IMVU 202 – Poses in Blender

Learning to use Blender 2.8 to make products for IMVU starting with (static) Poses.

Description : With the basics of using Blender 2.8+ covered we can now move on to actually making something, a static avatar Pose! Starting with the (female, although male can be used the same way) Avatar Pose Starter File, we use what’s been learned so far to make a static pose that’s then exported from Blender 2.8+ using FBX, itself then imported into an IMVU Create mode Editor using their inbuilt FBX importer and converter tools.

Duration : c. 20:00 minutes
Info : *.mp4 | 1080p | c.140 MB.
Project file : Static Not-worthy Pose (zip c.1 MB – *.blend + *.fbx).

Addendum: generally speaking the pose and animation creation process described above does not change when any of the Alternative Pose Starter Files are used instead of the Standard Pose Starter Files. Although the alternatives appearance differs, bones being colour-coordinated for easy identification in the 3D View and Action Editor and to more naturally align with the avatar meshes, (Blender) Action sequences are generated the same either way – individual bones are selected and manipulated (rotated) into position which automatically inserts the necessary LocRot keyframe data in the Action Editor timeline. The only difference then is the apparent orientation of the Armatures bones, everything else is the same.

Double-check the error message in the Info Editor
The Alternative Pose Starter File shows default pose set for the female avatar; the skeleton (Armature) in a ‘T’ pose in the 3D View, with a corresponding sequence, ‘T.POSE’, open in the Action Editor, initial keyframe marked. Bones are colour-coded for easy identification – red, main torso; green, hand, black, objects not to be animated – or aligned to better match the avatar mesh.

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