![]() For example, if a seat node is named seat01.FloatinInWater, then the IMVU code wants to play an animation called stance.FloatingInWater. The first two are very close in definition but #1 has the addition of having a hard coded instruction for blinking.Ī stance animation is dictated by a room or furniture seat node. The IMVU avatar can play three classes of Actions: Even more, since they also contain meshes, they can also contain morph animations.Īn Accessory can “utilize the system that calls animations triggered by the IMVU avatar”?!! How does that work? Since Accessories contain their own skeletons, they can have animations. Map the meshĪlthough an Accessory can use as many Materials as necessary, remember to keep your textures as small as possible. If you weight your accessory to anything but the accessory skeleton, it will not work. Your Accessory has its own skeleton (which you just created). The second tip is that your Accessory mesh should never be weighted to any bones in the avatar skeleton. ![]() Remember, if you are weighting all of your verts to one bone, then you can use the Skin weighting modifier (which is much easier to use than the Physique weighting modifier.) The first is that if you are building something that is meant to move with one bone only (Glasses, Earrings, etc.), weight all of your vertices to that bone in the ACCESSORY SKELETON. There are some tips specific to Accessories that could help you. I typically do this in edit geometry: vertex mode so that I only need to adjust the vertices that are actually causing the problem. To correct that shimmering effect, you ought to pull your Accessory geometry away from the avatar mesh. If you see Z fighting in Studio, you will see it in IMVU. However, if they are too close you may get Z fighting (or shimmering) in IMVU. The mesh for your Accessory can end up being very close to the mesh for the avatar asin the case of earrings, glasses and watches. If you want your glasses to show up on the avatar’s head in IMVU, you need to have your Accessory skeleton master root bone aligned to the avatar’s head bone before you weight your glasses. The first thing to realize about building an Accessory mesh is that the location of the Accessory skeleton master root matters *A LOT*. Or….if you have the need of more bones, you can add more bones as you see fit. Now you can weight the mesh to your heart’s content. Either way, AttachmentNode will end up in the same spot. THEN, either align AttachmentNode to the same bone in the avatar skeleton OR align it to AttachmentRoot. ![]() Now align AttachmentRoot to the avatar bone you wish your accessory to attach to. So, with those two bones created, link the AttachmentNode bone to the AttachmentRoot bone using the link tool. You need a root bone (AttachmentRoot) and a secondary bone (AttachmentNode) as your basis. However, remember that you may always use the embedded AttachmentRoot/Node for your Accessory skeleton.īuilding a skeleton for an Accessory product works just the same as building a skeleton for any other IMVU product. The glasses mesh is weighted to the AccessoryNode bone. In the image example, the glasses accessory mesh found in the avatar weighting file has been scaled larger for legibility. Instead, you would align the AttachmentRoot to one of the wrist bones. ![]() Skeleton PlacementĪll you need do is align the AttachmentRoot bone to the avatar bone with which you want your attachment to move.įor example, if you want to build a bracelet, you would not align your AttachmentRoot bone/node to the avatar’s Head bone because then you would have a bracelet that moved when the head moved. This is how these two bones should be set up regardless of how many other bones you may add in more complex products. You will also note that the AttachmentNode bone is parented to the AttachmentRoot bone. You will note that AttachmentRoot and AttachmentNode are both in the exact same location. IMVU has called the master bone AttachmentRoot and called the second bone AttachmentNode. ![]() One will be your master bone (or, the top of the hierarchy) and one will be the bone you actually weight the mesh to. These bones/nodes can be called anything you like. The most simple Accessory skeleton must contain two bones/nodes. An Accessory skeleton can be very simple. ![]()
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