

xmf Tutorial. As a reminder, this tutorial assumes you are building a new head for use on the IMVU avatar. xmf files, please go to the Exporting the Mesh –. Once the head is weighted, you can export it as an xmf as usual.
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To learn more about how to do this, please go to the Weighting in Physique Tutorial. To do this, the head needs to be weighted using Phsyique. Once you have a finished head mesh complete with proper material IDs and texture mapping, it is time to test whether that head, without any morph targets, works in IMVU. With the Mapping done, you can move on to weighting. This will make sure that the mapping across the forehead, nose, lips and chin is seamless. When the center boundary verts are in place, you can target weld them using the Mapping Vert Target Weld tool. This is pretty simple, actually, as you just need to select the mapping you placed well out of the way and move it into place. The first step is to go through the material ID /3 selection process again and get the mapping straightened out. Now that you have one solid mesh for a head, it is time to wrap it all up. This is because the smoothing groups between the two heads could not be made to be the same.

If you didn’t do this step, then, no matter what you did, your head would look like it had a seam down the center of its face. This will make all of the duplicate vertices disappear and give you one smooth mesh to work with. With all of the center verts selected, click the Weld: Selected button. If you are building a head that is meant to blend seamlessly into the tens of thousands of upper body products in the catalog, you must match the neck vertex positions exactly to those of the upper body mesh supplied in the Example Head file. Haha – one of the reasons making heads can be so hard is because it requires patience. Said another way, if you build a mesh and then build out all of the morphs and THEN realize that you need one more vertex to get the shape you want on the morph….you should realize that you will have to rebuild all of your morphs from scratch.ĭo not be afraid of this, however, as it is bound to happen. Vice versa, adding or removing geometry from the parent will render all of your morphs useless. This means that adding or removing vertices (even just one vertex) will change your copied mesh from a morph target to just another mesh. A morph target is an EXACT DUPLICATE of your original mesh but with some vertices pushed and pulled into a new location (like, a smile or blink). Morphs are interesting creatures in that they are pretty much a morph target or not. This, of course, means that the files are MUCH larger than the master weighting poses found on the Avatar Body Parts Introduction. This makes them a little harder to work with as it takes a beefier computer to deal with the complexity of the file.īuild Mesh – Adding or removing vertices – your friend? To build a new head, specifically, it is *really* helpful to begin with an avatar that is positioned in the ‘weighting pose’….and that also has all of the morph targets actually living in the file.

Hold down Shift and click on the parent Mesh.In 3ds MAX, instead of moving your copies out from the original location by holding down Shift and then dragging, make your base copy from your parent mesh as follows: Please note that this method of working doesn’t always work but its worth a shot. We recently spoke to Spirit, one of IMVU’s awesome Creators, and she had some helpful tips for avoiding corrupt files when working on morph targets.
