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.