
WHAT YOU NEED TO KNOW, TO CREATE NEW IMVU ITEMS,
WITH SKETCH-UP.
*NOTE DISCLAIMER: This information is provided without guarantee. All information was, "Collected", "Learned", or "Created". Updates to this information will ensure the most accurate results, as implied, not stated.
Required items, (Programs).
(1) {IMVU PREVIEWER} (V1.9.6) Used for this guide.
SetupImvuTools.1.9.6.exe
* The DEVELOPERS page will have the most recent version.
IMVU DEVELOPER TOOLS
(2) {Sketch-Up Pro} (V5.0.260) Used for this guide.
(The new version 6, is not compatible at this time.)
The older versions of Sketch-Up can be found here.
www.sketchup.com
* If that link is not available, search GOOGLE for "Old Sketchup"
www.google.com & "Previous Sketchup 5.0.260"
(3) {GoogleEarth 4 Plug-in} (V5.0.034) Used for this guide.
www.sketchup.com
* If that link is not available, search GOOGLE for "GoogleEarth 4 SketchUp"
www.google.com & "GoogleEarth SketchUp"
(4) {Sketch-Up to IMVU} (V0.6.2) Used for this guide.
The old version, is talked about, and has out-dated info.
SketchUp_to_IMVU-0.6.2-setup.msi.zip
Required settings, (Sketch-Up).
(1) {OPEN GL} (May cause graphic problems.)
In the top menu, goto [WINDOW] and select [PREFERENCES].
Now, goto [OPEN GL] and unselect [USE HARDWARE ACCELERATION].
This fixes those funky broken lines for, (X, Y, Z) Axis lines.
(2) {US/METRIC SCALE} (IMVU uses US, not METRIC)
In the top menu, goto [WINDOW] and select [PREFERENCES].
Now, goto [TEMPLATE] and set to [ARCHITECTURAL - US].
This fixes problems with HUGE items after you export.
This also fixes problems with some misaligned items.
Required settings, (IMVU Previewer).
(1) {OPEN GL} (OPTIONAL: May cause graphic problems.)
In the top menu, goto [EDIT] and unselect [OPEN GL].
This will render the window with software only.
NOTE: You may have to restart PREVIEWER to see changes.
(2) {AUTO REFRESH} (OPTIONAL: May hinder development.)
In the top menu, goto [EDIT] and unselect [AUTO-REFRESH].
You will have to hit APPLY to see changes now.
If SELECTED, this will refresh the 3D window on any changes.
NOTE: You may get multiple items on each auto-refresh.
(3) {COMPRESS CFL FILES} (???: Sounds good, use it.)
In the top menu, goto [EDIT] and select [COMPRESS CFL FILES].
? (This should compress your CFL files, to make them smaller.) ?
NOTE: I am unsure of the gain this offers, or what is compressed.
(4) {ADVANCED MODE} (You are an advanced user, use it.)
In the top menu, goto [EDIT] and select [ADVANCED MODE].
This will show all the available options for each area.
If UNSELECTED, many settings will be hidden from editing.
NOTE: You can not remove stuff that you can not see!
(5) {CONVERT ASSETS TO BINARY} (???: Sounds important, use it.)
In the top menu, goto [EDIT] and select [CONVERT ASSETS TO BINARY].
? (This should be used, until I am told otherwise.) ?
NOTE: Please, let me know if this setting is NOT needed.
Great items to derive from, (Cheap).NOTE: These items are IMVU items, some of the first furniture items created. Many IMVU items have a modest derive fee of 250cr. Being the first items created, they are also mostly virgin items. Many contain few images, and the images are of a modest size. The only thing that I see, which may be of no importance, is that some items have (BodyPartId #2) selected. You can unselect this item, but once you save, it becomes selected again. This is why I have included the chair item, as it does not have that value selected.
(1) {Product12906.cfl}, 250cr derive fee.
Item: Single Window (ochre).
Materials: 1
File Size: 22KB
Placement: furniture.Wall.01
NOTE: (BodyPartId [2]), can not be unselected!
(2) {Product12908.cfl}, 250cr derive fee.
Item: Chair Relaxed (denim)
Materials: 3
File Size: 89KB
Placement: furniture.Floor.01
NOTE: Contains (Floor Shadow), Remove before adding your mesh.
(3) {Product12909.cfl}, 250cr derive fee.
Item: Bar (light brown)
Materials: 2
File Size: 79KB
Placement: furniture.Floor.01
NOTE: (BodyPartId [2]), can not be unselected!
Your Sketch-Up project, (Material Fun)First thing to do is create something.
There are many tutorials that show you how to create things with Sketch-Up, so this section will not go into detail on that subject. However, I will talk about what to do, once you have created something.
When you build your first item, you build it with the default material. This material has two sides. The tan side is what you want to see with texture in IMVU, while the purple side should become invisible.
When you build your item, Sketch-up will try real hard, to keep those tan sides facing out. Once in a while, you may notice they seem to flip the other way. You can select any surface with the pointer, and reverse the faces for that surface. Use your second/right mouse button to bring up the options for that selected face. Choose, reverse faces. You can also select multiple faces, by following the instructions on the bottom-left of your Sketch-up window, in the info bar. You will see other tips and reminders for the tool or action you are using, in that same info bar.
Now your creation is ready to get some color.
Where possible, you should create all of your materials in advance, when you have an idea what the model will look like. Sketch-Up does not have a way to color objects and create a template guide for you. However, I am aware that there are programs that allow you to paint a 3D model, and create a template. If you have one of these 3D painter programs, now would be the time to save your model, and export it to be painted. With all of the surfaces turned in the correct direction, the painter program can correctly map your painted skin, into a single image.
