KatsBits Community

Game Editing => Video Channel => Topic started by: kat on October 17, 2013, 05:17:10 PM

Title: [IMVU] Tail Accessory in Blender
Post by: kat on October 17, 2013, 05:17:10 PM

Description
The important aspect of making an avatar accessory for IMVU is not the accessory itself so much as the way it connects or links to the underlying structure of the avatars skeleton. This is done via the proper use of the "AttachmentRoot" and "AttachmentNode" bones, which need to be correctly positioned and located to work.

The video above shows a basic overview of this essential structure for those already familiar with Blender and simply needing a prompt in the right direction.

Source Files: Tail Accessory (https://www.katsbits.com/files/imvu/katsbits_accessory-tail-example.zip) | c. 500 kb (*.blend, *.tga).

http://www.imvu.com/shop/product.php?products_id=21691585
Title: Re: IMVU tail accessory overview in Blender
Post by: ZeyoZelDarkie on May 01, 2014, 06:36:34 PM
I've downloaded the file source from this thread and I have a question. What purpose does the Pelvisnode (Box mesh by the waist) and Female03MasterRoot (box mesh by the feet) serve? Do I need to set them in a certain way when uploading the accessory mesh onto IMVU?
Title: Re: IMVU tail accessory overview in Blender
Post by: kat on May 01, 2014, 07:13:30 PM
They're reference points so you can see the position of your accessory in relation to the avatars skeleton during construction.

Basically when the tail was built, the only points (avatar bones) needed were the two you mention; 1) "Female03MasterRoot", so the 'root' of the avatar is visible at all times - knowing this helps orientate objects when being made; and 2) "Pelvis", the avatar bone to which the tail is attached.

For example, if the accessory were a bangle or bracelet, the 'Pelvis' reference would be positioned and orientated to match the avatars 'wrist' (or rather, the bone corresponding to the 'wrist') and renamed appropriate (for clarity) before then using the two 'attachmentNode' bones in a similar way to making the tail - they are positioned at the appropriate bone and any accessory bones are then attached to them.

It should be noted the object used for the two bones are just simple mesh cubes primitives rather than being actual usable 'bones', their purpose is for 'reference' only so there is no need for them to be actual Armature Bones.
Title: Re: IMVU tail accessory overview in Blender
Post by: SweeTDreamS on February 07, 2017, 09:09:43 PM
Where did your source file go???  :'( :'( :'(
Title: Re: IMVU tail accessory overview in Blender
Post by: kat on February 07, 2017, 11:17:04 PM
Try now. The link needed to be updated after some website jiggerypokery.
Title: Re: IMVU tail accessory overview in Blender
Post by: SweeTDreamS on February 08, 2017, 12:22:43 AM
TY! TY! TY!   :) :D  ;D