![]() I open IMVU and select Derive new product. Make sure you check Selected objects under, "Main." Deselect Apply Modifiers under, "Geometries." Deselect Add Leaf Bones under, "Armatures." And, if you don't have any animations you desire just simply un-check the Baked Animation box under, "Animation." ![]() ![]() Make sure you are in Object mode for both rig and mesh.Įxport as usual. Once it all checks out and you are happy with your body's shape select the mesh first then hold shift and select the armature rig. They're actually opposite to what I have typed in this image.) This is an example of what all the pros on the forums mean when they say, "Map your mesh to the skin." (Sorry, but I mixed up the arms. One should already be provided if you are using Kat's Clothing blender file. Do not delete! Make sure your Dimensions match the skin's dimensions. I simply made an image named Body to help reduce confusion on my part. This will be what becomes your skin composite later. I replaced the skin material on the torso/arms mesh with a body 0 material. Otherwise you can get gaps, and mismatching garments when you use your mesh with other products. Also make sure the ends of the mesh meeting the head, hands, and pelvis remain unedited. These may need to be edited if you demand better flexibility. Using the base avatar body is a great template, but be weary of the armpits, elbows, and shoulders when it comes to posing and clothing later. I decided to make a simple top for my first attempt at a body mesh.
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