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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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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.




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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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