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Using IMVU avatar helper as sample can not be textured.

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kat:
If each section of the status can have its own image assigned in IMVU they need to have separate Material assignments in Blender. For your project, having 14 "textures" (images assigned in IMVU?), your Material (ID) assignments in Blender will be similar to the following;

* "statue [ 0 ]" through "statue [13]" (ignore the spacing for "0", having to add those to bypass html shorthand for the forum thinking a 'list' should be shown).Each Material (Material Properties) should have a set of Texture Properties and either a uniquely referenced Image, or one that's link multiple times - a single image can be linked to several Materials so long as each Material is unique.


The numerical append is important for IMVU. Make sure its sequential where more than one Material is used.

So if you've got your Materials set up similar to the above in Blender, and on export sections of the mesh are not visible, then that could be related to the face normals being inverted. To check this, in "View > Properties", scroll down to "Shading" and enable "BackFace Culling". If sections of the mesh vanish from the 3D view this confirms face normals are flipped. To correct this, select everything in Edit Mode and from the "Shading / UV's" tab of the Toolshelf (third one down), click "Recalculate".

kat:

--- Quote from: JanXuan on May 06, 2018, 09:27:45 PM ---I carried out a test with only the helper avatar as a mesh, with one material and one texture.
The standing pose is the only thing that came in IMVU. The avatar does not show.
I seriously believe that the problem is not the materials, but a modifier or asignment.
I have been searching in that direction before but I can not find it.
--- End quote ---
Are you exporting to CAL3D or FBX? If you're exporting to CAL3D it's not possible to export multiple meshes at the same time, they have to be exported separately and then assembled in Create Mode. You also cannot export multiple Armatures. If you do either, although the export process may be successful (you don't get any errors), IMVU will not honor the contents of the file(s) when loaded.

JanXuan:
I exported them joined  to CAL3D, so it actually was brought back to one mesh with 14 materials, same as I did on the XB-70 and StarWars barge. I did not export multiple armatures nor meshes. I exported multiple meshes at once  before and it worked, only I had to put them in IMVU one by one as you described.

When I enabled backface culling and recalculated, things only went worse. More parts went transculent (outlines were still there). In Blender the mesh looks OK with backface culling off. I do not think that this is my major problem, missing faces will turn back in IMVU when I select "double sided".

kat:

--- Quote from: JanXuan on May 06, 2018, 11:00:34 PM ---I exported them joined  to CAL3D, so it actually was brought back to one mesh with 14 materials...
--- End quote ---
Right, so if you've named your materials as outlined above there should not be an issue, the single ('unified') mesh will have 14 slots displayed in the Material List, each clearly defined once imported into IMVU  (numbered 0 - 13).

You'd be better off fixing the non-displaying faces, but enabling two-side in IMVU is a cheap and quick way to address the problem. If the item is to be derivable make sure to note on the product page that two-sided should not be disabled.

JanXuan:

--- Quote from: kat on May 06, 2018, 11:56:30 PM ---Right, so if you've named your materials as outlined above there should not be an issue, the single ('unified') mesh will have 14 slots displayed in the Material List, each clearly defined once imported into IMVU  (numbered 0 - 13).

You'd be better off fixing the non-displaying faces, but enabling two-side in IMVU is a cheap and quick way to address the problem. If the item is to be derivable make sure to note on the product page that two-sided should not be disabled.

--- End quote ---

Indeed, I do have the 14 slots in IMVU. But since it also happens to 1 mesh (helper avatar) with 1 material with backface culling enabled, there must be another problem. This is not a composed mesh. I guess to solve the problem I will have to redo the whole project from the default block (not using the helper avatar).

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