For already bound(skinned) meshes the Skinning Panel changes as shown in the image.
Note: The number in parentheses in the Unbind button means how many of the selected mesh objects will be affected (no number is displayed when only one mesh is selected).
You need to refresh the internal data of your character whenever you have edited the vertices or the weight maps. Avastar detects most of your changes automatically and when applicable the Rebind Button is marked with a red background (see image). In that case you can refresh the data simply by clicking the Rebind Button. If all went well, the button turns back to grey.
Note: You can leave this button in red state while you continue modifying your mesh. But eventually you have to Rebind, otherwise you can not use the Appearance Sliders and you can not export your mesh.
Important info about the Rebind feature
Avastar uses a reference mesh for each mesh that it has bound to an Armature. This reference mesh is used to calculate the shape and the skeleton for each slider setting. The reference mesh is created when the Mesh is bound to the armature.
However, sometimes you want to edit your meshes after you have bound them to the armature. But this may result in a topological difference between the expected reference mesh and the true mesh. They can have different sets of vertices, edges, faces. If your mesh has Shape Keys those can have been edited as well. And even they weight maps may have been modified.
Because of this, the reference meshes must be updated after editing the meshes.
It can become a nuisance to always remember to rebind your meshes, especially when you make frequent changes to your project. Therefore we have added the Auto Rebind Feature. If the Auto Rebind button is enabled, then Avastar not only reports back that a mesh needs to be refreshed, but it also refreshes the mesh immediately.
This means that the Rebind Button should never turn red again.
Note: By default the Auto rebind button is enabled. You may want to disable it only if you are working with very high polygon meshes. In that case a rebind can take a lot of time. You may not want to rebind often in that case.
the Unbind feature is the opposite of the Bind feature.
- Keep Pose: Bake the current visual pose into the mesh (make the pose static)
- Restore Original: Restore the Mesh as it was when the Mesh was bound or – if it was edited after binding – it gets restored to the shape that it had after the most recent call to Rebind (see above)
Note: If you see a number surrounded by parentheses inside the Unbind button, this is the number of mesh objects which will be unbound. If no number is displayed then only the active Object is unbound.