IMvu developer hints & tips - using Blender 3D
Previewer tool and work around's ^
In the course of developing content numerous versions of a file
will be generated which once submitted will need to be cleaned
out of the IMvu chat clients temporary files cache - these are
files that are downloaded from the IMvu product server on the
Internet and stored locally in a temporary folder within one of
IMvu's set-up directories.
This needs to done periodically when working because the actual
chat client doesn't always automatically refresh it's contents
with new versions of the working files; adding a new mesh section
and then upload the file to the product directory for 'live' viewing
may not actually show when previewed. Forcing a clean/refresh
will solve this, although it does mean that everything related
to using the chat client may be reset back to the defaults so
you may have to set-up your outfits again and so on.
There are two ways to do this;
Clearing cache from IMvu Messenger Window ^
A word of warning before doing this; using Clear IMvu cache like
this will clear all temporary files from the local
Messenger client, meaning that when you next log on it'll need
to re-download all the pertinent files used for content to show
when you chat with other people wearing/using custom content (clothes,
items and scenes etc.).
You do not loose or delete anything account related because
the IMvu product servers hold the original copies of the data
associated with your account, all you're doing is deleting
and refreshing your local copy.
IMvu Messenger buddy window and clearing cache menu
As shown in the image above from the IMvu Messenger window (the 'buddy list' window) click on;
Once done exit from and then restart IMvu
Manually clearing IMvu's temporary file cache ^
If you don't want to delete all the temp files then it is possible
to remove specific files associated with the project being worked
on. This may not be as 'fool proof' as the method above because
IMvu saves product data references in a number of locations which
is why it needs to be shut down before doing this operation otherwise
the 'old' data held in memory will mean the forced refresh won't
happen properly.
The first thing to try is a simple deletion of the product file itself. If IMvu is active and running then exit and close it down (otherwise the program may crash or lock up your computer).
Temporary file cache is;
All products used and downloaded by the chat client are saved
to the above folder so all that needs to be done it to track down
the specific file by its product number, deleting it and the pickle
files above will force IMvu to properly update the necessary files.
If that doesn't work and the client is still not updating then
a further 'force' is required by way of removing the various files
that tell the client what's actually loaded into it. These are
found in;
Either rename the "*.pickle" files to "*.OLD",
or delete them; the following files need to be removed specifically;
Windows Vista users and IMVU cache
For Windows Vista users the location of IMVU's cache is in a different
place that may
require you to change some settings within Windows in order to
see the files. Most 'user' data is now stored in the "Users"
directory on the "C:\" drive, so IMVU's cache
is typically in the following location;
The actual product files are located in;
Clear the "avpics" folder to force refresh icons
used to display various product items
Troubleshooting Blender 3D CAL3D Exporting ^
Look out for the following
-
Bone names are case sensitive so make sure you parent
bones together using the correct spelling;
-
The Armature name can be anything but it's best to
call it something clear for reference
-
Meshes and other objects need to be Parented to the Armature not the bone;
-
Vertex groups applied to a mesh need to be 'weighted'
to the Skeleton.Scene (or a specific) bone of the scenes
Armature (names are case sensitive);
-
Use Python 2.32 or lower (so as to 'match' Blender 2.36)
or 'unlink' Python system variable (if installed) to force
Blender to use internal it's modules.
-
After updating or amending the mesh, if it disappears when
being parented back to the files original Skeleton.Scene armature,
version save the current WIP (so you don't loose the new mesh
tweaks you've just done), close Blender and then restart the
application (to make sure any old data is cleared from memory).
Reload the working file just saved and delete the old armature
that's still in the file. Add a new one and then re-parent
the amended mesh to that (some corruption may occur during
mesh updates that mean when parenting to the files original
armature it breaks the file).
Error messages
A vertex of object '[named export item]'
has no influences.
(This occurs on objects placed in an invisible layer, you
can fix it by using a single layer)
Above error usually means that one or more vertexes from
a vertex group applied to a mesh object has not been weighted
to a bone in the Armature.
Unusual problems working with Blender ^
'Orphaned' data in Blender files that can't be removed
Sometimes when working with Blender 3D a file can get unexpectedly
large even though there may be very little visible in the form
of mesh, objects and other data. This problem is due to 'orphaned' (or 'dead') data blocks in Blender.
Blender works by in effect creating a database of objects at
a centralised location which it then referred to whenever you
do something within the application. This allows for 'instancing'
for example. However, data can become unattached or un-referenced
and when it does it remains in the file even though it's not being
used. The normal process of saving the file and reloading it won't
clear this orphaned data as it does with other datablocks.
Solution - create a new file
In order to remove this orphaned data a brand new file needs
to be created (restarting Blender may be useful beforehand). Once
done simply 'Append' the items you need to keep from the
'broken' file.
HOW TO : Append data to a new *.blend file
Browse to the broken *.blend files location after clicking
'Append' (File >> Append or Link)'
a list of headings (text should be white if using Blenders
default theme) will appear in the browser - "Action",
"Armature", "Image"
and so on.