For those of us without a 3D painter program, we have to use separate images, created with a 2D paint program. (I prefer "Paint Shop Pro V6") You will need to make your textures with a similar program, or have a texture library, that you have permission to use, for commercial use. You can also create a test-template, using only lines and colors as a guide for mapping your images to the model. (I am not sure if you can use the textures in Sketch-up, and would advise that you not try to use them.)
Ok, your textures are ready, and you now have to get them into your project, so you can paint your model. Click on your paint-can and your material window should pop-up, if it is not already there. There are two tabs, one says [Library] and the other says [In model]. Select the tab that says, [In model]. You should only see one texture, without a name. That half-purple texture is your default texture. If you accidentally paint a surface with the wrong color, you can repaint it with that material, to un-paint it.
The button on top that says [Create], will bring up a new window. In this new window, you can create and edit your material. First you need a material to edit. Select the box that is on the left side of, {Use texture image}. Your, "File Browser", should pop-up and allow you to choose your image for this material. (I change the "View" to "View Thumbnails", found on the top-right of the, "File Browser". It looks like a mini icon of that window, with a tiny arrow pointing down.)
The default folder that loads is your Sketch-Up materials folder. You should save your projects and images in a folder on your, {Desktop}, or inside your, {My Documents}. You can get to them by hitting one of the JUMP-TO icons, on the left side. Once you locate your image, select it, and hit the [OPEN] button to load that image into this material.
Now you have a material, and Sketch-up has set some things that it assumes are correct. The, "Color Wheel", changes to reflect the common color of this material. This is used when you are painting or viewing your model, and have turned the texture view off. The surface will be that color, so you know what is painted in Sketch-Up. (That value has no importance in IMVU.) You will also see that it has entered in the, "Scale", size for your image. You will be adjusting this later, and for advanced users, you can get the scale perfect if you know how many pixels per foot, you are using.
The only other area in this window that is of any importance, is the text box on the left side of the, "Eye Dropper", with the word, "Material1", in it. This is where you should define your materials name, as it will help you when you export this project. When your item has been converted with IMVU's Sketchup2IMVU program. This name should remain the same, and will let you know which image to load into your IMVU item. Yes, you have to load your images again, in IMVU. The exporter only uses the values from Sketch-Up, to tell how to position your image. It does not actually insert your images into your new IMVU item.
Now your material is ready to adjust.
OK, now you have your material, and have named it, but the scale is, almost certainly, not what you desire. Do not adjust that yet, you would just be guessing at this point. Select the, [Add], button, so that your new material is inside your list of materials. With your paint-can in hand, click on your largest surface that needs to be painted with that material. If you are happy with the results, then Sketch-Up guessed correctly with the image scale. If not, you should quickly change the values of the scale. Just be careful, because the scale is in FEET and INCHES. The symbol for feet is ' and the symbol for inches is ".
Do not change your scale by trying to edit that surfaces texture settings. You would have to do that to every surface. If you change your scale in the material window, that changes all surfaces with that material. Change your scale by simply typing a larger or smaller measurement in one of the {linked boxes}. (You can unlink the scale, if your image is not in proportion, then lock it up, after you have fixed the proportion.) To go smaller than 1', you can do this, 0.5', or this 6", or this 1/2'. Those new measurements are all six inches. I love that feature!
OK, now your scale looks just about correct, or is perfect, but the material is funky looking, with four mixed-up corners, or is not aligned properly. Sketch-Up aligns textures based upon the center of your surface, and starts drawing with the corner of your image, in the dead center, repeating in all directions as a tile. You have to go into your 3D window, with the paint-can in hand, and second/right click on the material. Select, [Texture], then select, [Position], and you should see four colored pins, one on each corner of the true image.
You are interested in the {Red pin}, or in the {Hand drag-tool}. Both of those let you slide the image across the surface, to align it properly. Once aligned, if you notice the scale is still off, you should second/right mouse click on the material again, and select, [Done], then go back to your material scale settings. Now you can change that scale value again, making it larger, or smaller. you can use multiple decimal values, to try to get that exact value, Sketch-Up will determine what actual value can be used. (I suggest that you stay away from long decimals. 0.00000001 is almost pointless. LOL, I crack me up!)
Now your scale should be as good as it will get, and your position should be just about perfect. Go ahead and paint the rest of your stuff. If your materials seem backwards, or reversed, or flipped, there are options to fix those with the second/right mouse button. You can also use the other colored pins to, "Rotate", "Skew", "Scale", and "Pinch", your texture into the perfect position. Remember, that the SCALE on a surface, only changes that surface scale, not the material scale. I have not tried the other pins, but I have used the flip and mirror modifications, without any issues.
Using (GROUPS) and not (COMPONENTS).OK, now your item is all built and textured.
You have slaved for hours, aligning every surface texture, and now your ready to turn it into an actual item. If you created your first item in one of the sample projects that came with the "Sketch-up2IMVU" program, be sure to move any of the nodes away from your item. Now SELECT all of your item with the selection tool, looks like the normal mouse pointer. Just click and drag, to draw the selection window around all of your items 3D parts.
Once you have selected ONLY your 3D parts. Goto [EDIT] and select [CREATE GROUP], to turn your entire 3D selection into one complete object. You DO NOT have to give your group a name. Only the older exporter needed the item to be called a mesh. That is no longer a requirement. You also CAN NOT turn your item into a COMPONENT, as that will also cause problems with the conversion.(NOTE: Even if your item is created as one solid structure, you must still GROUP the item, for the exporter.)
CREDITS:WORKING ON THIS AREA