
The three main Idle/Stance Actions names are stance.Idle, stance.Standing and stance.Sitting.

If an Action with the same name exists in either the avatar product or within the Room or Furniture product, that animation will be applied to the avatar.
BEST MALE IMVU AVATAR CODE
For example, if a seat node is named seat01.FloatinInWater, then the IMVU code wants to play an animation called stance.FloatingInWater. The first two are very close in definition but #1 has the addition of having a hard coded instruction for blinking.Ī stance animation is dictated by a room or furniture seat node. The IMVU avatar can play three classes of Actions: Even more, since they also contain meshes, they can also contain morph animations.Īn Accessory can “utilize the system that calls animations triggered by the IMVU avatar”?!! How does that work? Since Accessories contain their own skeletons, they can have animations. If you weight your accessory to anything but the accessory skeleton, it will not work. Your Accessory has its own skeleton (which you just created).

Your Accessory mesh should never be weighted to any bones in the avatar skeleton. If you are building something that is meant to move with one bone only (Glasses, Earrings, etc.), weight all of your vertices to AttachmentNode. To correct that shimmering effect, you should pull your Accessory geometry away from the avatar mesh. If you see Z fighting in Studio, you will see it in IMVU. However, if they are too close you may get Z fighting (or shimmering) in IMVU. The mesh for your Accessory can end up being very close to the mesh for the avatar as in the case of earrings, glasses and watches. will not look right from head to head (because Accessory products do not animate when avatar facial animations are playing.) However, this means that things like facial jewelry, beards, mustaches, fangs, etc. This allows each human head product IMVU has made to use all of the pre-existing Accessories without any glaring aesthetic bugs. The cranium, the bridge of the nose and the position of the ears do not move position from head design to head design (built by IMVU). Head size is dictated at run time in the IMVU messenger. The only difference in all of the heads built by IMVU is only found in the shape of the face. The current IMVU head products are all built around the same basic head shape for Male or Female products. If you are building an Accessory for an avatar head (glasses, earrings, unicorn horns, etc.), there are a few things to keep in mind. However, remember that you must always use the AttachmentRoot/Node for your Accessory skeleton, then build the rest of the skeleton off of that. The glasses mesh is weighted to the AttachmentNode bone. In the image example, the glasses accessory mesh found in the avatar weighting file has been scaled larger for legibility. Instead, you would align the AttachmentRoot bone to one of the wrist bones. Skeleton PlacementĪll you need do is align the AttachmentRoot bone to the avatar bone with which you want your attachment to move.įor example, if you want to build a bracelet, you would not align your AttachmentRoot bone/node to the avatar’s Head bone because then you would have a bracelet that moved when the head moved. This is how these two bones should be set up regardless of how many other bones you may add in more complex products.

You will also note that the AttachmentNode bone is parented to the AttachmentRoot bone.

You will note that AttachmentRoot and AttachmentNode are both in the exact same location. IMVU has called the master bone AttachmentRoot and called the second bone AttachmentNode. One will be your master bone (or, the top of the hierarchy) and one will be the bone you actually weight the mesh to. These bones/nodes can be called anything you like. The most simple Accessory skeleton must contain two bones/nodes. An Accessory skeleton can be very simple.