Find and then click on "Objects".
Another list will appear, this time the actual objects contained
in the file - note that this will only list the data that's
actually accessible which is why this is done to 'clean' *.blend
files.
RightMB click the objects that are required to be brought
into the newly created file; each will be highlighted as it's
selected.
Make sure the 'Append' button is active in the file
browse header (bottom of that particular screen by default)
and then click the 'Append Library' button top right
of the file browse window, the new data will then be added to
the clean file - objects will likely appear in the same layers
they were on originally so it may appear as if nothing was imported.
If that's the case simply click on the layer buttons to view,
find and move objects where necessary.
Importing other 3D models into Blender ^
Blender can't read or import IMVU's CAL3D formatted files so
in order to open a 3rd party or external file into Blender it
needs to be in a format that Blender understands.
Opening an OBJ, 3DS or DXF model (file) into Blender
If you want to make a product for IMVU and have access to a model
made in another 3D package or a file downloaded from the Internet
(check copyright permissions please), in order to produce a product
for IMVU using that '3rd party' model it needs to be opened into
Blender and built into a product before being re-exported out
of Blender to CAL3D.
HOW TO : open (import) a 3rd party model (file) into Blender
3D
Using Windows Explorer (or appropriate media file browser), locate the file saved to your computer and remember
where it is.
Open Blender 3D and from the "File"
menu select "File >> Import", a sub-menu
will open with a list of file types.
In the sub-menu that opened, select the appropriate
'filter' from the list for the model file that's being imported
- if the mesh was called "chair.obj" choosing
"File >> Import >> Wavefront (.obj)"
would be the correct filter to use. A file browse view will
then appear.
Design note : It's important to note here that the model should preferably be an OBJ, DXF or 3DS file so that it can be correctly imported as "Wavefront
(.obj)", "Autodesk DXF (.dxf)" and/or
"3D Studio (.3ds)".
In the file browse view, go to the location of the file to
be imported. Once found select it and and click the "Import/OK"
button (note that the title/heading of the import button may
change depending on which import filter is used) to begin the
process which, once done, will show the freshly imported mesh
in the 3D view.
Once the 3rd party model has been successfully imported into
Blender it will then need to be built up into a product in the
same way as any custom product; note that before doing the model
may need some additional attention to make sure it's the correct
size for an IMVU product - this can be checked during the 'build'
process by using a product template.
The imported model may also need to undergo some 'optimisation'
work whereby it's made more 'friendly' to IMVU's client by reducing
the number of polygons present in the mesh; typically a furniture
mesh should have no more than 1000 (triangular) polygons, depending
on how big and/or how complex the object actually is - a chair
typically has around 500 triangles.
Rooms on the other hand should have no more than 5000 polygons;
again depending on the complexity 2000-3000 is typical.
Reduction and optimisation's of this nature should be regarded
as an essential part of the process and should not be skipped as the result puts excessive strain on the 3D chat client when
it renders a full scene.
For more details read
the various IMVU content creation tutorials here. Download Blender
to IMVU product template files here.
Windows VISTA and Blender's "scripts"
folder location ^
During the installation of Blender 3D onto a computer running
Microsoft's Windows 'Vista' operating system, a number of options
appear in terms of where applications files are stored for use,
up until recently everything was usually stored in the same place.
Recently however, the installation has changed to take into account
Vista's more secure 'profile' usage; this means that for most
installations of Blender after v2.45, the default location
for the "scripts" folder has been moved from the
'program' directory (usually "Program Files") in to
the 'user profile' directory for Windows VISTA users.
This is usually located at the following;
Although the actual path may vary slightly the "scripts"
folder should be found inside the "Users" directory
- "[profile name]" is the name giving to the profile
you log into when booting up the computer. Note that this may
be a hidden system folder so it might not be visible by
default, in which case it's visibility has to be activated by
doing the following
Note that the following usually needs to be done from the
main 'Administration' profile and not a 'limited'
users;
-
Open Windows Explorer (Start >> Computer).
-
In the "Tools" menu select "Folder
Options..." (if the "Tools" menu is not visible,
click the "Organize" button and select "Layout
>> Menu Bar").
-
Click on the "View" tab to open that 'page'.
-
In the filed where the list of check boxes are find the "Hidden
files and folders" entry and 'check' (tick) "Show
hidden files and folders". A warning may appear, "OK"
or "continue" the process to enable hidden folders.
-
Additionally find "Hide extensions for known file
types" and un-check (un-tick) that option.
-
Click the "OK" button to enable.
If on doing the above the file, folder or directory is still
hidden, go back into Folder Options and find the following;
Please note that doing this will make all and every single
file and folder on a computer visible and hence, accessible,
so if this is being done on a 'shared' computer (more than one
person is using it) create a password protected profile that only
you have access to so safe guard the files and prevent critical
files from being deleted by users that don't know what they are
doing.
Once all the above is done the "scripts" directory
should be visible and accessible.