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3dsMAX help with Avatars, meshes, and exporting and applying

 
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MilanaDragulia 18+ Age Verified

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Joined: 16 Mar 2009
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PostPosted: Sat Jul 09, 2011 12:23 pm    Post subject: 3dsMAX help with Avatars, meshes, and exporting and applying Reply with quote

I have a few questions...and have no idea where to put them, and since I haven't found anyone else's topic having these questions I thought I'd ask them here...

1) I guess my most important question right now is....I know it isn't possible to recreate the IMVU Avatar Skeleton...I also know the existing mesh can be altered...but what about completely replaced? I built a complete body mesh in Max a few weeks ago, it took a long time to get it right. Can I delete the existing Avatar mesh from the Weighting file and replace it with mine? If so, how do I go about doing this?

2) I have built poses and animations in a program called DAZ3d Studio, is it possible to export those poses and animations and apply them to the Weighting file for imvu?

Those are the questions I have for now.
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MilanaDragulia 18+ Age Verified

MilanaDragulia <a href='/age_verify/index/'><img src='/common/img/icons/age_verified_35x18.gif' width='35' height='18' alt='18+ Age Verified'/></a> 's page


Joined: 16 Mar 2009
Posts: 5
Location: USA

PostPosted: Sat Jul 09, 2011 5:51 pm    Post subject: Reply with quote

So in lesser terms I guess the main thing I'm trying to do is this;

Take the weighting file from imvu, leave it as is, somehow get it into my DAZ studio and pose it. Then send it back to 3dsMax for xaf exporting.

Simple sounding right?

Which file would be best for this? The weighting file, the rigged, or the biped? And export it from Max as what kind of file, as DAZ only does a few exporters/importers.

If I am missing a step altogether, please let me know. I know that imvu doesn't support DAZ fiels, that's why I'm trying to get the skeleton over to DAZ to pose it, because bringing a made model from DAZ to Max, the skeleton's aren't the same and can not work with IMVU.
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