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Please do not re-post/replublish this tutorial partially nor in whole. |
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| Weighting Clothing items |
| This tutorial will guide you trough the steps of
weighting clothing items. Clothing is basically anything that is not derived from an accessory including, but not limited to hair and poses. You can download the mesh used in this tutorial here(?) |
Starting a new project |
| First create a new project, either male or female.
This will open up a new document, witch contains the avatar and its skeleton. ![]() Alternatively you can open any of the templates available in the "IMVU File Editors" file collection straight from the Google warehouse(?), you can find out more about that in the Novice tutorials(?).
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hierarchies |
One
of the 1st things you might notice when you have opened up a new project
is when you have your Outliner(?)
toolbox open (You can find that under,
[Window] > [Outliner])That there are 2 separate hierarchies one called "BodyMesh" and one called "Skeleton". The BodyMesh and all its groups inside are used to position and build our meshes on. there is no need to alter these groups as they will get ignored at export. The Skeleton and all its components are used to weight our mesh to, (Note that you can only weight to "AttachementRoot" when your making a accesorie). |
Building your mesh |
| First we have to worry only about the BodyMesh(?),
this is where we have to build our clothing mesh on.
Notice how its all positioned according to the BodyMesh. We do not need to worry about the torso mesh, this will be added in the end. Now that we are done with building our mesh we have little use for the body-mesh. You can go ahead and hide(?) it. |
Weighting your mesh |
Now
that the BodyMesh is hidden, all there's left is our Mesh and the Skeleton,For what we are now are going to do you can use either the "Outliner"(?) or the "Entity Info"(?) tool, i will be using the "Entity Info"(?) cause it will show more clear what exactly we are doing here. First we will group together the parts that will be weighted to one particular bone. Each bone of the skeleton has its own name. these are the names you
going to need to weight your mesh to. In this case we want to weight the 2 buttons in the middle to "Spine02".so
we're going to select those 2 buttons and group them together.
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Exporting |
| Now we are ready to export, simply save your mesh
then go to : [Plugins] > [IMVU File Editor] > [Export] ![]() ![]() |
Finishing up |
|
Beta Alert The options presented in this part of the tutorial are still being expanded. At its current state we are limited to add only default avatar parts, in future this limitation will be lifted. |
| Now we're almost done, we've made our mesh, weighted
and exported it, now to finnish it up. You probably are going to want
a skin-composite product, so you will be able to apply opacity to your
mesh. We can easily do that by selecting: Now there is 1 last thing we need to add to our mesh, its still missing
an upperbody. Now your work in SketchUp is all done, and your mesh is all ready
for use in the client. |
You
can see the end-result of this tutorial on IMVU
here |
| Tutorial by Hellstrong © IMVU-Products.biz 2010 |





I
prefer to use the textured versions, cause it gives me a better view
of things, also i can replace the texture with whatever i want to use
on my base mesh. But for this tutorial i will use the default template.
One
of the 1st things you might notice when you have opened up a new project
is when you have your Outliner
For
this tutorial i wanted to make a easy and quick tuxedo top. So i'm adding
Buttons, the end of the sleeves, and a tie.
Now
that the BodyMesh is hidden, all there's left is our Mesh and the Skeleton,



![[SU] Clothing Tutorial](http://userimages03-akm.imvu.com/productdata/images_b4ffa6e2b51aa00ff0ca9672f14b23d8.gif)