

In the " Transform manipulators" buttons left-click the menu and select " Rotate", this sets up the avatar ready for posing. In this state the avatar pose file is ready for use to make new pose ('static' action) or pose sequence (animated action).ĭesign note: if the pose file is not in the state described in the main text above, right-click the " Armature" skeleton then check " Pose Mode" is active left-click the " Interaction mode" selector and select " Pose Mode" from the list. The " Action Editor" timeline has an " Action" (sequence) already established, with a set of keyframes pre-marked at frame " 1" in the timeline (indicated by the green timeline widget/slider), holding the positional data related to the current pose, the default " T-Pose".ĭesign note: the different colours shown when something is selected indicates item selection and the editing context, in " Pose Mode" for example bones display with a pale-blue outline, whereas in " Object Mode" the outline is orange (individuals bone can only be selected in " Pose Mode" or " Edit Mode" ). The skeleton, an " Armature" in Blender, is in " Pose Mode" and a single bone pre-selected, highlighted with a pale-blue outline and showing a set of coloured circles representing the manipulation axes of " Rotate" widget. Once open the Avatar Pose file displays the avatar in " Texture" mode with the underlying skeleton set to " X-Ray" (see-through) mode for visibility. Doing otherwise will break the resulting action once imported (bones will be incorrectly aligned). IMPORTANT: the skeletons (Armature) bones as correctly orientated relative to IMVU, they should not be altered in any way that would otherwise appear to 'fix' this beyond being manipulated to create avatar poses. In other words, poses start from a relaxed position that accommodates mesh stretch and collapse more-or-less in all directions. The " T" stance is useful as a starting point because the mesh is generally positioned at its most relaxed, there are few kinks or distortions, especially under the arms, at the elbows or knees, pinch-points where the mesh can collapse when over-manipulated.

This is the 'base' pose for both female and male avatars from which all poses are made.ĭesign note: why a " T"?. Opening the IMVU Avatar Pose File into Blender (" File » Open » " or drag-and-drop the file into Blender from Windows/File Explorer) the first thing to note is the avatars default pose, arms outstretched to form what is typically referred to as a " T-Pose", the figures stance resembles the letter " T". It's this information that's subsequently exported out to FBX and used in IMVU as the triggered action (static or animated. Here a representation of the female or male avatar is presented (in separate files for clarity) such that they can be manipulated and posed like an action figure, the limbs being controlled by an underlying skeleton whose joints can be bent and articulated so that, along a chain of bones that are linked together, a leg can be shown to 'kick' or arm 'high-five'.ĭesign note: poses don't add or remove material to/from the avatars meshes or skeleton but instead simply register the position of (Armature) bones. Introduction ^Īs briefly mentioned above, avatar actions, stand-alone poses not associated with other products, do not rely on additional content to be made, everything that's needed is contained within the avatar pose file.

#Imvu character pose how to
To learn how to mesh and make model in Blender click here. 'chair', 'lamp', 'bed' or other visual element Users actually see in game/client. The following material does not discuss making the game model/mesh seen in IMVU, i.e. A rudimentary understanding of Blender is recommended. With this in mind the following tutorial discusses the basics process of producing custom, stand-alone, avatar poses for IMVU ( applicable to both female and male avatars).
