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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.

This isn't the case for accessories derived from the main accessory product, the sunglasses. So I guess you are wondering why I don't just derive my accessories from the sunglasses. Well, there is a small issue with that. You can't add animations to those accessories. They made an empty clothing item for deriving, and that's all fine and dandy, but they don't give you the option to put that item in any accessory category in the catalog, and how are people suppose to buy your stuff if it's not filed right? The only way to get an animated accessory into any accessory catagory is to derive from a clothing item that was put in an accessory catagory before IMVU made it's new (not so new anymore) all inclusive chat and editor client....which I have.

In case you wanted to derive from it, here it is. :)

So what about that bug again? Oh yes. So you derive from my empty clothing item and you will find that the mesh ID number used in the product is 52, but you don't want 52 because you have a few other things that are already 52, so you uncheck 52 and upload your awesome pose pack only to find that when you put on your new pose pack, your purse disappears because it is also using mesh ID number 52, so you go back into Create Mode to edit your pose pack only to find that 52 is checked again!!? This here is the problem. Let me show you how to solve it.

   

Ok, so you have your product all ready to go and the last thing you need to do is to get rid of that unwanted mesh ID number. Click over to the debug tab. Under the debug tab there is Debug 01 and Debug 02. Starting with Debug 01, find evey single instance of the number you want to get rid of, in this example it is 52. Mesh ID 62 is the number that I would like to use for this product.

 

Click on the number you want to get rid of and look to the bottom of the tab and click on the Edit button.

A window will pop up where you will change the offending number (52) to the number you want (62) and hit OK.

Click Debug 02 and you will find more offending numbers. Again click on the offending number.

Look to the bottom of the tab and click on "Override."

Again a window will pop up. For every single entry you find of the number you don't want, change it to the number you do want and hit OK.

After you have gone through and changed all of the numbers, you can click back over to the config tab and your unwanted number is gone! But only if you got every single one

Word of advise. DO NOT UNCHECK THE NUMBER ON THE CONFIG TAB! If you do the bugs will show up and put the number back even if you do everything in the debug tab. 

Have any questions or comments? Comment below.

Latest Tutorials

How to skin an accessory for beginners

In this video I show you the easiest way to skin your accessory in 3DS Max and how to upload it in the client.

 

 

Any questions or requests, feel free to contact me or comment below!

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How to add animation to your furniture or room in client

This tutorial is for someone who built their own room or furniture in IMVU and now want to add a custom animation or pose to it. Everything depends on how you name your nodes in your design program. 

If you are unfamiliar on how you should set up your nodes, please visit this tutorial first.

When you are building up your nodes in your design program make sure your default nodes are labeled "seat##.Standing" or "seat##.Sitting" for avatar standing and sitting respectively. For any nodes that will contain custom poses and animations will have to have a unique name, for example "seat05.Jumping" or "seat01.Floorpresents". It is important that the custom name is capitalised. Any additional bones (nodes) that you add for weighing you meshes to do not require any special naming format. Any mesh you would like to animate needs to be weighed to a bone.

 

  

 

When exporting your room or furniture from 3DS Max, remember to export the skeleton first (.xsf) then the mesh (.xmf) and furniture animations (.xaf) as they will need that skeleton to export properly. You export the avatar animation separately and use the avatar skeleton on export.

In create mode you will need to import your furniture or room skeleton on the config tab and make sure the prop synch box is checked if your avatar animation and furniture animation need to be synced. Otherwise the two might become out of sync while other avatars interact with your room or furniture.

 

 

The actions tab is where you will add both your avatar and room or furniture animations.  You can have your furniture triggered in one of three ways. You can have it node triggered, key word triggered, or autoplay. Below is the set-up for node triggered furniture and avatar animations, meaning they won't play until you click on a seat icon in client. If you want both the avatar and the furniture to animate on the same node, you still need two separate actions tabs. The avatar animation will trigger using the word "stance.Yournodename" and you need to make sure you add the correct animation file in that tab. The furniture will trigger using the word "stance.Yournodename-seat##". Again you need to make sure you input the correct file. If you don't remember what seat number your node name was, you may have to go back to your design program to figure it out. It is also import to remember to capitalise your node name in both your design program and in create mode.

 

   

 

For furniture to automatically animate as soon as it is loaded or when you enter a room, you need to add the trigger "stance.Idle" and whatever animation you upload to that tab will play automatically. Again, the word "Idle" needs to be capitalised. Because this is a furniture product, the Idle trigger will only work on furniture items. If you were working on an avatar product, the Idle would only work on the avatar.

 

I hope this tutorial was helpful. Any questions or comments, feel free to leave them below. I also made a video, but forgot to add the Idle trigger, but it should be useful to watch.

 

 

 

 

 

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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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