{"id":11164,"date":"2026-10-26T14:10:47","date_gmt":"2026-10-26T14:10:47","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=11164"},"modified":"2026-10-26T14:10:47","modified_gmt":"2026-10-26T14:10:47","slug":"weight-painting-clothing-not-working","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/","title":{"rendered":"Toolkit &#8211; Weight Painting Clothing or Accessories Not Working"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_89 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6ae0653660287\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6ae0653660287\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#description\" >Description<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#default-avatar\" >Default Avatar<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#clothing-bones\" >Clothing Bones<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#bind-clothing\" >Bind Clothing<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#weight-painting\" >Weight Painting<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#avatar-rig\" >Avatar Rig<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#live-weight-painting\" >Live Weight Painting<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.katsbits.com\/codex\/weight-painting-clothing-not-working\/#timestamps\" >Timestamps<\/a><\/li><\/ul><\/nav><\/div>\n<div class=\"tabbed-video-container\">\n<div class=\"tab-buttons\">\n    <button class=\"tab-button active\" data-tab=\"rumble\">Rumble<\/button><br \/>\n    <button class=\"tab-button\" data-tab=\"youtube\">YouTube<\/button><br \/>\n    <button class=\"tab-button\" data-tab=\"other\">Other<\/button>\n  <\/div>\n<div id=\"rumble\" class=\"tab-content active\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n    <iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/rumble.com\/embed\/v7f3seq\/?pub=d3lcu\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n  <\/div>\n<div id=\"youtube\" class=\"tab-content\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n    <iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/O9QVuvr5dUc?rel=0\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n  <\/div>\n<div id=\"other\" class=\"tab-content\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n<!-- TikTok --><br \/>\n<iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.tiktok.com\/player\/v1\/7699877431506717974?music_info=0&#038;description=0\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n  <\/div>\n<\/div>\n<h3><span class=\"ez-toc-section\" id=\"description\"><\/span>Description<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>When making clothes in newer versions of the <a href=\"https:\/\/www.katsbits.com\/codex\/tag\/imvu-studio-toolkit\/\">IMVU Toolkit for Blender<\/a>, post 1.2.x, meshes need to be set up in a particular way so they can then be weight painted. If this is not done, or the relationships between mesh and avatar skeleton are not properly established, weight painting is functionally blocked; switching to <strong>Weight Paint<\/strong> mode does nothing. The fix for this is to remove all references and reconnect.<\/p>\n<ul>\n<li><a href=\"https:\/\/www.blender.org\/download\/lts\/\" target=\"_blank\">Blender 5.2 LTS<\/a> with <a href=\"https:\/\/create.imvu.com\/articles\/studio\/toolkit\/#blender\" target=\"_blank\">IMVU Toolkit v 1.2.10<\/a> loaded.<\/li>\n<\/ul>\n<p><b>Duration<\/b>: total c. 5 hr (00:05:00).<br \/>\n<b>Info<\/b>: 1080p.<br \/>\n<b>Suitability<\/b>: Beginner+.<br \/>\n<b>Source<\/b>: n\/a.<br \/>\n<b>Product ID<\/b>: n\/a.<\/p>\n<blockquote>\n<h4><span class=\"ez-toc-section\" id=\"default-avatar\"><\/span>Default Avatar<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>After creating a new clothing project, the <strong>Clothing Tool<\/strong> defaults to displaying the base avatar (selectable as <em>Male<\/em>, <em>Female<\/em>, <em>Male 1.5<\/em> and <em>Female 1.5<\/em>) in a <strong>T pose<\/strong>, a standing pose with the avatar holding its arms out to the side. This initial set up is simply to make it easier to mesh clothing or accessory items around the avatar absent the visual distractions of the underlying avatar rig being shown.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-default-avatar.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-default-avatar.jpg\" alt=\"Default clothing avatar\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The default state of the Clothing Tool is to simply drop in the avatar so items can be made easily without skeleton distractions.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"clothing-bones\"><\/span>Clothing Bones<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Clothing Bones don&#8217;t specifically need to be visible all the time but are needed to <strong>weight paint<\/strong> clothing and accessory meshes so they move properly with the avatar. By default they are disabled\/not shown. To enable\/show the weight painting skeleton, in the <strong>Sidebar<\/strong> make sure the <strong>Show Clothing Bones<\/strong> checked. This can be toggled into <strong>Pose Mode<\/strong> for weight painting.<\/p>\n<details class=\"tutorial-box-important-borderless\">\n<summary><strong>Important<\/strong>: Extra bones&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nDepending on the Toolkit version, looking closely at the weight painting skeleton a number of bones are shown at the very end of bones chains; fingers, feet and head. <strong>DO NOT USE<\/strong> these bones. They are present simply to indicate the &#8216;termination&#8217; or end of a bone chain and do not serve any purpose beyond that &#8211; weight painting finger nails to these will cause issues.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-end-bones.