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Using IMVU Studio Toolkit for Blender

This is a sub-article of IMVU Studio Toolkit.

Creating a Room

  1. Open the Room Tool.
  2. Adjust the initial size of the room with the X Y Z Sliders.
    • This can be adjusted at any point!
  3. Click ‘Create Room‘.
    • Note: The meshes generated are for reference and will not be exported
  4. Select which type of furniture seat you would like to add.
  5. 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.
  6. 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.
  7. 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.
    • ClickLink To SeeThrough‘.
    • To unlink a SeeThrough node, select the mesh or meshes, and click Unlink SeeThrough.
  8. Export.

In IMVU Studio derive ‘Example 3D Scene‘ and import your FBX. file

IMPORTANT

Be sure any meshes you add to the room are inside the “ROOM.EXPORT” Collection or it will not be exported! They should also be children of “Skeleton.Room“. This can be done in the outliner by dragging your mesh over the collection named “ROOM_EXPORT”, Then holding SHIFT and dragging your mesh over the same collection.

Creating Furniture

  1. 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
  2. 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.
  3. 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.
    • ClickLink To SeeThrough‘.
    • To unlink a SeeThrough node, select the mesh or meshes, and click Unlink SeeThrough.
  4. Export.

In IMVU Studio derive ‘Empty Furniture‘ and import your FBX .file

IMPORTANT

Be sure any meshes you add to the furniture are inside the “FURNITURE.EXPORT” Collection or it will not be exported! They should also be children of “Furniture_Root“. This can be done in the outliner by dragging your mesh over the collection named “FURNITURE_EXPORT”, Then holding SHIFT and dragging your mesh over the same collection.

Creating an Avatar Attachment

  1. 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 blender scene.
  2. Use the Male/Female toggle to change the reference mesh.
  3. Create or import your accessory object/mesh.
    1. Make sure it is positioned at 0,0,0 world space.
  4. Select the bone you want to parent it to with the eyedropper tool.
  5. Select your accessory mesh (mesh only) or armature/skeleton root node (mesh weighted to skeleton) and clickSetup Mesh‘.
    1. This will move your mesh or armature/skeleton into the export folder and hook it up to the AttachmentNode bone for you.
  6. Position your accessory object/mesh where you would like it to go on the avatar.

7. Export.

IMPORTANT

Be sure all meshes you wish to export are inside the “ATTACHMENT.EXPORT” Collection or it will not be exported! Step 8 ‘Setup Mesh‘ should have done this, but it is a good idea to double check.

In IMVU Studio

  • Derive ‘Empty Female Accessory‘ or ‘Empty Male Accessory
  • Import your FBX file
  • Select the bone in skeleton you wish to attach to
  • Click ‘Preview

Creating Avatar Clothing (or Body Part)

  1. 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 blender scene.
  2. Use the Male/Female dropdown to change the reference mesh.
    • Male 1.5 and Female 1.5 are newer body meshes, made by IMVU to be a bit more realistic, while still working with all of the products that work with the original male and female models
  3. Create or import your clothing object.
    • If you want to use part of the body mesh, for example, the arms from the Male 1.5 mesh when making a T-Shirt. Simply select it, and click ‘Bind to Armature’.
  4. Position it where you would like it to go.
  5. Click ‘Bind to Armature‘.
    • This will automatically weight the piece of clothing to nearby bones and move it to the ‘CLOTHING_EXPORT’ Collection.
  6. Enter weight paint mode by clicking ‘Paint Weights‘.
  7. Enter pose mode by clicking ‘Pose‘.
    • In pose mode you can test the weighting by rotating the bones you wish to affect your mesh.
  8. Reset the Avatars pose by clicking ‘Reset Pose’.
  9. 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 and will adjust it in Studio if needed.
  10. Export.
Checking MCG when making Body Parts

If you are making your own body mesh, use the ‘Show MCG Reference’ toggle to make sure your MCG area is within our guidelines.

Use the ‘MCG Reference Size’ Slider to see how we adjust the MCG area based on avatar size.

IMPORTANT

Be sure your clothing mesh is inside the “CLOTHING.EXPORT” Collection or it will not be exported! This can be done in the outliner by Holding SHIFT and dragging your mesh over the collection named “CLOTHING.EXPORT”.

