Cute imvu skins3/1/2024 ![]() If you are building a head that is meant to blend seamlessly into the tens of thousands of upper body products in the catalog, you must match the neck vertex positions exactly to those of the upper body mesh supplied in the Example Head file. Haha – one of the reasons making heads can be so hard is because it requires patience. Said another way, if you build a mesh and then build out all of the morphs and THEN realize that you need one more vertex to get the shape you want on the morph….you should realize that you will have to rebuild all of your morphs from scratch.ĭo not be afraid of this, however, as it is bound to happen. Vice versa, adding or removing geometry from the parent will render all of your morphs useless. ![]() This means that adding or removing vertices (even just one vertex) will change your copied mesh from a morph target to just another mesh. A morph target is an EXACT DUPLICATE of your original mesh but with some vertices pushed and pulled into a new location (like, a smile or blink). Morphs are interesting creatures in that they are pretty much a morph target or not. This, of course, means that the files are MUCH larger than the master weighting poses found on the Avatar Body Parts Introduction. This makes them a little harder to work with as it takes a beefier computer to deal with the complexity of the file.īuild Mesh – Adding or removing vertices – your friend? To build a new head, specifically, it is *really* helpful to begin with an avatar that is positioned in the ‘weighting pose’….and that also has all of the morph targets actually living in the file.
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