruth2v4 open source mesh avatar and to export components of the avatar for Second Life and OpenSim using the Onigiri Blender add-on. These notes are to provide some initial help while the process is being tested. The blog post will likely evolve as the process is tested and refined.
Using Onigiri add-on for Blender available at https://github.com/nessaki/Onigiri
You only need the Onigiri.zip file to use as the add-on.
From the Ruth2 repository at https://github.com/RuthAndRoth/Ruth2 obtain ./Mesh/Ruth2_v4/Ruth2v4Dev.blend
Steps 1-14 is just a one time setup for rigging:
- Open the Ruth2v4Dev.blend file.
- Save it somewhere safe or a temporary location for testing.
- Select the mesh object Ruth2v4; copy ∓ paste it.
- Rename the pasted version to Ruth2v4_ForRigging, to avoid confusion.
- Hide all but the object Ruth2v4_ForRigging, also to avoid confusion.
- In the Onigiri menu->Rig Creation tab, click on “Enable additional choices”.
- Click on “Add Female Default Devkit Rig” to create a rig for Ruth.
- It helps if you select the new rig; go to the “Object Data Properties” tab (looks like a guy running); click on “Viewport Display”; check “In Front” to see the rig easier.
- Select the object “Ruth2v4_ForRigging”.
- Go to the “Skinning/Weights” tool in Onigiri.
- With “Ruth2v4_ForRigging” selected, click on “Lock Mesh(s)”. This should put it’s name in that field.
- Select the Onigiri rig.
- With the Onigiri rig selected, click on “Lock Weight Sources”. This will parent the armature to the mesh.
- Note that this newly rigged mesh will not work well in SL/OS. Some parts are not rigged correctly, but this does not matter since we won’t be using this rig in SL/OS.
Save this as a .blend file so it is available with these setup steps already completed.
These instructions are for rigging the actual mesh objects for use in SL/OS:
- Go to the “Skinning/Weights” tool in Onigiri and keep the newly created mesh, “Ruth2v4_ForRigging”, and it’s rig visible.
- Make visible the next mesh or meshes you want to rig for SL/OS (say Ruth2v4Business + Ruth2v4Hands).
- Select it/them (e.g. Ruth2v4Business + Ruth2v4Hands).
- With your yet to be rigged mesh object(s) selected (e.g. Ruth2v4Business + Ruth2v4Hands), click on “Lock Mesh(s)” in Onigiri. This should put its name or a number of meshes in that field.
- Select the mesh “Ruth2v4_ForRigging” (not the rig, just the mesh) and click on “Lock Weight Sources”. This should put it’s name in that field, but not attach the rig yet (unlike before).
- Click on “Parent Armature Only”
- This will rig your mesh object (e.g. Ruth2v4Business + Ruth2v4Hands) for SL/OS.
- Select this mesh object(s) (e.g. Ruth2v4Business + Ruth2v4Hands) and click on “Export Mesh For SL / Opensim” in the Onigiri “Mesh Export” tab.
- Name the exported Collada file and save it. You should be able to import this DAE file into SL/OS.
Repeat these last 9 steps for all mesh objects you want to rig and import to SL/OS.
SL/OS Mesh Import Settings:
- Model name should be set to something sensible.
- You could set the level of Detail for “Lowest” to 0 and under Physics set that to Lowest.
- Under Rigging, “Include skin weight” should be ticked (as it is by default).
- “Include joint positions” does not need to be ticked (as it also is by default).
- Then hit “Calculate weights & fee” and upload.
- Attach the uploaded mesh to a suitable attachment point.
- Texture it with Bakes (Head, Upper and Lower as appropriate) or suitable textures.
- Optionally add the Ruth2v4 scripts from the Ruth2 GitHub repository or as available inworld to connect up with the Ruth2v4 HUD.