Issues with IMVU studio importing mesh room from blender with toolkit
Posted 22 days ago by CariadHeart
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Hello lovely people.
I am making a room, using the toolkit in blender. I have run into a couple of issues.
Firstly, the only way I can get the .fbx to import properly is to begin by putting the room mesh into the Room_Export folder of the skeleton hierarchy, then upload it though the studio, (this gives me the room mesh fine, but all the nodes are piled on top of each other in one spot). and then go back to blender and re-save the file with a different name, move the room mesh to the Reference folder in the hierarchy, and export it again, then in the same workspace of studio, import that .fbx over the first one. That fixes the nodes. If I try to import the .fbx into studio with the room mesh in reference folder the first time around, then I don't get the mesh coming into the studio at all.
I am using the most recent update of the toolkit, Studio 1.33.12 and Blender 4.3.
I have found a workaround. But it would be nice to do it an easier way, if anyone can help. And I thought it's maybe a good idea to mention all this to those special people who are doing all the hard work behind the scenes to develop this software.
0 Votes
Drosselmeyer posted 19 days ago Admin Best Answer
Hi CariadHeart, Ah, meshes that are to be exported also need to be parented to the skeleton.Root or in that hierarchy OR bound to the skeleton through a skin cluster.
It is weird that all of the nodes are in the same spot. I just downloaded Blender 4.4.0 and made a room using the default setting and added a seat and 3 furniture nodes, floor, wall, and ceiling. They are marked as FF, FW, and FC in this image. In Studio import dialog I did not change anything and left the scale at 1.0. After importing I turned on View Skeleton from the Visuals (eye icon) in the toolbar. I derived from Example Room and this is what I get
1 Votes
8 Comments
Drosselmeyer posted 18 days ago Admin
Hi @CariadHeart, I just spoke with one of our veteran creators, jazzKat, who is a Blender pro and he knows exactly what the issue is. The solution is to unparent all of the nodes from the root node, skeleton.Room, and then reparent them and making sure there is at least one mesh object in the hierarchy.
0 Votes
Drosselmeyer posted 19 days ago Admin
What I meant to say was 'Vertex Groups' not skin cluster, but now I can't find the source of that info. Certainly moving the meshes under any node in the skeleton.Room hierarchy will work. I mostly use 3ds Max and things are a bit different there.
As for the nodes .... The only thing I can think of is it is a scale issue? On the mesh (making it super huge)? Can you send me your blender file? I would love to understand what is going on. You can send it to studio@imvu.com
0 Votes
CariadHeart posted 19 days ago
Oops... Actually I have just re-read the IMVU creator help page, and it does mention that. It was just difficult for me to understand as I have not heard of any of the terms before, so I will re-read that and try it.
Thank you for your help!
0 Votes
CariadHeart posted 19 days ago
Thank you for your swift reply, I have no idea what this means though... "parented to the skeleton.Root or in that hierarchy OR bound to the skeleton through a skin cluster. "
Is there any way you can explain that, or link me to a video or help page please?
0 Votes
Drosselmeyer posted 19 days ago Admin Answer
Hi CariadHeart, Ah, meshes that are to be exported also need to be parented to the skeleton.Root or in that hierarchy OR bound to the skeleton through a skin cluster.
It is weird that all of the nodes are in the same spot. I just downloaded Blender 4.4.0 and made a room using the default setting and added a seat and 3 furniture nodes, floor, wall, and ceiling. They are marked as FF, FW, and FC in this image. In Studio import dialog I did not change anything and left the scale at 1.0. After importing I turned on View Skeleton from the Visuals (eye icon) in the toolbar. I derived from Example Room and this is what I get
1 Votes
CariadHeart posted 19 days ago
screenshot of the nodes in studio, all on top of each other. This is furniture nodes, the standing nodes were the same.
screenshot of my mesh in the export file in blender. This didn't work to import the nodes properly, only the room mesh.
0 Votes
CariadHeart posted 19 days ago
Hi Drosselmeyer, thank you so much for your reply. I deleted the room mesh which was there, the green and white checkered mesh. And I imported my own mesh as a .dae file. Then moved it into the folder.
What I mean by all the nodes, is all of them.. all the furniture nodes, wall, ceiling, and floor, and all the six initial standing nodes that I set up. Were all on the same spot. (I also had to delete the standing nodes that were set up in the toolkit as they didn't import, so I created 6 new ones).
As I said, I did put my room mesh into the ROOM_EXPORT container, as suggested in the videos and creator help pages, but this did not work for me.
Thanks.
0 Votes
Drosselmeyer posted 19 days ago Admin
Hi @CariaHeart, Having the room mesh in the Reference folder is intentional. It can be used as your room shell mesh, but it is mainly there as a reference for sizing of the room. We mostly expect that you will be creating your own room shell meshes and these will need to go in the ROOM_EXPORT container in order to be exported.
Can you provide more info on "all the nodes are piled on top of each other in one spot". Are you referring to the seat nodes?
1 Votes
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