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Home SketchUp tutorials Weighting Accessories
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Weighting Accessory items
This tutorial will guide you trough the steps of weighting accessory items.
Accessories are avatar attachments that are weighted to 1 bone only and do not replace any body-parts, the advantage of accessories  is that you can wear multiple accessories who use the same meshslot. if you would have done the same with clothing, they would replace each other.
You cannot include avatar poses in accessories.

You can download the mesh used in this tutorial here(?)


Starting a new project
First create a new project, either male or female.
This will open up a new document, witch contains the avatar and its skeleton.

Alternatively you can open any of the templates available in the "IMVU File Editors" file collection straight from the Google warehouse(?), you can find out more about that in the
Novice tutorials(?).

Textured Avatar templateI prefer to use the textured versions, cause it gives me a better view of things, also i can replace the texture with whatever i want to use on my base mesh. But for this tutorial i will use the default template.


hierarchies
OutlinerOne of the 1st things you might notice when you have opened up a new project is when you have your Outliner(?) toolbox open (You can find that under, [Window] > [Outliner])
That there are 2 separate hierarchies one called "BodyMesh" and one  called "Skeleton".

The BodyMesh and all its groups inside are used to position and build our meshes on. there is no need to alter these groups as they will get ignored at export.

The Skeleton and all its components are used to weight our mesh to, (Note that you can only weight to "AttachmentRoot" when your making a accesorie).


Building your mesh
First we have to worry only about the BodyMesh(?), this is where we have to build our accessory mesh on.

For this tutorial im just making a simple head-sign floating above the head.

Now that we are done with building our mesh we have little use for the body-mesh. You can go ahead and hide(?) it.


Weighting your mesh
Now that the BodyMesh is hidden, all theres left is our Mesh and the Skeleton,
For what we are now are going to do you can use either the "Outliner"(?) or the "Entity Info"(?) tool, i will be using the "Entity Info"(?) cause it will show more clear what exactly we are doing here.

First we will group together our mesh, so in this case the Letters "IMVU"

Each bone of the skeleton has its own name. these are the names you going to need to weight your mesh to.

Since we are making an accesorie our mesh can only be weighted to "AttachmentRoot" but we still gonna have to specify what bone our mesh should be moving along with.

Select the bone you want our accessory to move along with and check out the bone name in the entity info window. Then copy that bone name.

In this case we want to weight our accessory to the Head.
Now we select our accessory mesh and we call whe group "Mesh.AttachmentRoot.Head"

  • "AttachmentRoot" stands for the bone our mesh is being weight to. it also tells the exporter it has to create an accessory  XSF file.
  • "Head" tells the exporter to allign the "AttachmentRoot" to the head bone.

Exporting
Now we are ready to export, simply save your mesh then go to :
[Plugins] > [IMVU File Editor] > [Export]


Creator mode
Now we're almost done, we've made our mesh, weighted and exported it, now we gonna add our product in creator mode.

(Click screenshots for larger version)

In Client go to creator mode and derive from an accessory, here we will use "IMVU's female glasses(?)".
First we go to the "Config" tab there are 3 things we need to worry about.
"[ Compatible body Patern PID ]" to have your item compatible with female only just type "80" for male only type "191" and for both type "80, 191" We will use "80, 191" in this case.

"[XSF]" Although the item we're deriving from might also move along with the same bone as your mesh will, its unlikely the creator aligned the AttatchmentRoot exactly at the same position we did, so you still have to put in your own XSF file that was made during export.

"[Attachment Node]" Here is where you specify what bone your mesh moves allong with. in this case it will remain "Head" (note that this is upper-case sensitive)

Now if you press "Apply changes" you will note that the glasses ar positioned differently cause we put in our own XSF file.

Next we go to the "Meshes" tab, where we put in our XMF and out textures, and them we're all done.
Thats all there is to it, our accesory is done
Tutorial by Hellstrong © IMVU-Products.biz 2010

 
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