### jazzKat's Blender 3D room template file

For more information, tutorials downloads click here . If you get stuck you can ask questions on either my IMvu dev group or my forums, both of which are good places to get information on developing and/or using Blender 3D to do so.

Please note : the following is a "quick and dirty" tutorial on how to use the template file to create rooms for IMvu using Blender 3D, it is not intended to cover the finer details of the process.

#### CONTENTS OF FILE

- ##### *_prepped.blend

  - 'Mesh' object/s : Both samples are provided based on a standard unanimated room. Mesh objects contain a "vertex grouping" named "Skeleton.Scene".

    All sample files have two sets on meshes; helpers in the shape of IMVU avatars and the rooms themselves. Avatar meshes do not need to be exported.

  - 'Armature' object : An example of a completed room Armature. All components are shown with their correct relationship to the primary "Skeleton.Scene" 'root' bone. Skeleton.Scene should be the primary bone in the listing (see below).

- ##### Sample files

- FurnitureNodes : Template section containing furniture nodes ONLY. Armature section needs *joining* (Shift+J) to "RoomNodes" sections; once joined all furniture bones need to be parented to "Skeleton.Scene" within the Armature.

- RoomNodes : This should be the 'parent' Armature section to which all other Armatures are connected. Once seating and furniture positions are arranged using "seating nodes" and "furniture nodes" they should be joined TO the RoomNodes Armature section - select all sections THEN reselect RoomNodes section (it should outline bright pink), SHIFT+J to join selected objects. Parent bones in EDIT MODE to Skeleton.Scene

  > NOTE : "omni1" is a light. The position of all lights needs to be represented with a "bone". The same is true of anything placed in a scene for use in IMvu; all objects need to be actual 'bones' (else they may not export).

- Seat Armatures and 'Helpers' : "Seat[x]" is a template *sitting* seat node position. "HELP[x][position]" is a 'helper' to assist in the positioning of the seat nodes relative to furniture items and the avatar seating / standing posture / positioning.

  Positioning should be done by selecting both the armature and mesh and moving/rotating them as a unit. NO FURTHER EDITING/ADJUSTMENT IS REQUIRED, use 'AS IS' (unparent before final use)

  > SEAT NODE NOTES : the positions and distances for working seat nodes has already been set up so there is no need to edit or otherwise reposition armature object.

#### HOW TO USE

Once you have your room object modelled (your 'mesh'), the various elements must be positioned relative to each other and the desired look you want the room to have; seat node units need to be duplicated and positioned (each room needs a minimum of 6 otherwise IMvu add default positions in awkward places not related to the architecture of the room itself). Furniture nodes also need placing around the room.
All these separate part then need connecting together;

- Un-parent the helper meshes (Alt+P)

- Select all the armatures, "RoomNODES" last (so that it is outlined in brighter pink than the others), and then *join* them - Ctrl+J.

- Ctrl+A to fix rotation and position of MESH

- Ctrl+A to fix position/rotation of now joined armature

- Select Mesh, select armature then press Ctrl+P to parent the mesh to the armature (you can check this by selecting and moving the armature, if parented correctly the mesh will move with the armature).

- Select mesh and enter EDIT MODE ('Tab' key)

- Select all faces/verts/etc.. and press 'T' to triangulate the mesh ('tessellate').

- In "LINKS & MATERIALS" panel add a new VERTEX GROUP and call it "Skeleton.Scene"; select all face/verts ('A') and "ASSIGN" the group to the mesh. Exit edit mode.

- Open up the ACTION EDITOR (SHIFT+F12) and add a new action, call it "idle".

- Select the *armature only* and go into POSE MODE (Ctrl+Tab).

- Select all ('A') and then press the 'I' key to 'insert keyframes' for "LocRotScale" - (yellow) markers will appear in the Action editor window. Exit pose mode (Ctrl+Tab).

- Select the mesh *then* the armature and export the files - "File > Export > Cal3D", leave defaults in popup window and 'ok'. Export process saves all the relevant files at the same time to the same location (your project folder).

- Build product using IMvu Previewer tool using the exported assets

- Upload to catalogue.