Neo1471 SketchUp to IMVU tutorialRequired programs:SketchUpMeshOut v0.4.33MeshOut v0.3 (Outdated)With 's ( AS ) permission here is the latest version of MeshOut! 0.4Never forget to thank those that help you along the way as they have done much to make this possible for you, Especially ApocalypseSurvivor, if it wasn't for him exporting to IMVU did take FAR longerThis tutorial was made with using SketchUp v7.0- Making a simple item ready to exportAfter installing MeshOut (Read the Read Me if need need instructions) open SketchUp and make a simple box and then make it 3D essentially making a door mat. This will do as a simple example, larger objects export in the same way.TexturingOk adding colour!
Jun 01, 2017 imvu creators Peer Review Exporters Avatar Actions creator 3D Developing Derive Product File.XMF.chkn.xrf assets Derivation clothes top Description a 3d max t-shirt for IMVU shop, the file include a uv mapping texture and a Cal3D asset file to help you add the model to the IMVU Editor to create the product. 3D Total is a brilliant resource for CG artists, which includes training, an inspiration gallery, 3D assets and a free textures library. It doesn't look like it has been updated since 2012, but how much do textures change, really?
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Click the Paint Bucket tool and pick a texture (not a block colour) from the floating Materials box that appears and paint the top and then pick another texture to paint the rest.Pinning! Now to adjust a texture we can right click the texture and highlight Texture and then click Position as shown in the below image. (I have many extra's installed so my right click menu will look different to yours)Now you may need to zoom out to see your applied texture fully. You should see your texture tiled all over with 4 pins, they Should be at the 4 edges of 1 tile of your texture. The red one moves the entire texture, the green one scales the texture making it all bigger or smaller and the blue one stretches your texture up and down from the red pin, the yellow pin warps the texture, stay away from this pin unless we need to straiten up the texture to make it square / rectangle again as it will not export correctly. These can be moved about if needed by single clicking them and putting them back but we shouldn't need to do that right now.Ok now drag the red pin to 1 corner of your door mat so it moves the entire texture.
Now drag the green pin to another corner opposite it.
Materials and the Mesh Tab(Formally Titled Previewer’s Texture Tab)A Meshes Tab Overview & How to Make Cycling and Scrolling Animations work on IMVU Products.NOTE: While this Tutorial was originally written for the now disabled Previewer and some of the graphics are out of date, the Texture Tab settings work EXACTLY the same in Create Mode.So, you’re wondering what all those checkboxes and buttons do in the Meshes tab? Here we will walk through what each and every one is for.
Then we will dive into the world of texture animation. By tutorials end you will know what all the animation settings do and have made both a cycling and scrolling animation.Scary lookin aint it bwahahahahahahahaNotes on Animations: It is a common misconception that in order to animate your product’s textures you must use animated gifs, not so. All texture animations in IMVU use standard JPG images and the animation effect is done by the animation settings in Create Mode itself.Notes on Texture Sizes: As with all textures used in IMVU you need to keep to the 2x standards and if using an Opacity map that needs to be the exact same dimensions as the texture.2x standard sizes are 2, 4, 8, 16, 32, 64, 128, 256, 512 pixels. Your textures may be any height & width combination of these numbers.No texture should exceed 512 x 256 or 256×512.Remember less is always more, always keep your textures as small as possible to keep your final file sizes down. Overview of the settings and what they do:+ADD For Meshers only.
Adds a slot for a additional mesh.xmf files.Mesh Parts Scroll-bar and Browse Buttons Used to make active the various mesh parts. (only needed if the mesh uses more than one xmf.)Materials On the left hand side is the list of all the textures used in the active mesh part of the product. For products that use several sub meshes you will have to browse for them in the top green scroll-bar to see their textures.NOTE: All the following boxes can be minimized. If you do no see the content of each box click the + button to expand the window to show its contents. Likewise you can minimize the boxes you do not need to see if they are in the way.XRF drop down Window Use when you want to inherit a products existing xrf (mostly used by meshers for making ‘anyskin’ meshes)+Add.xrf Can be used for applying your own custom XRFs, mostly a mesh maker tool.Mesh Scale Used for heads only. Use to rescale the heads x y z size.Material ID # Submesh Info: This is the all important Triangle and Vertices count of the mesh part you are working on.
The more triangles a product has the laggier it will be. If a product is crashtastic or causing your chat to lag look here first to see if it is a poorly made super dense mesh.Texture Assets: This is where you browse for your texture and your opacity map.Texture: Where your texture image goes.Opacity: Where your textures opacity map goes if it uses one. If using transparency gradients you also have to set blending and the blending mode in the material parameters settings.Remember: if using opacity your texture and its opacity map must be sized exactly the same or it will not work.Material Parameters: This is where you set how your texture will behaveTwo-Sided:In the case of a mesh that you will see both sides of, skirts and such, check this button on to enable both sides to be rendered. If only one side of your mesh is used keep this off as it adds more unnecessary rendering strain to video cards.Self Illuminated:Toggle this on if you want your texture to appear to be lit from within. Having this on will also override any room illumination on that texture and can give an undesirable effect in dark rooms.
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Use it wisely. It is best used for Skies, Lights, Fire and such.Fog Override:If you want this texture to be unaffected by a rooms fog settings toggle this on. Also best used on Skies, Lights and Flame.Skin Composite:Here is where if making a composite product mesh you let the IMVU Client know to render it as such. If you are not the mesh maker you should leave this setting be.When this is checked it will place the skin texture the avatar is using under your texture when you use an opacity maps. You will find this setting used on clothing items that cling to the skin and offer opacity.Uncheck it and the skin will no longer render.Check it on a product not meshed for it and the skin will render but in all the wrong places. O.OVertex Colors:If a mesh is made with Vertex Shading this is where you turn that feature on.
Vertex shading applies the mesher’s shadowing or color tints to the mesh. Most meshes do not use this feature.If a mesh you are texturing uses this feature leave it on to use the meshes embedded coloring but if you prefer to have tour textures render true, turn this off.If a texture is rendering all black most likely this is on and shouldn’t be.Use Blending:Here’s where you set your transparency opacity map settings. ONLY use this setting if you need a sheer opacity, if you don't leave it off to prevent blending conflicts.Click use Blending and then Choose your blending mode in the drop down.Additive adds the texture as light.
You can get some cool effects here. You don't need an opacity map for this to work. This effects will not be very visible in bright rooms.Composite (the option mostly used) enables the alpha grayscale transparency verses just black and white solid and clear. If your Opacity Map uses gray this is the setting you need.Ok, now were done with the boring stuff here’s the fun!Texture AnimationOn turns the animation well on. LolMode tells it what type of animation to use, Cycling or Scrolling.Frames per Cell sets the speed for a Cycling animation, big number slow, small numbers fast.Highlighted here are the only fields used in Scrolling AnimationsNow we need to decide how we want this to move. Up, Down, Right, Left, Diagonally?
All can be done.
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.Determine whether the second derivative is undefined for any x-values.Steps 2 and 3 give you what you could call “second derivative critical numbers” of f because they are analogous to the critical numbers of f that you find using the first derivative. But this set of numbers has no special name. In any event, the important thing to know is that this list is made up of the zeros of f ′′ plus any x-values where f ′′ is undefined.Plot these numbers on a number line and test the regions with the second derivative.Use –2, –1, 1, and 2 as test numbers.
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