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Belly piercing with 3d max 2012 issue

 
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Karliah_89130765_retired_ 18+ Age Verified

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PostPosted: Thu Apr 17, 2014 12:36 pm    Post subject: Belly piercing with 3d max 2012 issue Reply with quote

How do i weight a belly piercing mesh . I try to a saved physique from the top mesh and when i weight it on the pelvis node on create mode it just floats far away from the belly button .
IS there a specific way to weight belly buttons ? And if so could i please be told how ?
This is giving me a headache since i seem to only b able to work with head accesories .
Any tips would be helpful .
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PostPosted: Thu Apr 17, 2014 12:48 pm    Post subject: Reply with quote

skin or physique will work , both are done little different and upload from different products.
but not sure why you try to use the top physique.
if the values are for the default avatar it will work nice and all you need to do is apply similar values to the mesh ,
for any other it may have different values and you`ll need to compensate.
(you cant tell until you try, most of them have the same values)
you need to read the tutorials from create, physique or skin accessories .
Ps, is not going to work so good on all shapes of avatars, accessories don't resize like they do if you weight them to the head bone.
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PostPosted: Thu Apr 17, 2014 12:51 pm    Post subject: Reply with quote

Knowing nothing about 3dmax but trying to get clues from your post, you said only "head" accessories work for you ... are you changing the Attachment Node in the Config tab and uploading a matching XSF?
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PostPosted: Thu Apr 17, 2014 12:58 pm    Post subject: Reply with quote

ZaraKaine wrote:
Knowing nothing about 3dmax but trying to get clues from your post, you said only "head" accessories work for you ... are you changing the Attachment Node in the Config tab and uploading a matching XSF?

with max you have to re align those nodes close to the bones in this case one of the spines close to the belly button if is using skin.
physique does not matter.
the vertices of the mesh are link directly to the bone or bones you pick.

http://www.imvu.com/creators/education_center.php?tutorial_id=2225422

http://www.imvu.com/creators/education_center.php?tutorial_id=2220902
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PostPosted: Thu Apr 17, 2014 1:05 pm    Post subject: Reply with quote

Jaleman31 wrote:
skin or physique will work , both are dome little different and upload from different products.
but not sure why you try to use the top physique.
if the values are for the default avatar it will work nice and all you need to do is apply similar values to the mesh ,
for any other it may have different values and you`ll need to compensate.
(you can tell until you try most of them have the same values)
you need to read the tutorials from create, physique or skin accessories .
Ps, is not going to work so good on all shapes of avatars, accessories don't resize like they do if you weight them to the head bone.

With all due respect i didn't understand most of what you said . Please be more clear .
I am using physique when i open physique on the piercing i press on attach then i attach it to the pelvis node when i try to move the animation it stays still then i use the open physique option and select the top physique that i saved earlier . I figured since its a top item it should work then i select all the pelvis node options and press ok i move the animation it works i export it then the piercing shows up far to the side of the avatar .
Can you please be explain what axactly is wrong and what are the values and such ?
I do understand the shope won't change and i really don't care for it i just want the piercing to be at it's designed place .
OR do i need to make a dummy node or whatever .
It's all confusing to me i was working to figure it out all day .
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PostPosted: Thu Apr 17, 2014 1:08 pm    Post subject: Reply with quote

you need to read this tutorial, very basic but will work for what you trying to make.
http://www.imvu.com/creators/education_center.php?tutorial_id=2225422

make your mesh , unwrap it, apply texture and place it where you want it.
select the mesh and follow the steps of the physique tutorials it should work.
Ps, you need to derived from the empthy derivable and pick an id for the mesh, any other product using the same id you`ll pick will be replace by your mesh or the other way around.
for accessories is better to use skin.
they don't replace anything.
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PostPosted: Thu Apr 17, 2014 1:14 pm    Post subject: Reply with quote

you want to learn physique look for tutorials about making body suit, it will teach you those links , vertices and values I am talking about.
also you may find more if you Google for rigging.
but for what you trying to do the imvu tutorial will work.
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PostPosted: Thu Apr 17, 2014 3:27 pm    Post subject: Reply with quote

tbh I would skin it and not attach it to pelvis node. There are two pelvis nodes and they can act funny if you attach something to the wrong one.
I think you could try and attach it to spine 1 As something like a belly ring is an accessory, you just need to attach it to one bone. Smile
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PostPosted: Sat Apr 19, 2014 3:37 pm    Post subject: Reply with quote

EliaDesigns wrote:
tbh I would skin it and not attach it to pelvis node. There are two pelvis nodes and they can act funny if you attach something to the wrong one.
I think you could try and attach it to spine 1 As something like a belly ring is an accessory, you just need to attach it to one bone. Smile

Ah . Thank you ^^ . I will try that .
Skinning is easier than physique at least from what I know I will be trying to attach it to spine number one then . ^^
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PostPosted: Sat Apr 19, 2014 6:34 pm    Post subject: Reply with quote

quick and brief supposing you have the mesh ready with texture, you need to move it where you want it (belly button in this case)

In the avatar select the Root node (the large square behind the avatar's neck) then align it to the bone that's closer to the mesh, (Spine01 here).

