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Which imvu 3dsmax file best fits for couple poses?

 
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PostPosted: Wed Jan 07, 2015 6:59 am    Post subject: Which imvu 3dsmax file best fits for couple poses? Reply with quote

Hello everyone,

I've decided to try and see what the process is for making couple poses in 3dsmax (with no furniture at all) but i found that very complicated. The process of doing that and choosing the right file kind of left me with a lot of questions. (not the pose itself because im good at doing that).
If there's someone who knows a trick to that i'd really appreciate the help. The cooperative animation file from imvu wasn't really helpful ,i can't work with that at all. Youtube wasn't helpful at all either, there is only one single tutorial of that and in a whole other language. Merging a rigged avatar with another would be needing a rename of the bones which again won't export well of course,and it's in vain trying to do a pose and at the end of it to export it one by one and end up with no good results.

I appreciate any help Smile
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Keef

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Joined: 22 May 2005
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Location: USA - CA

PostPosted: Wed Jan 07, 2015 5:40 pm    Post subject: Reply with quote

I'm not aware of any tutorial specifically on this. It's pretty much the same as making custom poses for furniture, you need all the same nodes furniture does, you just don't have a furniture mesh part.

The cooperative file*, rigged avatar file or biped rig will all do the trick, choice is more dependent on your workflow and rigging method preference as each functions differently. Biped ultimately will give you the most control but for most basic pose stuff the fancy stuff it can do won't come as much into play. If you want to get into complex moment vs static poses then by all means learn biped.

You can merge two avatar files together I personally don't rename the bones, instead I label each avatar and its skeleton in its own unique name set so I can quickly select one or the other then remove one or the other when exporting.

My workflow...
(Others may use different or simpler methods but this has worked well enough for me)

-I make my poses till there rough to how I want them.
-Save
-Export the nodes I'm using in an xsf.
-Delete one avatar.
-Export the remaining.
-Undo to restore the working file to both avatars.
-Delete the other avatar.
-Export the second one.
-Undo to restore the working file to both avatars.
-Open file up in IMVU create mode.
-Test the look and fit with Add Actor and pre-saved avatar looks.
-Tweak and repeat until happy.

The biggest issue I have with all of IMVU's files is dealing with the default bobble head and giant hands and feet. As hardly anyone uses those in IMVU anymore you need to adjust your poses accordingly. Your pose will not look the same with all avatars because of the vast body part size variations used in the client so when in the client test it with many head, hand and shoe sizes to get a look that is pleasing to what you think the customer will most likely be wearing.

* Do note while we can download the working file we can't make actual Cooperative Animation files as IMVU has never made submitting those available to us. (Cooperative Animations are the animations that happen when you click on someones avatar and select an action to do on them.)
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PostPosted: Thu Jan 08, 2015 12:04 am    Post subject: Reply with quote

Thank you keef,that was really helpful. When i'm off work i will try work on it and try renaming the skeleton and avatar instead of bones.
Bipped indeed is something i've been using in 3dsmax for single poses so i'm more familiar with that than any other file.
Curious to see how that is gonna work out Very Happy
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