Alternative the size of the avatars can be adjust directly to compensate from within the Property Editor. While this can be mitigated to a degree adjusting the 2D/3D grids settings ( Settings/Preferences » Grid Properties), doing so may have limited affect. Important: avatar meshes compatible with IMVU Studio Toolkit may present scaling and physics simulation issues for Marvelous Designer due to the size disparity relative to the default grid. Leave the other settings untouched and click OK to finish. If Automatically Add Arrangement Points is enabled, click the checkbox to disable. Depending on the format an ‘Import’ dialogue may appear. In the file browser that appears locate the reference model to be imported, highlight it then click Open. To import an IMVU avatar reference into Marvelous Designer, open the application and from the File menu click Import then choose a mesh format to import OBJ (Object), OpenCOLLADA (DAE) or FBX – File » Import ». Marvelous Designer *.zprj and *.avt files | c.Toolkit scale – sizing relative to IMVU Studio Toolkit for Blender. The point I'm making is that you can't assume that just because a shoebase is supplied that you need it for your fitting.Download: ZIP files include both male and female avatars plus textures ĭefault scale – size relative to standard 3DS Max, Blender and Maya Starter Files. I also have some hyper-platforms that are much easier to wear with the shoebase supplied. Some of a well known designer's early mesh-body attempts come to mind. I've had shoes like the ones you describe where the shoebase seems to be part of the rigging system. If you use those with a mesh body version, then you may (but it's not certain) get the effect the OP described. Quite often the designer includes a shoebase for use with the system versions. I may continue to ignore the shoe bases in the future since making the adjustment myself to the shoe's fit is not a big deal, but it was interesting to see this interplay between bases and some shoes. I'm going to start paying more attention to the ones that do to see if those are the ones that end up needing a manual adjustment if I don't wear the included base. Most of my mesh shoes do not even come with a base. Naletas' comment above made me think to try the base this time to see if that would fix the issue without a manual adjustment. I've encountered that incorrect fitting in the past and have just manually adjusted the shoe fit. I was able to manually adjust the shoe fit, but I also discovered that if I actually wore the 'high shoe base', then the shoe fit perfectly. I verified that I had the correct foot height (flat/mid/high) via my Lara HUD. Yet last night I put on a pair of shoes that did not immediately fit right - they were sitting up around the ankles rather than at the foot. I don't typically wear the shoe base and I do usually just use the Hover slider to adjust my ground height. My guess is that you have an SL shoe delivered with a mesh shoe, and you don't need it. There are some places and things will present a problem for where the avatar's feet appear in relation. The result of all this is avatars walk through, sink into, or float above mesh objects. Generally an invisible prim object is used to provide the physical shape for the physics engine. Even when they do make it physical the physics engine does a poor job of connecting the visible image and the simplified physical shape. Most creators do not make mesh physical, meaning the SL physics engine ignores it and avatars do not collide with it. The result is I keep this control on screen to tweak my position when walking and sitting. It works pretty well for standing and walking. It helps to keep feet at the floor or ground surface and to sit you more accurately on furniture. This is an adjustment that adds to or subtracts from the composite height of your avatar. Then there is the right-click-on-avatar->Hover Height. I think most of us avoid using this setting as it is awkward to change on the fly. You have to have a Mod-OK shape to adjust this setting. In SHAPE there is a height adjustment called HOVER. Others come with an additional attachment (using the 'item/object' icon) that adds to or subtracts from the foot and shoe height adjustments. Some mesh shoes rely on the height adjustment of the feet. For instance Slink feet come with 'shoe' items to set the height for flat, medium, and high feet. There are shoe and feet attachments that come with attachments to adjust avatar height. The Shoe item can be taken off or replaced. There are some things that control whether your feet touch the ground or not.Ĭlassic/System Shoes - In OUTFIT editing you'll see the Shoe item.
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