In IMVU Studio derive from the appropriate ‘Empty Female‘ or ‘Empty Male‘ clothing or body part based on what you are making and import your FBX file.

Creating an Avatar Animation

 

  1. Click ‘Append Animation File‘.
    • This sets up your scene with a base avatar for you to work from.
  2. Enable ‘Make Pose’ To export one frame to be used as a static pose
    • Be sure to not move the timeline after clicking this button, it handles that for you and may not work correctly if modified after
  3. Enable ‘Export All Bones’ To export every bone, regardless of whether or not it has keyframes applied to it
  4. Enable ‘Export Clothing’ To export any clothing objects you have included
  5. Enable ‘Morph Controls’ To see the facial morph controls, as well as exporting the facial morph
  6. Click ‘Zero Pose’ To reset every bone to its original position
  7. Click ‘Zero Bone’ To reset every selected bone to its original position
  8. Set the animation name from within the Action Editor while the rig is selected.
    • This is the name that you will see in IMVU Studio.
  9. Select the rig handles and move them to set a starting pose for the avatar.
  10. Set keyframes by clicking the ‘Add Key‘ button.
    • Alternatively, activate the ‘Auto Key‘ Button and a keyframe will be added every time you adjust the skeleton.
  11. Move the time slider, set your next pose and add a key.
  12. When you are done setting all of your keyframes and your animation is done, set the Animation Length in the tool panel.
  13. Export.
IMPORTANT

Exporting an avatar animation does not export any meshes by default. The only things exported are the skeleton and the animation data.

In IMVU Studio

  • Derive ‘Female Avatar‘ (PID 80) or ‘Male Avatar‘ (PID 191)
  • Import your FBX file
    • Import both the skeleton and the animation
  • Select the ‘Component‘ ‘Action‘ panel and add an Action
  • In the ‘Inspector‘ panel, add an Ensemble
  • Select your animation from the ‘Skeletal Animation‘ ‘Asset‘ dropdown.
  • Set the ‘Duration‘ to the the start and and end frames of your animation
  • Click ‘Apply
  • Click ‘Preview
  • Click the ‘Play‘ button in the ‘Inspector‘ panel to see your animation play.

IK/FK

Use either Inverse or Forward Kinematics (IK/FK) while animating. Note that switching between IK and FK mid animation is not recommended, since changing the position of one control does not change the position of the other.

    • Checked = IK
    • Unchecked = FK

ANIMATION HANDLE TYPES

Click on any of the images below to see an animation

IK Arm

  • Move the “U” Shaped control to move the position of the hand
  • Move the pyramid to change where the elbow points when bent

FK Arm

  • Rotate each control to bend the joints of the arm

IK Leg / Foot

  • Move the Foot shaped control to move the position of the foot
  • Rotate the Quarter Circle shaped control to lift the foot from the tip of the toe
  • Rotate the Oval shaped control to wiggle the toe
  • Rotate the control near the heel to
  • Lift the foot from the back of the heel
  • Lift the foot from the ball of the foot
  • Bank left or right on the edge of the foot
  • Move the pyramid to change where the knee points when bent

FK Leg

  • Rotate each control to bend the joints of the leg

Torso / Head / Hands

  • All of these handles are FK handles, so rotate them to bend each joint

Shoulder / Hip Adjust

  • These circular arrow controls are used to help reduce squashing of limbs when bending to extreme angles

Clavicle

  • This control can be useful to help reduce stretching when the arm is raised

Rotation Isolation

Note: Rotation Isolation can be used on the arms and legs that have IK unchecked.

  • It allows the body part to hold its position while the rest of the body is rotating.
  • In the video below, the avatars left arm (Right side of screen) has rotation isolation turned on, while their right arm has it off

 

Creating a Morph Animation

  1. Open the animation tool, there is a toggle to enable and disable the facial controls
    • If the toggle is off, no facial animations will be exported
  2. Animate the face in the same manner as the body. All the controls are the same
  3. Export!
IMPORTANT

When you export a facial morph, a mesh and 4 materials show up when you import into studio, uncheck these as you will likely not want to import these assets.

