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Amimated pose attachments
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Sofia VIP Club Member

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PostPosted: Sat Jun 18, 2011 3:41 pm    Post subject: Amimated pose attachments Reply with quote

Hello. I really need help please!

I'm trying to make a trigger animation where the avatar will lay down and a blanket will appear covering him/her.

I have no problems making the trigger animation of the avatar, but i do not know how to add the blanket.

It will be just 2 frames of animation... I will hide the blanket very high above the avatar (1st frame) and once triggered it will be instantly be covering the avatar (2nd frame)

I can skin the blanket to the avatar but once skinned, its not possible to animate. I've tried adding some bones (like you would animating furniture) but exporting the xaf using the IMVU skeleton file renders the extra bone I added as useless. So at this point I'm very confused Confused

I see some ppl have made things like drinking cans of soda and throwing the can away. so it must be possible somehow!

please, please, pretty please help.
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PostPosted: Sat Jun 18, 2011 5:16 pm    Post subject: Reply with quote

Quote:
I can skin the blanket to the avatar but once skinned, its not possible to animate.


You animate first, skinning is the last thing you should do before exporting.
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PostPosted: Sun Jun 19, 2011 2:36 am    Post subject: Reply with quote

Ok well I tried that but it doesn't seem to produce the animation in create mode, it just works like an attachment and the blanket just moves with the avatars animation.
Could you explain process in more detail please?

I'm working on the theory that I should be able to skin my animated blanket to the female03MasterRoot.
So when my sleeping pose is triggered the blanket will magically appear (fall from the sky) and rest over the avatar.
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PostPosted: Sun Jun 19, 2011 3:42 am    Post subject: Reply with quote

Your avatar animation and blanket animation are two seperate animations.

Make the avatar animation and export using the female master root.

The blanket should be animated and skinned to a dummy node.

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PostPosted: Sun Jun 19, 2011 5:25 am    Post subject: Reply with quote

I'm a little rusty on animations. don't want to give you bad info, so I asked UNVSam3D to look in here.
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PostPosted: Sun Jun 19, 2011 8:56 am    Post subject: Reply with quote

Thanks yokoed.
Yes at first I thought to use 2 animations, but when it came to exporting the blanket I become confused as how this should be done. I tried animating a dummy then skinning the blanket to this, but then how to go from there? because linking the dummy to the avi's root doesnt show up after exporting against the imvu skeleton xsf file.

I really appreciate your interest. I feel much closer to the solution now Smile

I hope your friend can shed some extra light on the topic.
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PostPosted: Sun Jun 19, 2011 9:58 pm    Post subject: Reply with quote

You can do it 2 ways:

1: make both actions skeletal, Here you will need to make an animation node for the blanket, link it to the Root Node, then export your new skeleton file (XSF). The blanket has to be skinned to this animation node as you will animate it by moving it in/out of the scene.

2: make avatar laying down skeletal animation, and blanket morph animation, here you don't need any animation node, the blanket with its morph target skinned to the root will do. Here the blanket stays hidden (very small in size so not visible) and will come out when you get into the seat.

Both requires that you name the seat properly, and put in the trigger words properly for both the avatar and blanket actions.
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PostPosted: Mon Jun 20, 2011 2:48 am    Post subject: Reply with quote

Hi twistednanny,

Your first method is what I've been trying to attempt but because I want to make this as something your avi can put on like an accessory or clothing I'm unsure exactly how to add these files correctly into IMVU.

What I have in 3dsMax atm is :
A static laying down pose
A blanket mesh skinned to an animated Dummy node that is linked to the Female03MasterRoot

So if I select the Female03MasterRoot and export as xsf I have my skeletal file for me to then export my blanket mesh as an xmf. Then also exporting as an xaf will give me the animation. If I add just these files deriving as an accessory in create mode the blanket shows and animates perfectly from a trigger. BUT then when i want to export and use the avatar pose things go terribly wrong Sad
Its in this area I am confused as an avatar pose needs to be exported against imvu's skeletal file does it not? Confused

I am not even sure what is the best item to derive off.
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PostPosted: Mon Jun 20, 2011 3:29 am    Post subject: Reply with quote

I think I know what you're trying to make now, is it an accessory that you put on the avatar, then with trigger, the avatar lies down and comes out a blanket that covers the avatar? I thought it was a furniture item from the beginning but if my understanding is correct please read on.

Again there're 2 ways of going about making this, and both requires quite a bit of meshing skills, and experience with submitting items to the catalog. What you're attempting to make is an accessory that has control over the avatar and these are 'fake accessory' or whatever you want to call it (now IMVU is referring to these items as clothing override items).

