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Have a question about something? Contact me and I will see if I can make a tutorial for you. My specialities are meshing and animating, but I also have some knowledge in texturing so don't be afraid to ask. Here is a link to the IMVU Education Center which also has a ton of useful tutorials. 

 

 

  

Beginner

Max for developers: Part 1

Max for developers: Part 2 Building a mesh

 

Animating

Adding avatar animation with furniture animation

Monster Mash Animation Tutorial

Meshing

 

 

 

 

 

 

  

Submitting Products

 

Tips and Tricks

How to Uncheck a Mesh ID

 

 

 

 

 

Latest Tutorials

Monster Mash Animation Tutorial

On 10/18/18 I joined IMVUOfficial's twitch channel to do a quick tutorial on how to make a short dance. Matt (SecondHarvest) joined us and it was a lot of fun! Get the final product here: https://www.imvu.com/shop/product.php?products_id=43055313

IMVU Official Links:
https://www.imvu.com
Youtube: https://www.youtube.com/user/IMVUinc
Twitch: https://www.twitch.tv/imvuofficial

SecondHarvest Links:
IMVU Catalog: https://www.imvu.com/shop/web_search.php?manufacturers_id=7302052
Youtube: https://www.youtube.com/channel/UCs9jGnTu-_HbbdXfV3RRwOg

 

 

 

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Max for developers: Part 2 Building a mesh

This is the second video of the Max intro series I did many years ago. It will help you use the tools I showed you in the first video to make your first mesh.

 

 

 

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Max for developers: Part 1

Here is part one of a series I did many years ago. Look how young and thin I am!!! In this video I show some basics of 3DS Max to help you get started with the program.

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IMVU Tutorial: Adding avatar animation with furniture animation

This tutorial is for people who know how to create furniture products with standing and sitting nodes and know how to use and animate the avatars, but are unsure of how to put the two together.

Watch the video, or you can have a read at the quick tutorial below:

 

 

Make sure you have your nodes named appropriately. Your standing and sitting nodes will be named will be named Standing and Sitting, but any node that will have a different animation must be renamed. Example -  seat01.Jumping or seat09.Waving. Each seat will still have its own number and the node name MUST BE CAPITALIZED. 

Any furniture item that will be animated must also be on its own node. There are no specific naming conventions for furniture items so you can name your pogo stick node "pogostick" or "pogosticknode" or pogostickbone" or whatever else you like. When exporting the skeleton and the mesh, make sure you are exporting everything before you add any animations. It is best to have two separate files, one for skinning and one for animating. 

After you have finished animating your avatar and furniture, export each part separately. The avatar must be exported using the avatar skeleton and the furniture animation must be exported using the furniture skeleton that you made.

When importing the files into IMVU create mode using the actions tab, use the trigger stance.Yournodename to activate you avatar animation, and stance.Yournodename-seat## to active the furniture animation. Example, you have an avatar that jumps on a pogo stick furniture. You use stance.Jumping and import your avatar jumping animation file and the avatar will jump, but the pogo stick will stay still. Use stance.Jumping-seat01 and upload the furniture animation file and then the pogo stick will move with the avatar.

I hope this was helpful. If you have any requests for additional tutorials, don't be afraid to ask!

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IMVU Tips and Tricks: How to Uncheck a Mesh ID

Now this little task sounds very simple and in theory it really should be, but this is just one of those annoying IMVU bugs that can really ruin your day.

Why would I want to uncheck a mesh ID you ask? Well, the mesh IDs are used to designate where your mesh will show up on the avatar or furniture or room. The avatar is made up of 10 basic mesh ID numbers that replace the different body parts. You can test them out by unclicking each one, then clicking "Apply Changes" to see which part disappears. For example, mesh ID 0 will cause the head to disappear and whatever mesh you are uploading will take that mesh ID spot. All meshes need to be placed in at least one mesh ID spot. The system is useful for when you want to put on a new body part. You apply a new head in client and the old one disappears. Otherwise you would have on 2 heads at the same time and that would look ridiculous. The mesh IDs for furniture and rooms are only important for that particular item. You have 99 IDs to work with and, unless you are making a very elaborate room, I doubt you'll come close to using all of the IDs up.

The only time mesh IDs are a pain in the patooty are when you are tying to apply an accessory item derived from clothing. When you make a clothing accessory item, you still have to choose a number between 11 and 99 for the mesh. Unfortunately with millions of products in the catalog, there is a pretty good chance that there will be a couple other products that use that same number and they will disappear as soon as your product is applied and visa versa.

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