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Kinda my job. I have been apart of IMVU since 2006 and have had the pleasure to watch it grow and mature to what it is today. I don't think I will ever completely stop developing for them, though I do take breaks more often than the average developer for life related stuffs. Here is a link to my catalog.

For those of you unfamilar to IMVU, it is an online 3D chat program. Essentially you have paper dolls (your avatar) for your computer where your paper doll can have conversations with other people's paper dolls. It is free to use, but if you want to upgrade your avatar and run out of starter credits, you'll have to poney up some doe. Yes, people actually pay money for this stuff. :P Read more at the IMVU ABOUT page.

 

Some of my best selling items:
     

     

 

 

 

IMVU Feed

Image Feed Provided by Gaf210
 

IMVU related blog posts

Christmas in July

Welcome to Summer!! Back by popular demand, Gaf210 is hosting his Christmas in July. Again I will be live streaming the event on Twitch. If you have a room you would like to submit, the deadline is July 7th. There is more information here . See you then!

 

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Miaka Chill

 

Welcome to 2021! I hope you guys are as excited about this year as I am. For one, I am seriously missing the roller coasters. I have several project ideas in the works and after a rough start to this year. (Too many details to get into) I am revving up to get things done! First up is a project I have been interested in for a couple of months. Miaka Chill. It is a collection of lofi songs with a featured IMVU room just to have play in the background. Nothing fancy, but definitely relaxing. I was originally going to call it the ambient project, but I might save that for my twitch streams. I have several product ideas that fit the mode.


See my first instalment of Miaka Chill below with a featured room by Chaly4

 

 

 

 

 

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How to make particles using Debug2

The video below shows you a step by step guide on how to make a particle stream that resembles fire. It is about 30 minutes long.

This is the image used in the video so you can follow along

test64.png

To save it on your computer, just right-click and select "save image as..." 

Save it to the project folder by clicking the icon and drag and drop.

One thing to remember when working in the debug panel is that you should not click on anything. This first value you input must be at the base level and not chained off of any other rule. Unfortunately, once you click on something, you can't unclick.

 

When you are done imputing all of your values, your panel should look like this:

 

Below are all of the values used in this tutorial. When you are adding new keys and data, remember to have the correct parent clicked. For example in the list below ParitcleEffect is the parent and BlendMode, GravityParticleRule0ParticleRule1ParticleRule2, and TextureFilename are all children of that parent. 

(key)ParticleEffect
    (data)BlendMode Additive
    (data)Gravity    0,0,3
    (key)ParticleRule0
        (key)Position
            (data)Bottom 0,0,0
            (data)InnerRadius 0
            (data)OuterRadius .5
            (data)Top 0,0,1
            (data)Type Cone
        (data)Rate 200
        (data)Type Source
        (key)Velocity
            (data)Bottom 0,0,-.5
            (data)InnerRadius 0
            (data)OuterRadius 0
            (data)Top 0,0,0
            (data)Type Cone
    (key)ParticleRule1
        (data)AgeLimit 1
        (data)Type KillOld
    (key)ParticleRule2
        (data)Alpha 0
        (data)Color 255,216,61
        (data)Scale .003
        (data)Type TargetColor
    (data)TextureFilename test64yellow.png


These are the available particle shapes used for both the Position key and the Velocity key.

    Box: Takes two positions: these two positions are
    opposing corners of the box.

        BottomCorner 0,0,0
        TopCorner 0,0,0
        Type Box

    Cone: Takes two positions: the "top" is the pointy
    end of the cone, and the "bottom" is the blunt end.
    The Inner and Outer radius are the radii of the blunt
    end. (a nonzero inner radius produces a hollow cone)

        Bottom 0,0,0
        InnerRadius 0
        OuterRadius 0
        Top 0,0,0
        Type Cone

    Cylinder: Takes two positions which are endpoints
    of the cylinder. Inner and outer radius work in the
    same way as they do for cones and spheres.

        Bottom 0,0,0
        InnerRadius 0
        OuterRadius 0
        Top 0,0,0
        Type Cylinder

    Disc: Takes a centre point of the disc, a normal
    vector which points away from the disc, and two radii
    scalars.

        InnerRadius 0
        Normal 0,0,0
        OuterRadius 0
        Position 0,0,0
        Type Disc

    Line: Takes two positions: the endpoints of the line.

        End 0,0,0
        Start 0,0,0
        Type Line

    Plane: An infinitely large, flat plane.

        Normal 0,0,0
        Position 0,0,0
        Type Plane

    Point: A single geometric point.

        Position 0,0,0
        Type Point

    Rectangle: A rhomboid plane. Takes a center point,
    and two vectors that determine the center points of
    the sides.

        Position 0,0,0
        Type Rectangle
        u 0,0,0
        v 0,0,0

    Sphere: Takes a position that is the center of the
    sphere, plus an inner and outer radius. If the inner
    radius is nonzero, then the sphere is hollow.

        InnerRadius 0
        OuterRadius 0
        Position 0,0,0
        Type Sphere

    Triangle: A simple triangle. Takes three positions
    that are the corners of the triangle.

