@Desity3 you put those together in the Creator Tool (either the Previewer or the new Create Mode). You load in a number of files and then set options so they auto change, it's not an actual animation but a collection of them.
there's a free poser available, but it's massively unfriendly. there's much work done on a sketchup exporter, 3rd party, it's on the way to doing everything that 3ds can do... except per vertex mesh weighting, since sketchup don't do that.
@felderup POSER is a good tool generally but it's not really appropriate for IMVU because the models are far too highpoly and require a lot of reduction. SketchUp is fine but it's never really going to match Max simply because of the way the application works in relation to the CAL3D format (which stinks btw).
@Quake3Bits with imvu, the skeletons are separate, so it doesn't matter if the mesh is exported or not, everything's preweighted, all that needs to be done is aim the bones. and... i was talking about a poser tool specifically for imvu skeletons, done by a guy called boris. and... cal3d is being phased out for chkn files. i know what you mean about sketchup being bleh, but the third party exporter works. POSER might be fine.
Were do you get an avatar for Blender without making one from scrath? because i just need a Hover3 animation but i dont know how to import it from one product to another. Any tips?
There isn't one available so yes, you either have to build it from scratch or beg and get lucky.
However, it's not really going to work either way because although I managed to export *an* animation, the process to do so basically makes the original file useless - there's a reason why I'm the only one that's even managed to produced a pose using Blender, it really is nigh-on impossible ;)
ok lol, im just gunna derive stuff and change the textures and say i made it 0.0... i dont wanna pay 4 grand for 3d max...that the dumbest idea ever. 4grand for 3d max is outragious
That has been one of my biggest bugbears with IMVU since they began... why create a product build around community content and require that be done using a professional application like Max.. it just promotes pirating *rolleyes @ IMVU*
How would you import a power? like i derived dragon wingz and i am making an actualy fly command. but i cannot get in the "hover3" pose. Do you no how to get 1 pose from a product onto another product?
You can't, even if you had access to the CFL file.. you need the original working file, and as that's likely to have been put together in 3DS Max, you're not going to be able to work with that without Max or converting it for use (even then you have issues exporting it back out for use).
With far too much effort, lots of cussing and plenty of coffee! Results are too inconsistent for it to be a workable solution as well which makes this pretty much a one of 'fluke' more than a proper 'procedure'.. which is annoying as heck.
Hi, imvu is fast becoming blender friendly, there are not only a few things we cant do with blender, there are tutorials, video and written, a blender developer group, a website dedicated to helping blender users and now a blender to imvu user guide, with tutorials and sample template files, all for free, check out my channel if your interested, Neo :0)
IMVU is not Blender-friendly, at least not yet. I developed a couple of IMVU items for fun, pretty minor ones, using Blender. It was surprisingly hard to stick a minor item to one of the spine bones given the different coordinate systems. Plus, they use MAX for their skeletons, and some of its bone types have no Blender equivalents.
I don't know enough about Blender to comment but I checked out the Elephants Dream (I suppose you know that film made in Blender) because I thought, maybe mistakenly, that those characters had been made using Ludwig. I could find no reference to it though found lots of interesting things. However maybe there is a difference between animation and games which I don't understand, having interest only in animation and none in games. Anyway I liked your character - does she have a name?
The character herself belongs to IMVU - it's the default female avi (fe/male use the same rig), I've re-rigged it so I can create animated poses using Blender instead of using 3DS Max. ..... The problem with game rigs is often in how games read the exported skeletons - 'control bones' aren't always removed on export so engines can trip up on finding extra bones it didn't expect to see, rendered animation has a lot of leeway in that respect that game rigs don't.
I've done a bit of Blender but forgotten a lot more - and there doesn't seem to be much time at the moment to go back and refresh - however I remain impressed - I did a bit of Ludwig - is this charactar based on the Ludwig armature?
No it's not it's built from the ground up (as is everything I do ;) ) to replicate the rig used by the characters as created by IMVU. I need to look into this so don't quote me.. you can't use those sorts of complex character rigs on game characters because of the way the 'master' system is set up; there may be ways to bypass it but I've not discovered that yet.. TBH, I've just not had the time to, given how complex replicating the original IMVU rig is/was.
Just had a quick look at this.. that type of control system won't work on this rig because of the way it's 'hacked' together in order to work for IMVU.. it would be nice to have that sort of control over it though (this is what I was looking for actually so thanks for mentioning the system)
u know how there are poses that like automaticaly switch? I want that. How can i get it? o_o''
Desity3 10 months ago
@Desity3 you put those together in the Creator Tool (either the Previewer or the new Create Mode). You load in a number of files and then set options so they auto change, it's not an actual animation but a collection of them.
Quake3Bits 10 months ago
there's a free poser available, but it's massively unfriendly. there's much work done on a sketchup exporter, 3rd party, it's on the way to doing everything that 3ds can do... except per vertex mesh weighting, since sketchup don't do that.
felderup 1 year ago
@felderup POSER is a good tool generally but it's not really appropriate for IMVU because the models are far too highpoly and require a lot of reduction. SketchUp is fine but it's never really going to match Max simply because of the way the application works in relation to the CAL3D format (which stinks btw).
