Game Editing > IMVU Creator Community
Head Morph Animating / Avatars
kat:
It's okay to post a product number/link in this context so we get to see the end result ;o)
EdieMaye:
Ask and you shall receive: http://www.imvu.com/shop/product.php?products_id=41048796
Oh by the way. Is it possible to use your Female04(poses) file to add a mesh, animate it with avatar interaction, (like grabbing the gem on the end of the chain and fiddling with it,) and weigh it through multiple bones? Kinda like how hair is made by being weighed evenly through two bones to make it more malleable.
So far I have managed to successfully export a necklace, but the manually weighing the mesh to the avatar rig is proving a bit worrisome. Since I created an AttachmentNode02 to export it.
This knowledge would really aid in making some more impressive avatars/trigger accessories and even hair. Because I can simply not settle for a plain Jane necklace.
Thank you,
EdieMaye
kat:
You can weight the necklace to existing bones of the avatar skeleton so it follows general avatar movement (use the 'clothing' starter file for this) but, if it needs to do more than that you'll likely need to make an animated accessory. The difference between the two approaches is largely; using the avatar skeleton the necklace becomes a clothing item which can have a trigger pose associated with it - one product, but may conflict with other items; whereas using accessories you'll have two items (accessory and avatar pose) that will need to worn and sync together - two items need to be worn and may need to be re-synced over time.
EdieMaye:
I see. I am glad I asked instead of doing my typical trial and error methods. I'll certainly see what I can do with this information. I'll be sure to post any end results if you are curious to see what comes of this.
Thank you for your time,
EdieMaye
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