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IMVU Studio Toolkit

TUTORIAL UNDER CONSTRUCTION

The information in this tutorial is not yet final

What is the IMVU Studio Toolkit?

IMVU Studio Toolkit is a new toolset which is installed in your 3D editing application which provides a streamlined workflow to creating mesh products for import in to IMVU Studio

How do I get it and install it?

IMVU Studio Toolkit is currently only available for Blender 2.9 LTS. We are in development on a version of IMVU Studio Toolkit for 3ds Max

Download IMVU Studio Toolkit

Coming Soon!

 

Using the 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
  4. Select which type of furniture seat you would like to add
  5. Click + Furniture
  6. Add any seat of your choosing
    • The checkboxes next to each + button are for Catcher/Pitcher nodes and Handle nodes.
  7. 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! The “Room” sub-collection is a great place for them.

Creating furniture

  1. Click Create Furniture
    • This will give you all of the nodes you need and a reference block for a sitting position.
  2. Add any seat of your choosing
    • The checkboxes next to each + button are for Catcher/Pitcher nodes and Handle nodes.
  3. 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 “Mesh” Group. This can be done in the outliner by Holding SHIFT and dragging your mesh over the Empty object named “Mesh”.

Creating an Avatar Attachment (Rigid)

  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. Create or import your accessory mesh
  3. Position it where you would like it to go
  4. Select the bone you want to parent it to with the eyedropper tool
  5. Click Align to Bone
    • This positions AttachmentRoot and AttachmentNode to line up with the bone you wish to bind your attachment to
  6. Select your mesh
  7. Click Setup Mesh
    • This will move your attachment into the export folder and hook it up to the AttachmentNode bone for you
  8. Export

In IMVU Studio derive ‘Spice Glasses Lagoon‘ (female) or ‘Glasses King Gold‘ (male) and import your FBX file

Creating an Avatar Attachment (External Rig)

  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. Create or import your attachment mesh
  3. Position it where you would like it to go
  4. Select the bone you want to parent it to with the eyedropper tool
  5. Click Align to Bone
    • This positions AttachmentRoot and AttachmentNode to line up with the bone you wish to bind your attachment to
  6. Select BOTH your armature and your mesh
    • Expand the armature in the hierarchy
    • Click on the armature
    • Hold CTRL and click on the mesh
  7. Click Setup Mesh
    • This will move your attachment into the export folder and hook it up to the AttachmentNode bone for you
  8. Export

In IMVU Studio derive ‘Spice Glasses Lagoon‘ (female) or ‘Glasses King Gold‘ (male) and import your FBX file

Animating

If you would like to add animations to your attachment, you can do so either before or after clicking Setup Mesh

Set one of your blender panels to “Dope Sheet” and set its type to “Action Editor”

You can set keyframes by moving your bone into position, then selecting

  • Pose > Animation > Insert Keyframe

Creating a Piece of Clothing

  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. Create or import your clothing object
  3. Position it where you would like it to go
  4. Place the mesh into the CLOTHING.EXPORT Collection
  5. Click Bind to Armature
    • This will automatically weight the piece of clothing to nearby bones
  6. Enter weight paint mode by clicking Paint Weights
  7. Export

In IMVU Studio derive ‘Empty Female Avatar‘ or ‘Empty Male Avatar‘ 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. Set one of your blender panels to “Dope Sheet” and set its type to “Action Editor
  3. Set keyframes by moving your bone into position, then selecting
    • Pose > Animation > Insert Keyframe (Shortcut Key: I)
  4. Set the Animation Length and Animation Name in the tool panel before exporting
  5. Export

In IMVU Studio derive ‘Female Avatar‘ (PID 80) or ‘Male Avatar‘ (PID 191) and import your FBX file

Exporting

  1. 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.

Help

Click the Help Button to return to this page at any time!

Updating

This feature is not yet available.

If an update is available, click ! UPDATE AVAILABLE under the Export Tool Tab and download the latest version from the page

Updated on August 21, 2021

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