How to build the Bento armature in Blender 2.8x, Part 2

I didn’t mention in the last blog, and I should have: my custom workspaces. They’re a breeze to make in Blender 2.8x and I made quite a stack of them before gradually winnowing them to two. The default workspaces are good for everything else. As you can see in the various images, for rigging I like a workspace that has the 3D viewport to the left, a text editor just underneath for any explanations I think should go with the file, a full length panel for the Properties editor, and full length panel for the Outliner to the right. With a complex armature, the Outliner needs room.

ScrollBar

Another small improvement – make the new too-thin scroll bars easier to see. That’s in Edit > Preferences > Themes > make a new Theme preset. Then User Interface > Scroll Bar and change the colors to whatever you see easily. for me, yellow with a blue outline, black text, everything else white, no transparency.

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How to build the Bento armature in Blender 2.8x, part 1

So. Now that I rather painfully figured out how collision bones export from Blender so that they almost work inworld, it’s time to tackle the mBones.

What I want is a replica of the Default Bento Male in Blender 2.8x, so I can use it to rig the next release of Roth, and get it exported from Blender 2.8x and into an opensimulator grid without tears. Then I’ll use what I learn to do the Default Bento Female for the next Ruth release.

avatar skeletonPoseMode

What we have to work with are three Second Life sources: avatar_skeleton.xmlmale_2016_08_05.dae, , and Skeleton.Male.blend. Copyright ©2003-2020 Linden Research, Inc.. Licensed under Creative Commons Attribution-Share Alike 3.0 .

It took a while for me to figure out how to find the information I needed. Along the way I floundered like a beached jellyfish and ran around the mulberry bush like a hound chasing imaginary rabbits. I think this information should have been made more public years ago.

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