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IMVU Studio – Inspector Tab (Panel)

This is a section of the tutorial “Intro to IMVU Studio“. See the entire article here.

The Inspector Tab (panel) is a collection of tools that are not specific to any one function in IMVU Studio. This can be found on the right-hand side of Studio. In this area you can see various information depending on the tab selected on the left.

The availability of features in the Inspector tab depends on what type of product you’re editing.

Asset Name: This is found at the top of the Inspector pane. This displays the names of the .xsf (skeleton), .xmf (mesh), .xrf (material), .jpg, .png, .gif, or whichever file is being viewed at the moment.

Placement: This is found under the Skeleton tab, which is visible when editing or deriving from a Furniture.

You must choose one of three base furniture node names:

  • Floor
  • Wall
  • Ceiling

To learn more, please read the Accessories tutorial.

To learn more about Furniture, please read the Furniture tutorial.

Mesh ID: This shows under the Mesh tab, and defines what body part the mesh is connected to.

Triangles and vertices: This shows the count of triangles and vertices in the mesh that is loaded.

Submesh information: This shows the Submesh ID, Name, and Material information. Here you can also change the material assigned to the submesh IDs.

Texture information: This shows the assets for the Albedo, Opacity, Normal, and Shininess maps. Here you can assign and unassign image files for the assets.

Texture settings. This shows the various effects that you can change, and will the way the product is rendered in various lighting and situations.

Texture animation. This shows the various animation options for the product, allowing you to control the animation mode, timing, and movement of the animated cells.

Action Type and sound. This shows under the Action tab, and determines the type of action being edited as well as the sound attached to it.

Ensembles. This shows the options for chaining together actions. Here you can also loop actions or set them at random, as in idle animations.

Updated on April 27, 2020

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