Quake3Bits 1 year ago
@Quake3Bits with imvu, the skeletons are separate, so it doesn't matter if the mesh is exported or not, everything's preweighted, all that needs to be done is aim the bones. and... i was talking about a poser tool specifically for imvu skeletons, done by a guy called boris. and... cal3d is being phased out for chkn files. i know what you mean about sketchup being bleh, but the third party exporter works. POSER might be fine.
felderup 1 year ago
@felderup yeah I know... I was the one that worked out all that info and gave it to the IMVU community to build on ;o)
Quake3Bits 1 year ago
@Quake3Bits with regards to Blender I should add.
Quake3Bits 1 year ago
@Quake3Bits *jumps on you, give big hug* oops, sorry, gotta be embarrassing to have a naked fat man jump on you...
felderup 1 year ago
Were do you get an avatar for Blender without making one from scrath? because i just need a Hover3 animation but i dont know how to import it from one product to another. Any tips?
sparkytycoon 2 years ago
There isn't one available so yes, you either have to build it from scratch or beg and get lucky.
However, it's not really going to work either way because although I managed to export *an* animation, the process to do so basically makes the original file useless - there's a reason why I'm the only one that's even managed to produced a pose using Blender, it really is nigh-on impossible ;)
Quake3Bits 2 years ago
ok lol, im just gunna derive stuff and change the textures and say i made it 0.0... i dont wanna pay 4 grand for 3d max...that the dumbest idea ever. 4grand for 3d max is outragious
sparkytycoon 2 years ago
That has been one of my biggest bugbears with IMVU since they began... why create a product build around community content and require that be done using a professional application like Max.. it just promotes pirating *rolleyes @ IMVU*
Quake3Bits 2 years ago
How would you import a power? like i derived dragon wingz and i am making an actualy fly command. but i cannot get in the "hover3" pose. Do you no how to get 1 pose from a product onto another product?
sparkytycoon 2 years ago
You can't, even if you had access to the CFL file.. you need the original working file, and as that's likely to have been put together in 3DS Max, you're not going to be able to work with that without Max or converting it for use (even then you have issues exporting it back out for use).
Quake3Bits 2 years ago
where do i find the poses i just bought?
xpannax 2 years ago
Your buddy/friend list window.. probably under "Furniture"
Quake3Bits 2 years ago
HOw do u get to that
MissTwin116 3 years ago
With far too much effort, lots of cussing and plenty of coffee! Results are too inconsistent for it to be a workable solution as well which makes this pretty much a one of 'fluke' more than a proper 'procedure'.. which is annoying as heck.
Quake3Bits 3 years ago
mmmmmmm coffee...XD
xtcsydney 2 years ago
What program and how much?
sum41fanTC 2 years ago
What do you mean? Blender 3D was used to do the animation, IMVU is the program into which that was put.
Quake3Bits 2 years ago
Hi, imvu is fast becoming blender friendly, there are not only a few things we cant do with blender, there are tutorials, video and written, a blender developer group, a website dedicated to helping blender users and now a blender to imvu user guide, with tutorials and sample template files, all for free, check out my channel if your interested, Neo :0)
neo58421964 3 years ago
Hoi hoi Neo ;o)
Quake3Bits 3 years ago
Very Interesting! Im tryin to learn how to do this..
l0velyyounglady 3 years ago
search for rigging tutorials there very useful
hamsterhill 3 years ago
IMVU is not Blender-friendly, at least not yet. I developed a couple of IMVU items for fun, pretty minor ones, using Blender. It was surprisingly hard to stick a minor item to one of the spine bones given the different coordinate systems. Plus, they use MAX for their skeletons, and some of its bone types have no Blender equivalents.
CubOfJudahsLion 3 years ago
Yes, that's pretty much been *the* big stumbling block, trying to figure out the "Blender equivalents"
Quake3Bits 3 years ago
I don't know enough about Blender to comment but I checked out the Elephants Dream (I suppose you know that film made in Blender) because I thought, maybe mistakenly, that those characters had been made using Ludwig. I could find no reference to it though found lots of interesting things. However maybe there is a difference between animation and games which I don't understand, having interest only in animation and none in games. Anyway I liked your character - does she have a name?
SeaSharkGull 3 years ago
The character herself belongs to IMVU - it's the default female avi (fe/male use the same rig), I've re-rigged it so I can create animated poses using Blender instead of using 3DS Max. ..... The problem with game rigs is often in how games read the exported skeletons - 'control bones' aren't always removed on export so engines can trip up on finding extra bones it didn't expect to see, rendered animation has a lot of leeway in that respect that game rigs don't.
Quake3Bits 3 years ago
I've done a bit of Blender but forgotten a lot more - and there doesn't seem to be much time at the moment to go back and refresh - however I remain impressed - I did a bit of Ludwig - is this charactar based on the Ludwig armature?
GreenShropshire 3 years ago
No it's not it's built from the ground up (as is everything I do ;) ) to replicate the rig used by the characters as created by IMVU. I need to look into this so don't quote me.. you can't use those sorts of complex character rigs on game characters because of the way the 'master' system is set up; there may be ways to bypass it but I've not discovered that yet.. TBH, I've just not had the time to, given how complex replicating the original IMVU rig is/was.
Quake3Bits 3 years ago
Just had a quick look at this.. that type of control system won't work on this rig because of the way it's 'hacked' together in order to work for IMVU.. it would be nice to have that sort of control over it though (this is what I was looking for actually so thanks for mentioning the system)
Quake3Bits 3 years ago