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-end-bones.jpg\" alt=\"Terminating bones\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Do not use the extra bones at the tips of the fingers, these serve no purpose for clothing and accessory making.<\/i>\n<\/div>\n<\/details>\n<details class=\"tutorial-box-borderless\">\n<summary><strong>Design note<\/strong>: Clothing bones don&#8217;t articulate\/move&#8230; [more]<\/summary>\n<div class=\"expand-content\">The Clothing Bones skeleton used to weight painting cannot be used to test how well a mesh might deform or articulate with the avatar, this is done using the <strong>Avatar Rig<\/strong> (<a href=\"#avatar-rig\">see below<\/a>).<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-bones.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-bones.jpg\" alt=\"Clothing bones for weight painting\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Enable <strong>Show Clothing Bones<\/strong> to be able to weight paint clothing and accessory meshes to the avatar.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"bind-clothing\"><\/span>Bind Clothing<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>To properly weight paint clothing and accessory meshes for IMVU they need to be bound to the avatar skeleton. Without this meshes don&#8217;t deform with the avatar. Ensure the clothing or accessory mesh is select and click the <strong>Bind Clothing<\/strong> button in the Toolkit. In <strong>Modifier Properties<\/strong> check there is now an <strong>Armature<\/strong> modifier targeting <strong>Anim<\/strong> as the <strong>Object<\/strong>. In <strong>Object Data Properties<\/strong> check <strong>Vertex Groups<\/strong> is also now populated with a series of groups, each corresponding to a bone within the armature. With these available meshes can be weight painted.<\/p>\n<details class=\"tutorial-box-important-borderless\">\n<summary><strong>Important<\/strong>: Auto weight&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nDuring the bind process bones weights are automatically assigned to the mesh being bound. The accuracy of this depends on the complexity of the mesh and how its structure corresponds to bone positions. As a consequence this might result in weights not being accurately assigned, or that additional, manual painting or editing is necessary.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-auto-weighting.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-auto-weighting.jpg\" alt=\"Auto-weighting issues\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Binding tries a &#8216;best-fit&#8217; weight assignment which may create gaps or over-assignments across the mesh that need manual adjustment or fixing.<\/i>\n<\/div>\n<\/details>\n<details class=\"tutorial-box-borderless\">\n<summary><strong>Design note<\/strong>: Manually binding meshes&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nBinding can be done manually by adding an <strong>Armature<\/strong> modifier to the mesh that targets the <strong>Anim<\/strong> (Armature\/skeletal) object. Then by manually adding the necessary vertex groups to control mesh deformation.<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-bind.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-bind.jpg\" alt=\"Bind Clothing to weight paint\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Ensure meshes are properly bound to the avatar skeleton by clicking the Bind Clothing button &#8211; this should be done for anything affected by the avatar and its skeleton.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"weight-painting\"><\/span>Weight Painting<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>If Bind Clothing is correctly set up meshes can then be weight painted using bone or vertex groups selections. Both require switching to <strong>Weight Paint<\/strong> mode. Make sure <a href=\"#clothing-bones\">Show Clothing Bones<\/a> is active so the underlying skeleton is visible. Select the <strong>Armature <em>first<\/em><\/strong>, <strong>mesh <em>second<\/em><\/strong>, before switching using the <strong>Weight Paint<\/strong> mode selector or clicking the <strong>Paint Weights<\/strong> button in the toolbar.<\/p>\n<details class=\"tutorial-box-important-borderless\">\n<summary><strong>Important<\/strong>: Cannot paint weights&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nIf weights cannot be painted, that is neither clothing bones nor selecting vertex groups highlight available groups, ensure meshes have been correctly bound to the armature. To do this properly, in <strong>Modifiers<\/strong> <em>delete any <strong>Armature<\/strong> modifier present<\/em>, and in <strong>Vertex Groups<\/strong> <em>delete every group<\/em>. There should be no trace of either modifier or groups associated with the mesh. Once cleared <a href=\"#bind-clothing\">rebind the mesh<\/a>.\n<\/div>\n<\/details>\n<details class=\"tutorial-box-borderless\">\n<summary><strong>Design note<\/strong>: Vertex Group selection&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nThe Clothing Bones armature is not strictly necessary for weight painting as weights can be painted or edited by selecting individual instances from within the <strong>Vertex Groups<\/strong> index. This highlights the corresponding group on the mesh, displaying any colours where auto assigned during the &#8216;bind&#8217; process.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-vertex-group-painting.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-vertex-group-painting.jpg\" alt=\"Weight painting vertex group selection\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Clothing Bones can be left hidden and weights painted or edited by selecting groups from within the <strong>Vertex Groups<\/strong> index. This make it easier to see what&#8217;s going on without bones obscuring the view.