Spine01 is what you'll need to type later when uploading it to CM.
When you align it the Root will move to the bone, change the pivot and click local orientation, check the three oriantation boxes. select the mesh and choose skin on the modifiers list, skin it to the attachement node (the now aligned Root)

Export the mesh as xmf and don't forget to export the Root as well as .xsf (skeleton). derive from the glasses or ears, upload the xsf first and in Config where it says attachament node you need to type your Spine01. Add the xmf and now all that remains is adding your textures.

ps: forgot to add that you need to export the Root before the mesh itself.

Physique is not needed at all for that

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PostPosted: Mon Apr 21, 2014 6:28 am    Post subject: Reply with quote

As a Belly Piercing is a simple accessory piece, you can also derive it from an empty accessory like here: http://www.imvu.com/shop/product.php?products_id=9931093
That way, you simply skin the piercing to spine 01 and export it directly as xmf. There is no need for a special xsf file exporting if you do it that way. You just pick the animatedmasterfile as xsf while exporting your xmf file. Load in a new mesh higher than 20 (at least I would suggest that) and slap in your xmf file. Smile
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PostPosted: Mon Apr 21, 2014 9:40 am    Post subject: Reply with quote

EliaDerives wrote:
As a Belly Piercing is a simple accessory piece, you can also derive it from an empty accessory like here: http://www.imvu.com/shop/product.php?products_id=9931093
That way, you simply skin the piercing to spine 01 and export it directly as xmf. There is no need for a special xsf file exporting if you do it that way. You just pick the animatedmasterfile as xsf while exporting your xmf file. Load in a new mesh higher than 20 (at least I would suggest that) and slap in your xmf file. Smile

after you learning physique and how to make true accessories the imvu way.
mixing skin and physique is new for me but it looks it works.
why not either make it as a true accessory or physique all the way?
only one way to learn and less steps than mixing both.
I have done accessories using physique that I did not have other choice , like when they have animations or poses, but may I ask beside getting the final product smaller on kb..
why do you do it this way?
any other product using the same id you use on this accessories done this way will get replace .
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PostPosted: Mon Apr 21, 2014 12:06 pm    Post subject: Reply with quote

Geez ... how to over-complicate a simple thing like a belly piercing Neutral

3Dsmax: Blah skin blah physique blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah ... 20 steps later and it still doesn't work/is a zillion kbs.

SketchUp: Draw it, export it, upload it. Done.

Wink Laughing
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PostPosted: Mon Apr 21, 2014 12:38 pm    Post subject: Reply with quote

ZaraKaine wrote:
Geez ... how to over-complicate a simple thing like a belly piercing Neutral

3Dsmax: Blah skin blah physique blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah ... 20 steps later and it still doesn't work/is a zillion kbs.

SketchUp: Draw it, export it, upload it. Done.

Wink Laughing


Quote:
SketchUp: Draw it, export it, upload it. Done.

that`s cos you already know how..
and experience max user can say the same.
I can make this in about 30 to 45 minutes depending on the mesh , but if I try to make it with sketchup, probably it will take me few days learning how the program work, plugins etc.
no matter how good any one is , we all start somewhere by reading tutorials and or asking for help.
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PostPosted: Wed Apr 23, 2014 4:16 am    Post subject: Reply with quote

EliaDerives wrote:
As a Belly Piercing is a simple accessory piece, you can also derive it from an empty accessory like here: http://www.imvu.com/shop/product.php?products_id=9931093
That way, you simply skin the piercing to spine 01 and export it directly as xmf. There is no need for a special xsf file exporting if you do it that way. You just pick the animatedmasterfile as xsf while exporting your xmf file. Load in a new mesh higher than 20 (at least I would suggest that) and slap in your xmf file. Smile

Awesome . This looks like the best option for me . Worked like a charm Smile .
Bookmarked the link Smile
I'll lock this since my issue is already fixed . And keeping this bookmarked .
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