IMVU avatar pose editor
For creating triggered poses and furniture seat poses. Currently animation is NOT supported, however there is a workaround, see IMVU forum for details.
Download the zip file:
Obtain the file "Female04_Anime01_SkeletonMASTER.xsf", and put the file in the same place as pose2e.exe
The first time you run the editor it will take a longer time to load while it creates the file "Female04_Anime01_SkeletonMASTER.txt", and on subsequent runs it will load the txt file and load in much less time.
Vista compatibility: I've had reports that all versions of the editor up to 2d run under Windows Vista Home Basic without problems.
Windows 10 compatibility: I've had reports of problems, so I have carried out a test run.
This doesn't put the editor in a neat install folder under "program files", and the program as built assumes you want to load/save from the program folder but it is running. Also note that you shouldn't try to put it in "Programs" as that folder has protection making it effectively read-only.
The correct place to obtain
Extract the "xsf" file to the same folder as the program.
The program Pose2d allows the avatar skeleton to be manipulated using twelve keys to rotate a joint in different ways and the arrow keys to select which joint. The resulting pose can be exported as an XAF file that can be loaded into the IMVU previewer and assigned to a seat on a furniture product, or a trigger on a clothing product.
Version G allows editing of the height above ground, press "U" and you will be prompted for a new height.
The pose editor in its present form can not open the "binary" type files used internally by IMVU Create Mode. Create mode converts the large XML-based data files generated by various tools into smaller binary files that can be processed more efficiently.
What that means is that if you add a file to a product and then later extract the file the extracted version will be in a different format even though the old name and extension may be retained.
Binary formats may be recognised by the fact that they do not open properly in Wordpad and internally they are given identifiers beginning with "C" and not "X".
As always the advice is to keep your original files and do not rely on extraction. I do not promise to produce a CAF loader but it may be possible.
Eaglesoars' furniture pose tutorial (gone)
Sneakyhov's free poses forum thread (gone)
It is possible to edit the XAF file down to only contain positions for part of the skeleton, a hand for example. Once you've done this you can reload the part over another pose and it will only affect that part. This can be used to simplify annoying tasks like hand manipulation.
Non-standard avatars or accessory skeletons
This is a new feature and not properly tested
If you start the editor from the command line and give it the name of a skeleton file as a parameter then it will attempt to load the alternative skeleton and perform editing against that skeleton instead of the avatar skeleton.
4/4/10: Version 2g
Experimental, cleaned up and simplified math but this probably swaps the controls around
kludged in a way to set height above ground
20/6/08: Version 2f
Should fix a file loading error seen with version 2e
14/6/08: Version 2e (Withdrawn)
Has a BUG that it fails to load the skeleton file under certain circumstances
Adds an error message if the skeleton file cannot be found
Adds the ability to load an alternative skeleton for editing products other than avatars
8/6/08: Version 2d
or if you have gamemaker here's the GMD file by itself: pose2d.gmd
"Pose2d" fixes a small bug in the hand zoom feature that prevented you seeing one of the fingertips on each hand, also this version can read the "XSF" file issued by IMVU and make a text file from it, so I am no longer distributing the text file of the avatar skeleton.
Pose2d looks for a text file containing simplified data from the skeleton file. If it can't find it then it will read the skeleton file and create a text file from it. This takes a noticeably longer time.
29/4/08: Version 2c
"Pose2c" has a crude "Zoom" facility, select a bone within a hand and you can press Z to toggle a large view of the hand. Also the program can load either the text or XSF version of the skeleton data.
8/4/08: Version 2
"Pose2" now has a file open and save dialog. Press L to load a XAF file. The F5 and F6 save mechanism is still there and may still be useful to roll back edits but you can now reload your XAF files.
7/4/08: I have nearly finished making a script that can read XAF files. When this is completed I'll be able to implement saving and loading properly, and also add "file" menus.
Note: this is for the benefit of anyone interested in the program code, you do NOT need to do this just to use the editor, however if you want to alter the colours, screen size, controls, or you're just plain curious then read on.
Source code for the editor: pose2g.gmd
Copyright notice: The Gamemaker runtime is copyright to Mark Overmars and Yoyo games, and the avatar data file is copyright to IMVU. The XML library is by Major_Victory. The Quaternion library is my own work. The program does not contain any CAL3D source code.
Using version 5.3 keeps the system requirements very low, it should run well under Linux using "Wine" because it only requires a fairly old version of DirectX, but since its hard to find Gamemaker 5.3 nowadays then if you want to experiment with it I suggest converting to version 7. Version 7 needs a newer DirectX and Direct3D, but that is rarely a problem.
In Gamemaker 7 there is an option to create an EXE file, this can be used just like the original.
There's lots of "goodies" in Gamemaker 7.0 that could be useful, like a 3D engine. Since my code doesn't use them I've chosen to use the least demanding version.
You'll probably want to load the file into Gamemaker 7. To run the gmd file under newer versions you have to make one small change: load the file into Gamemaker in advanced mode, find the script called "Draw_Set_Color" and delete it.
The reason is that between versions 5.3 and 6.0 the syntax for setting the drawing colour changed. To make my code compatible with newer versions it has a script containing the GM5.3 command to set the colour. On later versions the command to set the colour IS "Draw_Set_Color" and the script has to go.