1) With what you're attempting to make, you're making an Avatar Level accessory. Take a look here for something that is an accessory/pet but actually is an avatar product. OK, so here you make a node for the blanket mesh, put it where it is 'outside the scene', then link it to Female03MasterRoot, then export it as the new XSF file, make your mesh, apply material, etc.. then skin the mesh to the node, export your mesh referencing to the new skeleton. Then make the animation of both the avatar and the blanket together, and export it as the skeletal animation file (XAF). Here you have to derive from PID 80 for Female, and PID 191 for Male compatibility, put in your new XSF file to replace the default one, add a mesh channel ID higher than 10, and put in your blanket mesh. Then in animation tab, add new action, put in your trigger, put in the XAF file, set the end loop key frames and you have it.

2) You can make it a clothing override item like this product here. That product is an 'accessory' that has control over the avatar in which the avatar is animated in the same way you do trigger poses, and the mesh is animated with morph animation. So here you make the laying down pose normally, and make the blanket with morph animation ~ the master blanket mesh should be so small so that you cannot see, and the morph target in regular size. Export both the XAF and XPF and derive from the empty clothing mesh, add a mesh ID higher than 10, put your mesh in there, and add new action in action tab, put in your trigger, add both your XAF and XPF in their relevance boxes (you can look at settings in the PID).

Now there are several problems regarding making and submitting these items. Recently IMVU has prevented creators from deriving form empty clothing mesh, then submit the item as accessory, and this very same thing also applies to other items. There's a thread about it here.

The other know issues with the first method is that since it is really an avatar product, it will replace whatever custom avatar you have on, and to take it off you will have to put on another avatar product...
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PostPosted: Mon Jun 20, 2011 9:05 am    Post subject: Reply with quote

Sorry to be so slow to respond, I have been in the air or waiting to get in the air for the last 24 hours and I am still not where I'm going. TN said more than I could have possibly said on this issue. While my wings are expanding, she is so much more well versed than I. As a furniture item the answer would have been so very simple, but as an avatar attachment, I just haven't made it there yet..lol Thanks for the consideration yoked, good luck to you Sofia. Be back around later on tonight or tomorrow. See you soon IMVU.
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PostPosted: Mon Jun 20, 2011 12:13 pm    Post subject: Reply with quote

wow twistednanny this is a very detailed explanation, I am so so grateful to you all for helping.
I'm just going to finish my dinner, make a coffee and then give this the attention it needs. will be back soon with my progress reports Wink

oh and Happy landings Sam3D Smile
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PostPosted: Mon Jun 20, 2011 5:58 pm    Post subject: Reply with quote

Very Happy
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PostPosted: Mon Jun 20, 2011 6:38 pm    Post subject: Reply with quote

@ Twistednanny

Woohoooo!!
It works using the your first method Smile *gets excited*

Most of my confusion was how to create the xsf file. I was always lead to believe you have to use imvu's supplied Female04_Anime01_SkeletonMASTER.

At first I had problems with your method because when I exported my own skeletal xsf file with the linked Dummy node the avatar in the client was displaying messed up hands. I had to try many different imvu models in 3dsmax until finally the bipedRig_Basic exported without these issues.
It was plain sailing after then Smile I guess something isnt quite right with the bone structure the other imvu supplied models like 'Female04_Anime01_IdleStandingPoseMASTER' ect.

HAha just when I broaden my developing skills (thanks to you guys/girls) IMVU threw a spanner in the works (I read the threads you linked me too) Sad

I wish using your first method there was another way to submit this without it having to be an avatar replacement. Hopefully that will change.

I think the most professional way would be to use this morphing. I have no experience with morphing atm, but I did follow your head tutorial once so I think I understand the mechanics (I might have a play before I submit)

OH I meant to ask! As you know im currently using a trigger word to make the avi sleep, but I dont know how to wake her up! lol
How can I make a trigger to return to the default idle position? (meaning to stand back up and the blanket returning to hidden position)

I can not thank you enough for all your help on this Smile
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PostPosted: Mon Jun 20, 2011 7:51 pm    Post subject: Reply with quote

Glad it worked out for you. IMVU said they were considering to have a new set of accessory out whereby you can control the avatar but also said this is low priority which means it will not happen anytime soon (I remembered I asked Matt about something and he said priority was low and it has been more than 2 years since).

In my opinion this item should be made with morphing, and derive from empty clothing mesh as of now. You can still make, submit by deriving from empty clothing mesh, then when putting in description, you still can put the item in accessory where it belongs.

As to getting this to reset, the only way is to take the product off, in your case put on another avatar, in the case you made it with morph, just take the product off.
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PostPosted: Tue Jun 21, 2011 9:16 am    Post subject: Reply with quote

Well it seems I have more patience than I gave myself credit.

I took your advice and went the morphing route. works like a charm, and is now selling under accessory Smile

From how you explained, and using the education centre Morphing tutorial it turned out to be quite easy Shocked ..well with the exception that i needed a second morph for the avatars eyes to close, but I figured that out after a lil playing.

I now feel very inspired to create something more complex using morphing animation.

Thanks again for helping and expanding my mind. *hugs*

edit: thought i would add a link to my product in case anyone is curious Razz
http://www.imvu.com/shop/product.php?products_id=9423668
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