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Hello! Thank you for all the helpful tutorials and for providing this toolkit; it's really useful. I was wondering if you'd consider making a tutorial on the head part? Perhaps a guide on how to create a new UV map and ensure it works on IMVU. I'm particularly interested in learning how to make a mesh head, not the anyskin heads, but the ones that already have textures applied to them.
Heads are challenging to say the least, which is why you won't find many, if any, tutes on making them from scratch for IMVU. They *are* on the 'to do' list though.
Thanks for posting this :) Took a few tries but I got the hang of it! Question tho, is there away to properly update the fbx animation files w/o having to rebuild the item? I've tried the 'update fbx' button, restarting the studio, but only seem able to make adjustments to the animation by restarting the furniture object entirely in studio. Restarting a bunch of times has helped me learn how it works, but it is proving tedious lol. I appreciate any tips if you've got them :) Thanks again!
So long as the re-exported file (and Action sequences) is named exactly the same Studio should update any previous version used to assemble the furniture item. With that said, yes, some times it gets 'stuck' and the only way to fix that is to create a new product and/or restart Studio as you're finding.
Subject to profile support, using a 'raw' format ensures capturing all 'raw' data, compression can be messed with later when contextually optimising for distribution.
Most creators will attach to the shoulder or clavicle, but that will likely end up clipping the avi. For those kinds of items you'll probably want to set the item up as a *body part* accessory www.katsbits.com/codex/toolkit-accessory-body-part/
I found you don't need 2 BDSFs, at least not in 4.3. . . . just a mix shader with 2 textures one in the A & and other in the B,, and the geo with backface into the Factor.
Yep, for basic 'diffuse' only materials the Image Texture nodes can be directly linked, otherwise Principled BSDF is necessary to include other shader/surface effects e.g. normal maps.
Hi! I've made my mesh and ensured that all the vertices do not clip in Blender, and I have tested the poses that came in the Studiokit and there were no deformations or clipping. HOWEVER when exporting into studio there are parts that clip (the neck, hands and the back of the body) despite playing around with weight paints either at 0% (which is probably the reason for a clipping issue) however even at 100% (red value) it still has a seam? I'm not sure how to fix this in blender as there are no weight influences on parts of the body that is not needed (been checked) I do not want to move any vertices (as the issue can not be replicated in Blender itself) any ideas? Or is this just part of the weight painting process? Any ideas/tips would be extremely helpful thank you! Your videos are incredibly detailed and useful!
UPDATE: wow you weren't kidding when you said weight painting can be a tedius long process, i'm not sure i fully understand BUT my mesh slowly is starting to fit together.
@@PJTHEPUP yup welcome to the WP club ;) Seriously though, if the mesh deforms okay in Blender but doesn't in IMVU it usually means the weights or the mesh itself have to be tweaked to compensate or accommodate what's going on between the avatar and any custom meshes - it's not always possible to get a 1:1, especially so of skirts or shorts, or anything around the 'pelvis' area.
Appreciate your educational videos, but I have have a question, if by any chance can make a video of how to make my avatars as furniture, something that I'm curious about and I'd love to learn how to do it, thanks!
You can't really do that because it would mean being able to 'export' your specific 'look' or 'fit' out from IMVU, which obviously means you would then have access to other creators meshes etc. You can however turn the default avatars provided by the toolkit in to furniture.
See (scroll through if link doesn't work) this comment for a possible alternative solution ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-W1qNeFlv9EM.html&lc=Ugys_DhTyFp2fQ8tG-14AaABAg (@stephonjones4734)
Hiya, awesome tutorial! When clicking export in Blender, my pose remains the same except the avatar drops halfway through the floor. Have you encountered this and is there a way to fix this without having to completely redo the pose?
What are you deriving from? If you're using one of the avatars double-check the *Skeleton* after import to ensure it's using the correct one. If you still having issues jump on Discord (see channel About page for info).
Holy Crap dude I wish i found your video alot sooner I spent the better part of a week trying to figure this out and the IMVU channel sucks at tutorials. you are a AAA God my man this was so helpful
Does it work with nvidia gpu and can you make video on how to install it in blender 4.2. i tried to install it but when i click the tickmark button to enable addon it give some error and does not enable addon
ProRender is not compatible with Blender 4.2 (yet). You'll also need an AMD graphics card as it relies on functions only available to that hardware/chipset.