In IMVU Studio

  1. Derive from an empty male or female clothing/accessory product
  2. Import your FBX file
    • Uncheck the “Morph” mesh file and all 4 material files
  3. Select the ‘Component‘ ‘Action‘ panel and add an Action
  4. In the ‘Inspector‘ panel, add an Ensemble
  5. Select your animation from the ‘Morph Animation‘ ‘Asset‘ dropdown.
  6. Set the ‘Duration‘ to the the start and and end frames of your animation
  7. Click ‘Apply
  8. Click ‘Preview
  9. Click the ‘Play‘ button in the ‘Inspector‘ panel to see your animation play.

MORPH HANDLE TYPES

  • A Light Green line represents the control
  • A White line represents where a control can move
  • A Black line represents how much a control can scale
  • A Dark Green line represents how a control can rotate

Eye Controls

Pupil Controls

Eyelid Controls

Eyebrow Controls

Nose Controls

Tongue Controls

Mouth Controls

 

Creating a Prop Animation

  1. Open both the furniture tool and the animation tool
  2. Click Create furniture, then click append animation file
    • You should now have a reference box and a rigged avatar
  3. Build up your furniture with everything it needs, while you can always go back and make changes, it is good to start with as complete of a furniture that you can
    • It may be helpful to hide the “Animation_Scene” collection while you work on the furniture
    • Remember to put all your meshes under Attachment.Root!
  4. Add a custom seat to your furniture, this will trigger the animation based on what you name it
  5. Attach an armature to any furniture products you would like to animate
  6. Position the avatar where you would like it, and animate it like you would with the normal animation tool
    • Note: The animation tool Add Key and Auto Key buttons will work while animating the furniture too
  7. Animate the furniture object to line up with the avatars animation
    • Make sure all animations are exactly the same length or they will not line up. Note the avatar starts at frame 0 always
    • Remember to name your animations so they are easy to find in studio!
  8. Export!

In IMVU Studio

  1. You should have gotten 2 files exported from blender, one with the prefix “Anim_” and one with “Furn_”. Import both of these files
  2. Go to the action tab, and make 2 new actions
    • Name the furniture’s animation “stance.[seatName]-seat[##]”
      • ex) stance.liftWeight.seat01
    • Name the avatars “stance.[seatName]”
    • Optionally you can have a 3rd animation for the furniture’s idle state named “stance.Idle”
  3. Populate these actions with the correct animations
  4. Under the skeleton tab, change the asset dropdown to RootNode_Attachment.Root

 

Exporting Clothing With Your Animation

  1. Check the ‘Export Clothing’ checkbox in the animation tool
  2. Create or import a clothing mesh
  3. Click the ‘Prep Cloth’ button to put the avatar in a T-Pose
  4. Click the ‘Bind Cloth’ button to attach the clothing to the avatar
  5. Use the ‘Paint Weights’ button to modify the skin weighting if you would like to
  6. Click the ‘Limit Bones’ button to limit how many bones each vertex is bound to. IMVU has a max of 6, so this button sets it to 6 in blender

Creating an Avatar Head

  1. Open the head tool and click Append Head File
  2. Create a head mesh, using the reference neck as where the neck vertices should be placed
    • IMPORTANT: Double check that the head is exactly how you want it, there is no modifying the mesh after the next step (UVs can be changed at any time)
  3. Select your head mesh, and click the Create Grid Button
    • This populates a grid of heads above your mesh, go head to head, using edit mode to modify the necessary vertices to match the head in the same box. The name of the box should also help to know what needs to be changed
    • Left and Right is relative to the avatar, not the user. So the left eye is on the creators right side
    • Be sure to weight your avatar to the skeleton correctly
      • Every vertex other than the neck edge should be 100% bound to the Head Bone
      • The vertices on the very edge of the neck should be 100% bound to Neck03 for male, or Neck04 for female
  4. Export!

 

In IMVU Studio derive from ‘Female Head (59087)‘ or ‘Male Head (59087)‘ and import your FBX file.

 

Exporting

Open the Export tool

    • 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.
IMPORTANT

  • The Export Button is universal and will export whichever type of product you created. Each scene can only be used for creation of one type of product (ex: Room, Furniture, Accessory)
  • Make sure you save your file first. The tool will complain if you have never saved when starting from a new file.
  • The FBX saved will be in the same location as the source file and named the same but with an FBX extension.

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.

 

Questions?
If you have questions about using the IMVU Studio toolkit, feel free to ask in our Creator Community Discussions HERE.

Updated on January 12, 2024

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