{"id":6684,"date":"2022-12-18T16:27:01","date_gmt":"2022-12-18T16:27:01","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=6684"},"modified":"2025-01-06T17:22:13","modified_gmt":"2025-01-06T17:22:13","slug":"toolkit-accessory-body-part","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/toolkit-accessory-body-part\/","title":{"rendered":"Toolkit &#8211; Accessory (Body-Part)"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 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-69fc591b901f8\" 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-69fc591b901f8\"  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\/toolkit-accessory-body-part\/#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\/toolkit-accessory-body-part\/#managing-vertex-groups\" >Managing Vertex Groups<\/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\/toolkit-accessory-body-part\/#manually-assigning-vertex-groups\" >Manually Assigning Vertex Groups<\/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\/toolkit-accessory-body-part\/#imvu-import-mesh-id\" >IMVU Import &#038; Mesh ID<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/toolkit-accessory-body-part\/#timestamps\" >Timestamps<\/a><\/li><\/ul><\/nav><\/div>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/q134Cc_N-1o?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"description\"><\/span>Description<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In this exercise we take a look at making an multi-boned accessory using <b>IMVU Studio Toolkit<\/b> for Blender (<a href=\"https:\/\/www.blender.org\/download\/lts\/2-93\/\" rel=\"noopener\" target=\"_blank\">2.93 LTS<\/a>). Essentially this is a body-part based accessory item. First, a <b>Clothing Tool<\/b> project is created around which the &#8216;accessory&#8217; meshes are built (cylinders without caps in this example). These are appropriately shaped and positioned then given a shared Material assignment that allows for both meshes to utilise the same UV mapped image. Next, once the accessory items are made the <b>Clothing Tool<\/b> can be used to link them to the avatar skeleton by clicking <b>Bind To Armature<\/b>. Multiple bones will then influence the meshes, e.g. lfBicep and rtBicep respectively for each armband. Finally the project can be exported to FBX, again using the Toolkit (included exporter), and assembled in IMVU Studio (derived from Empty Clothing Top).<\/p>\n<p><b>Duration<\/b>: total c. 40 mins (00:40:00).<br \/>\n<b>Info<\/b>: 1080p.<br \/>\n<b>Suitability<\/b>: Beginner+.<br \/>\n<b>Source<\/b>: <a href=\"https:\/\/www.katsbits.com\/files\/imvu\/katsbits - toolkit accessory bodypart.zip\">KatsBits \u2013 Toolkit Accessory Bodypart<\/a> (2.5 MB, *.blend, *.fbx, *.png). <i>Requires installation of the toolkit for Blender. Open in Blender 2.93 LTS (preferred) or above<\/i>.<br \/>\n<b>Product ID<\/b>: <a href=\"https:\/\/www.imvu.com\/shop\/product.php?products_id=61991640\" rel=\"noopener\" target=\"_blank\">Armbands<\/a> (PID 61991640).<\/p>\n<blockquote><p><b>Design note<\/b>: additional considerations to keep in mind when making <em>body-part<\/em> based accessory items for IMVU using the Toolkit;<\/p>\n<h4><span class=\"ez-toc-section\" id=\"managing-vertex-groups\"><\/span>Managing Vertex Groups<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>an easier way to correct vertex group assignments is delete all groups and then reassign only those needed. To do this, with object selected access the <b>Vertex Groups<\/b> section of <b>Object Data Properties<\/b> [1] and click the <b>Vertex Group Specials<\/b> button [2]. From the menu click <b>Delete All Groups<\/b> [3] (alternatively click the <b>&#8211;<\/b> button to the right of the aperture [negative\/minus] to remove individually highlighted groups). This removes all listed groups and associations.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-vertex-groups-specials.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-vertex-groups-specials.jpg\" alt=\"Deleting vertext groups\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>An easier way to sort out vertex group assignment issues, in <b>Object Data Properties<\/b> [1] access the <b>Vertex Group Specials<\/b> [2] menu and simply <b>Delete All Groups<\/b> [3] to clear the list.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"manually-assigning-vertex-groups\"><\/span>Manually Assigning Vertex Groups<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>To then assign the correct group to the mesh, click the <b>+<\/b> button [4] to add a new group then double-click to rename, e.g. lfBicep [5]. With mesh missing a group assignment selected, toggle into <b>Edit Mode<\/b>, highlight the new vertex group (i.e. lfBicep) and then click the <b>Assign<\/b> button [6] below the aperture. This assigns the group to the mesh that will now be controlled by the corresponding avatar bone.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-new-vertex-group.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-new-vertex-group.jpg\" alt=\"Assinging vertex groups\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>A new, specific, vertex group can be created [4] (and renamed [5]) before being assigned to the mesh in Edit Mode by clicking Assign [6].<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"imvu-import-mesh-id\"><\/span>IMVU Import &#038; Mesh ID<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>To avoid issues importing into IMVU Studio preference should be to use the &#8216;Empty&#8217; items, e.g. <b>Empty Male Top<\/b> as this corresponds to a &#8216;torso&#8217; (Mesh ID 2) based accessory item for the male avatar, then during import set a higher Mesh ID to avoid overriding the default.<\/p>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Important<\/strong>: in this context, making body-part based accessory items, Mesh ID&#8217;s are based on whether the incoming mesh is meant to <em>replace<\/em> an existing body part, e.g. &#8220;2&#8221; which replaces the &#8216;torso&#8217;, or they be <em>used in conjunction with<\/em> existing body parts, e.g. &#8220;11&#8221; or above for meshes that won&#8217;t override a body part.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-bodypart-empty.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/imvu-studio\/toolkit-accessory-bodypart-empty.jpg\" alt=\"Derive from Empty items\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>For body-part based accessory items preference should be to derive from the corresponding &#8217;empty&#8217; clothing item, for &#8216;armbands&#8217; that would be the fe\/male top [7].<\/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>Time are approximate.<br \/>\n&#8211; 00:00 : Start\/Summary\/Setup.<br \/>\n&#8211; 02:00 : Meshing &#038; Mirroring.<br \/>\n&#8211; 09:00 : Materials &#038; UV Unwrapping.<br \/>\n&#8211; 17:00 : Toolkit Prep &#038; Weight Painting.<br \/>\n&#8211; 31:00 : Export &#038; Studio Assembly.<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":6696,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,37,230],"tags":[874,575,823,929,209,194,738,835,928,655,685,930],"class_list":["post-6684","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-imvu","category-tutorials","tag-accessories","tag-accessory","tag-body-part","tag-clothing-tool","tag-fbx-import","tag-imvu","tag-imvu-studio","tag-imvu-studio-toolkit","tag-mesh-id","tag-uv-editing","tag-vertex-groups","tag-weight-paint"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/6684","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=6684"}],"version-history":[{"count":15,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/6684\/revisions"}],"predecessor-version":[{"id":9579,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/6684\/revisions\/9579"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/6696"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=6684"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=6684"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=6684"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}