        CornerA 0,0,0
        CornerB 0,0,0
        CornerC 0,0,0
        Type Triangle

 

These are the additional particle rules to refine your particles speed, direction, and color.

    Sink: Particles that come into contact with a
    Sink are destroyed. The domain* describes the
    shape of the sink.

        SinkDomain
            BottomCorner 0,0,0
            TopCorner 0,0,0
            Type Box (example)
        Type Sink

    KillOld: Destroys particles whose age is above some
    number of seconds. The AgeLimit determines the distance
    the particle travels before disappearing. If you wish
    to fill a room with particles then leave the number
    high, but if you want them close to the origin point,
    reduce the AgeLimit to a lower number.

        AgeLimit 0
        Type KillOld

    RandomAccel: Add a random velocity vector from the
    domain given into each particle's velocity every frame.
    This makes the particles appear to wander around a bit
    instead of moving in parabolic arcs.

        Acceleration
            InnerRadius 0
            OuterRadius 0
            Position 0,0,0
            Type Sphere (example shape)
        Type RandomAccel

    RandomDisplace: Add a random displacement vector from
    the domain into each particle's position every frame.
    This makes particles appear to twitch.

        Displacement
            InnerRadius 0
            OuterRadius 0
            Position 0,0,0
            Type Sphere (example shape)
        Type RandomDisplace

    SpeedLimit: Describes minimum and maximum speeds for
    all particles.

        MaxSpeed 0
        MinSpeed 0
        Type SpeedLimit

    TargetVelocity: Every frame, adjust the velocity of
    all particles in the system to be closer to the
    velocity given. "Scale" is the percentage of the
    target velocity that is applied each second.

        Velocity 0
        Scale 0
        Type TargetVelocity

    TargetColor: Defines a target color. The actual
    color is chosen at random. The Color data uses the
    Decimal Code RGB values.

        Alpha 0
        Color 255,255,255
        Scale 0
        Type TargetColor

Sources:
     https://avatars.imvu.com/shop/includes/iframe_product_description.php?products_id=2225497
     https://web.archive.org/web/20190425110312/https://www.imvu.com/catalog/modules.php?op=modload&name=phpbb2&file=viewtopic.php&t=381581&postdays=0&postorder=asc&start=0
     http://www.imvumafias.org/community/viewtopic.php?f=157&t=11072
 

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How to make a scaler product!

In this tutorial we learn how to make your own scaler products for IMVU. It is easier than you think!

Watch the video here:

Here is what is needed to add to the debug2 panel:

(data) BodyPartId0 ###(pick something over 100)
(key) Mesh0
(data) Index ###(same as body part id)
(key) ModelModifier
(key) ModelMeshScaleRec
(data) ApplyToAttachments 1
(data) NodeName (pick a node from the list below)
(data) On 1
(data) ScaleAbsoluteX 1
(data) ScaleAbsoluteY 1
(data) ScaleAbsoluteZ 1

This is what the debug2 panel looks like

Here is a list of the bones (nodes) available for the IMVU avatars. These are what get scaled along with the attached meshes:

zHead
Female03MasterRoot
 PelvisNode
  lfHip
   lfThigh
    lfCalf
     lfFoot
      lfToes
       xTipBone86
  rtHip
   rtThigh
    rtCalf
     rtFoot
      rtToes
       xTipBOne38
  Spine01
   Spine02
    Spine03
     Spine04
      Neck01
       Neck02
        Neck03
         Neck04
          Head
           xTipBone33
     lfClavicle
      lfShoulder
       lfbicep
        lfElbow
         lfWrist
          lfHand
           lfmetaCarpal03
            lfFingerMiddle01
             lfFingerMiddle02
              lfFingerMiddle03
               xTipBone87
           lfmetaCarpal01
            lfThumb01d
             lfThumb02
              lfThumb03
               xTipBone88
           lfmetaCarpal05
            lfFingerPinky01
             lfFingerPinky02
              lfFingerPinky03
               xTiprtFingerne83
           lfmetaCarpal02
            lfFingerIndex01
             lfFingerIndex02
              lfFingerIndex03
               xTipBone89
           lfmetaCarpal04
            lfFingerRing01
             lfFingerRing02
              lfFingerRing03
               xTipBone90
     rtClavicle
      rtShoulder
       rtBicep
        rtElbow
         rtWrist
          rtHand
           rtmetaCarpal03
            rtFingerMiddle01
             rtFingerMiddle02
              rtFingerMiddle03
               xTipBone74
           rtmetaCarpal01
            rtThumb01
             rtThumb02
              rtThumb03
               xTipBone66
           rtmetaCarpal05
            rtFingerPinky01
             rtFingerPinky02
              rtFingerPinky03
               xTiprtFingerne82
           rtmetaCarpal02
            rtFingerIndex01
             rtFingerIndex02
              rtFingerIndex03
               xTipBone70
           rtmetaCarpal04
            rtFingerRing01
             rtFingerRing02
              rtFingerRing03
               xTipBone78

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