God, thank you! I was struggling for 2 days looking for an answer on how to fix the automatic rig error, in the end I didn't find anything and decided to do it myself. No one explained it so well and in such detail, you are a savior
Thank you, great tutorial. I'm trying to have the same image on both sides of my plane but it appears inverted and dark on the other side. How do I fix that?
@@gilli4899 don't think three.js supports two-sided materials so you'll have to use the manual approach www.katsbits.com/codex/double-sided-materials/#double-sided-meshes
Looks like they moved it to a new URL (no idea why) www.amd.com/en/products/graphics/software/radeon-prorender/blender.html will update the tute with the new link.
With Blender's recent update, they replaced Blend Mode for a worst performing "Render Method", rendering this whole tutorial... useless. Why (and I cannot stress this enough) THE FUCK would Blender update and break something that worked properly? Who knows-
Updated info on transparency for Blender 4.2 is here www.katsbits.com/codex/eevee-transparency-dithered/ and yup, there's a long history over the years of Blender Foundation making changes that break things like this.
This is really annoying. Every single tutorial always tells a different thing, because the program is constantly being changed. Blender is one of the most non-user-friendly programs I've ever used.
You're probably hitting the threshold of the operation, when that happens the, the text, or both will disappear. Only solution might be to reconfigure the set up to better accommodate what you're wanting. Trial and error basically!
Here's the basics of moving around in Blender www.katsbits.com/codex/blender-basics/ but for here, the camera focuses around the last selected object (basically).
Couldn't say without seeing a screenshot (jump on Discord if you have that discord.gg/F3dC99a), otherwise check the materials Rendering Type or the Transparent Map settings.
Follow up for here: the issue asked about possibly relates to the way meshes appear inside out making surfaces seems to disappear. When this happens right click the mesh and try "Flip Normal".
It depends what you're doing exactly as that can be done using transparency itself, or as you mention, separating the mesh (which will likely need a separate material assignment www.katsbits.com/codex/delete-material/).
@@KatsBits so i add a new image texture node for transparent, connect to alpha of the principle BSDF, set the blend mode to alpha blend, then paint white or black with it for transparency, set the sRGB to non color for optimisation? When im done i select the base color texture and change alpha blend back to ormal?
@@PyubX Looks like you ideally want to be using an 'opacity map' setup www.katsbits.com/codex/opacity/ (or www.katsbits.com/codex/eevee-transparency-dithered/#opacity-map ) which is more direct. For here, yes, add a new Image Texture node and set that to use a new generated image you can then paint to define your transparent areas. You could also try this approach www.katsbits.com/codex/tag/texture-paint/. You don't *need* to swtich sRGB to non-color unless you notice issues.
how to make a static avatar? i tried importing the fbx into the studio and if i review it , its moving back and forth , its not static and im not saying about pose i meant avatar how do i fix it?
Make sure you have the "Make Pose" and Export All Bones" options set if it's not to move. See the Prep and Export section in the above (30:00 min mark-ish).
@@Milliebarbie check the bottom of the application for an error message; generally speaking that only happens when the Toolkit has installed incorrectly.
idk what i am doing wrong but how does he go from MD to blender to imvu without even texturing the blouse but just by importing the mesh it has nice lighting? i tried doing that and it looked so planly white with no shadows, it looks like the lighting it has in MD orginally
See here for more info www.katsbits.com/codex/category/tutorials/marvelous-designer-clothes/ but this is better explained in some of the later videos in the playlist but the top used for the demonstration had already been prepped for IMVU so all that's being shown is the overall process. With that said, most of that initial UV set up is done in Marvelous (UVs) and then texturing in Substance.
It has a lot of similarities, big bonus is the ability to change how navigation works, there's a setting for Blender 3D, 3DS Max and a few others, which makes it less of a pain to move around in.
Not sure TBH. Latest version I've been able to get it to work with was 3.5, it'll load into 3.6 but crashes when initiated. Might be a driver issue or card compatibility problem, especially for legacy devices?
There's a more up-to-date tutorial here www.katsbits.com/codex/toolkit-animated-poses/ but check you're in *Pose Mode*, the avatar can't be manipulated unless you're in that. Upper left of the video where it says "Pose Mode", you're probably says "Object Mode".