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To avoid issues importing into IMVU Studio preference should be to use the ‘Empty’ items, e.g. This assigns the group to the mesh that will now be controlled by the corresponding avatar bone.Ī new, specific, vertex group can be created (and renamed ) before being assigned to the mesh in Edit Mode by clicking Assign. lfBicep) and then click the Assign button below the aperture. With mesh missing a group assignment selected, toggle into Edit Mode, highlight the new vertex group (i.e. To then assign the correct group to the mesh, click the + button to add a new group then double-click to rename, e.g. This removes all listed groups and associations.Īn easier way to sort out vertex group assignment issues, in Object Data Properties access the Vertex Group Specials menu and simply Delete All Groups to clear the list. From the menu click Delete All Groups (alternatively click the – button to the right of the aperture to remove individually highlighted groups). To do this, with object selected access the Vertex Groups section of Object Data Properties and click the Vertex Group Specials button. Open in Blender 2.93 LTS (preferred) or above.ĭesign note: an easier way to correct vertex group assignments is delete all groups and then reassign only those needed. Requires installation of the toolkit for Blender. Source: KatsBits – Toolkit Accessory Bodypart (2.5 MB, *.blend, *.fbx, *.png).
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Finally the project can be exported to FBX, again using the Toolkit (included exporter), and assembled in IMVU Studio (derived from Empty Clothing Top). lfBicep and rtBicep respectively for each armband. Multiple bones will then influence the meshes, e.g. Next, once the accessory items are made the Clothing Tool can be used to link them to the avatar skeleton by clicking Bind To Armature. These are appropriately shaped and positioned then given a shared Material assignment that allows for both meshes to utilise the same UV mapped image. First, a Clothing Tool project is created around which the ‘accessory’ meshes are built (cylinders without caps in this example).
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Essentially this is a body-part based accessory item. In this exercise we take a look at making an multi-boned accessory using IMVU Studio Toolkit for Blender ( 2.93 LTS).
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