Reviewing the static pose from the previous video (IMVU 202) we move on to creating an animated avatar pose using some of the same principles. Again using the Avatar Pose Starter File (female, although male can be used the same way), we create a sequence in the Action Editor and then export the result to FBX from Blender, which is then imported into an IMVU where an action is added to accommodate the new pose. In the short follow-up, the animation is slowed down by altering the sequence length.
Duration : c. 30:00 mins | c. 05:00 mins (pt 2).
Info : *.mp4 | 1080p | c.240 MB.
Project file : katsbits – not worthy animated 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.
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.
Times are approximate;
– (not available)