


To ensure they work correctly in IMVU this structure should not be modified except as outlined in this tutorial. Important: the Armature objects included in the Accessory Starter File are set up to accommodate non-moving accessory items. To create animated accessory items this means the skeleton has to be modified to accommodate movement, bones being added based on how and what is to be animated. 2 hr 30 mins (02:30:00).ĭesign note: the underlying skeleton of an accessory has two bones, AttachmentRoot and AttachmentNode, that remain fixed relative to the avatar to ensure proper functionality in IMVU. Here two options are available 1) set-up and export using an appropriately placed Empty (node), or 2) using an existing accessory attachment, an Armature, included with the Accessory Starter File.ĭuration: total c. In the follow-up, Video #3, we take a look at alternative ways to set up accessories if the skeleton is rigged without the appropriate ‘root’ bone(s), AttachmentRoot. In Video #2, once the object is prepped (‘rigged’) it can be animated in the Action Editor using Pose Mode to create an Action sequence that is then exported to FBX along with mesh and skeleton, for assembly in IMVU Studio. The mesh is then assigned corresponding Vertex Group before parenting to the Armature so the latter has control over the former. Once these initial steps are done, the appropriate skeleton selected, it can be modified, bones added and themselves positioned, to accommodate prospective animations. In Video #1, with an item available it first needs to be positioned where its to appear in IMVU, this is important to do before adding a skeleton for positional purposes and in decided which Armature to use – typically the closest to the item is utilised.
BLENDER 3D ANIMATION WITHOUT BONES SERIES
In this video series ( recorded live so may include off-topic chat) we take a look at setting up an animated Accessory using the Accessory Starter File.
