Creating a Room
- Open the Room Tool.
- Adjust the initial size of the room with the X Y Z Sliders.
- This can be adjusted at any point!
- Click ‘Create Room‘.
- Note: The meshes generated are for reference and will not be exported, all meshes for export should be placed under “skeleton_Room”
- Select which type of furniture seat you would like to add.
- Click ‘+ Furniture‘.
- If you want to quickly make a grid of furniture nodes, use the direction arrows below ‘+ Furniture‘.
- Set the distance with the number in the middle.
- Add any seat of your choosing.
- The Custom seat is used to trigger animations of the same name.
- If you would like to add or remove either Catcher/Pitcher nodes or Handle nodes, Use the Add Link Catcher or Break Link Catcher and Add Link Handle or Break Link Handle buttons to do so.
- If you would like to have a see through mesh, click ‘Create See Through Node‘.
- Move the cone such that the point aims in the direction the mesh will be seen from. Whenever the camera moves behind the cone, the linked meshes will disappear.
- To link an object, select the SeeThroughArmature Cone, along with any meshes you would like to link to it.
- Click ‘Link To SeeThrough‘.
- To unlink a SeeThrough node, select the mesh or meshes, and click Unlink SeeThrough.
- Export.
Creating Furniture
- Click ‘Create Furniture‘.
- This will give you all of the nodes you need and a reference block for a sitting position.
- Note: The meshes generated are for reference and will not be exported, all meshes for export should be placed under “Attachment_Root”
- Add any seat of your choosing.
- The Custom seat is used to trigger animations of the same name.
- If you would like to add or remove either Catcher/Pitcher nodes or Handle nodes, Use the Add Link Catcher or Break Link Catcher and Add Link Handle or Break Link Handle buttons to do so.
- If you would like to have a see through mesh, click ‘Create See Through Node‘.
- Move the cone such that the point aims in the direction the mesh will be seen from. Whenever the camera moves behind the cone, the linked meshes will disappear.
- To link an object, select the SeeThroughArmature Cone, along with any meshes you would like to link to it.
- Click ‘Link To SeeThrough‘.
- To unlink a SeeThrough node, select the mesh or meshes, and click Unlink SeeThrough.
- Export.
Creating an Avatar Attachment
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- Click ‘Append Attachment File‘.
- This sets up your scene with a base avatar for you to work from.
- Make sure you only append from a fresh Maya scene.
- Use the Male/Female toggle to change the reference mesh.
- Select the bone you want to parent it to in your scene
- Click the target button
- Create or import your accessory object
- Position it where you would like it to go
- Select your mesh
- Click [ Setup Mesh ]
- This will move your mesh into the export folder and hook it up to the AttachmentNode bone for you
- Export.
- Click ‘Append Attachment File‘.
Creating Avatar Clothing (or Body Part)
- Click ‘Append Clothing File‘.
- This sets up your scene with a base avatar for you to work from.
- Make sure you only append from a fresh Maya scene.
- Use the Male/Female toggle to change the reference mesh.
- Create or import your clothing object.
- Position it where you would like it to go.
- Click ‘Bind to Armature‘.
- This will automatically weight the piece of clothing to nearby bones.
- Enter weight paint mode by clicking ‘Paint Weights‘.
- Enter pose mode by clicking ‘Pose‘.
- In pose mode you can test the weighting by rotating the bones you wish to affect your mesh.
- Use the ‘Limit Bones‘ button to limit the number of bones weighted to every vertex to 6.
- We recommend you do this periodically as you work and test your weighting.
- This is essential to do before exporting, as IMVU studio does not accept more than 6 bones weighted per vertex.
- Export.
Exporting
Open the Export tool
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- Make sure your scene is saved, it will use the same name as your scene for saving.
- The FBX file will also be saved to the same location as your scene.
Open Export Directory
Click the Open Export Directory Button to automatically open the file explorer to the location of your .Blend file
Help
Click the Help Button to return to this page at any time!
Updating
If an update is available, click ! UPDATE AVAILABLE under the Export Tool Tab and download the latest version from this page.