The following
steps will create a simple furniture product and two avatar poses that
“interact” with each other.
Note: Values changed from the defaults are highlighted below for ease of
spotting things.
The specially named MyPose is highlighted below to spot all the place the
name shows up.
This tutorial will
NOT cover creating/exporting an advanced Max scene that contains two animated
avatars. The easiest way is to use the Cooperative Animation max file provided
by IMVU, which contains two fully rigged avatars. You can set up two or more
avatars manually, but the steps are too long to discuss here. Also, during
export, one of the avatars and skeletons must be DELETED as the exporter is not
smart enough to find which skeleton is selected (since they will have identical
names). The following tutorials works around this limitation
by removing the skeleton from one of the avatars, creating a
“statue” in IMVU terms.
Please see the IMVU Avatar
Statue guide for more information.
NOTE: The naming
of the Catcher and Pitcher node suffix does NOT seem to have any impact on
products. To make things simpler, I’ve removed the suffix on the
Catcher/Pitcher nodes so that they do not have to be kept in sync with the seat
node suffixes.
Video is ~ 21 minutes, streaming at 800x600 and
requires flash. Size is ~74mb (yowza!)
The
following guide is for reference and does NOT match the video 100%. It is meant
to be a quick reference as you continue making furniture products and just want
the highlights.
To test in the
Previewer make sure you click on the node that corresponds to your custom pose.
Pressing the “Play Action” button on the Actions tab will have no
effect for actions names stance.MyPose.
Hints/Tips for adjusting avatar in 3ds Max
1. Make sure Female03MasterRoot is aligned to
your seat node, if you want to make sure the avatar looks the same in the
previewer as it does in Max.
2. Everything is relative to Female03MasterRoot. ie, don't move or rotate once it’s aligned to the
seat node
3. Move or rotate Pelvis as needed
4. Rotate other bones (do not move) as needed
Note: Having two
unrelated, distinctly named “skeletons” in the Max file is fine.
That is, you can have the “Root” node, “Female03MasterRoot”
and even “AttachmentRoot” – just
make sure to have the correct item selected when exporting.
You CANNOT have
two skeletons with identically named nodes. The exporter will NOT be able to
identify which skeleton root was chosen and will end up exporting the wrong
nodes.
Note: Make sure
you select the proper skeleton file when exporting the mesh and animation
files. They use DIFFERENT skeleton files unlike most other products.
See Also: