Derive ‘ Empty Female Accessory‘ or ‘ Empty Male Accessory‘.Position your accessory object/mesh where you would like it to go on the avatar.This will move your mesh or armature/skeleton into the export folder and hook it up to the AttachmentNode bone for you.Select your accessory mesh (mesh only) or armature/skeleton root node (mesh weighted to skeleton) and click ‘ Setup Mesh‘.Select the bone you want to parent it to with the eyedropper tool.Make sure it is positioned at 0,0,0 world space.Create or import your accessory object/mesh.Use the Male/Female toggle to change the reference mesh.Make sure you only append from a fresh blender scene.This sets up your scene with a base avatar for you to work from.This can be done in the outliner by dragging your mesh over the collection named “FURNITURE_EXPORT”, Then holding SHIFT and dragging your mesh over the same collection. This will give you all of the nodes you need and a reference block for a sitting position.īe sure any meshes you add to the furniture are inside the “ FURNITURE.EXPORT” Collection or it will not be exported! They should also be children of “ Furniture_Root“.This can be done in the outliner by dragging your mesh over the collection named “ROOM_EXPORT”, Then holding SHIFT and dragging your mesh over the same collection. To unlink a SeeThrough node, select the mesh or meshes, and click Unlink SeeThrough.īe sure any meshes you add to the room are inside the “ ROOM.EXPORT” Collection or it will not be exported! They should also be children of “ Skeleton.Room“.To link an object, select the SeeThroughArmature Cone, along with any meshes you would like to link to it.Whenever the camera moves behind the cone, the linked meshes will disappear. Move the cone such that the point aims in the direction the mesh will be seen from.If you would like to have a see through mesh, click ‘ Create See Through Node‘.If you would like to add or remove either Catcher/Pitcher nodes or Handle nodes, Use the Add Link Catcher or Break Link Catcher and Add Link Handle or Break Link Handle buttons to do so.The Custom seat is used to trigger animations of the same name.Set the distance with the number in the middle.If you want to quickly make a grid of furniture nodes, use the direction arrows below ‘ + Furniture‘. Select which type of furniture seat you would like to add.Note: The meshes generated are for reference and will not be exported.Adjust the initial size of the room with the X Y Z Sliders.This is a sub-article of IMVU Studio Toolkit.
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