<\/i>\n<\/div>\n<\/details>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-paint-weights.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-paint-weights.jpg\" alt=\"Weight painting clothing meshes\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>If a mesh has been properly bound to the avatar, selecting a Vertex Group or a bone in Weight Paint mode, highlights the corresponding area of the mesh the group has influence over.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"avatar-rig\"><\/span>Avatar Rig<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>To test clothing and accessory deformation that Avatar Rig has to be used. This is the same rig used to make avatar animations and poses but in this context it can be used to twist and pose the avatar to check how clothing-based items articulate as the skeleton moves. Once some weight painting has been done, <em>toggle out of <strong>Weight Paint<\/strong><\/em> mode (or click the <em>Paint Weight<\/em> button) where the <strong>Clothing Bones<\/strong> skeleton were being used to highlight vertex groups for painting. Then, in the Toolkit click the <strong>Show Avatar Rig<\/strong> checkbox. A &#8216;wire&#8217; rig appears and the avatars default pose will switch from the &#8220;T&#8221; to the &#8216;animation&#8217; pose, arms by their side.<\/p>\n<details class=\"tutorial-box-borderless\">\n<summary><strong>Design note<\/strong>: Optionally hide Clothing Bones&#8230; [more]<\/summary>\n<div class=\"expand-content\">\nOnce weight values have been painted\/assigned to the mesh, it&#8217;s not strictly necessary to keep using the Clothing Bones skeleton as groups can be selected in the Vertex Groups index.<\/div>\n<\/details>\n<p>Select the wire rig and switch to <strong>Pose Mode<\/strong> from the main interaction menu (upper-right), then click a &#8216;wire&#8217; object and move to manipulate (press <span class=\"shortcutkey\">G<\/span> or <span class=\"shortcutkey\">R<\/span>) the avatar. Depending on weight assignments, bound meshes will deform to varying degrees showing where clothing and accessory items need adjustment.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-toggle-avatar-rig.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-toggle-avatar-rig.jpg\" alt=\"Use Avatar Rig to test deformation\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To test mesh deformation the Avatar Rig needs to be used. Toggle this on in the Toolkit and in Pose Mode manipulate the rig to see how meshes articulate.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"live-weight-painting\"><\/span>Live Weight Painting<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>The <a href=\"#clothing-bones\">Clothing Bones<\/a> skeleton is fixed in the &#8220;T&#8221; pose by default so is generally used just to establish the initial weight values painted to a mesh. To then test a clothing items or accessories, workflow needs to be switched to using the <a href=\"#avatar-rig\">Avatar Rig<\/a>. Here, while meshes can be deformation tested, they can also be weight painted &#8216;live&#8217; &#8211; rig can be moved, mesh deforms, weights can be (re)painted, adjusting deformation based on the temporary pose.<\/p>\n<details class=\"tutorial-box-borderless\">\n<summary><strong>Design note<\/strong>: Hide clothing bones&#8230; [more]<\/summary>\n<div class=\"expand-content\">The Clothing Bones skeleton is not strictly needed here and can be disabled clicking the <strong>Show Clothing Bones<\/strong> checkbox.<\/div>\n<\/details>\n<p>To do this, toggle out of <strong>Pose Mode<\/strong>, select the clothing or accessory mesh, and switch to <strong>Weight Paint<\/strong> mode (or click the <em>Paint Weights<\/em> button in the Toolkit). The mesh highlights the vertex group associated with the last bone selected, allowing the group to be edited. To select other groups, use the <strong>Vertex Groups<\/strong> index list to select groups and paint. Once done, toggle back into Pose Mode for further testing.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-show-avatar-rig.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/clothing-show-avatar-rig.jpg\" alt=\"Weight Paint using Avatar Rig\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>While the Avatar Rig is active it&#8217;s also possible to paint or adjust weights relative to it by switching between posing the avatar, selecting the mesh and painting weights in Weight Paint mode.<\/i>\n<\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"timestamps\"><\/span>Timestamps<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Times are approximate;<br \/>\n &#8211; n\/a<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":11172,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,37,230],"tags":[874,704,1130,726,670,929,194,835,1049,744,869,724,685,930],"class_list":["post-11164","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-imvu","category-tutorials","tag-accessories","tag-avatar","tag-blender-5-x","tag-bones","tag-clothing","tag-clothing-tool","tag-imvu","tag-imvu-studio-toolkit","tag-imvu-toolkit","tag-pose-mode","tag-rig","tag-skeleton","tag-vertex-groups","tag-weight-paint"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11164","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=11164"}],"version-history":[{"count":16,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11164\/revisions"}],"predecessor-version":[{"id":11182,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/11164\/revisions\/11182"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/11172"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=11164"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=11164"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=11164"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}