Vertex ID vs Influence ID, do they even exist

Don Von Alpha Dom
by Don Von Alpha Dom · 4 posts
9 years ago in 3D Meshing
Posted 9 years ago · Author
Alright. To my understanding, an influence ID is a reference to another vertex's bone ID. Correct? The reference tells the vertex which other vertex's bone it should be weighted to. Correct? IMVU allows you to weight bones to each other. Correct? You can make two of your own vertexes and weigh their bones to each other. Correct?

Or can you?

Does IMVU even keep track of vertex ID's? If a vertex's bone is not weighted, does it even need an ID?

I am asking this because I have found that when we upload our products to IMVU, IMVU sets all vertex ID's to zero (0). This means IMVU no longer knows the vertex ID's of your bones. So then, how does it allow the weighting of bones to each other? Can you not weight to your own bones? Are you limited to only weighting to the bones of avatars?

When using a bit reader to read product data after it had already been uploaded to IMVU, I noticed that all of the product vertex ID's had been removed (set to zero). hey had all been set to zero by IMVU, when before uploading the product ... the product use to have vertex ID's numbered from 0 to 574. I was curious as to how IMVU could get away with that when they use influence ID's to weight to bones identified by vertex ID.

Example of a mesh before you upload it to IMVU:

Code
<HEADER MAGIC="XMF" VERSION="919" />
<MESH NUMSUBMESH="1">
    <SUBMESH NUMVERTICES="79" NUMFACES="128" NUMLODSTEPS="0" NUMSPRINGS="0" NUMMORPHS="1" NUMTEXCOORDS="1" MATERIAL="2">
        <VERTEX NUMINFLUENCES="1" ID="0">
            <POS>9.90088 -46.2806 903.615</POS>
            <NORM>1 4.07558e-005 0.000181541</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.625 0</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="1">
            <POS>9.17307 -43.936 906.42</POS>
            <NORM>0.926006 0.242039 0.289706</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.5 0.125</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="2">
            <POS>9.17336 -49.0857 905.959</POS>
            <NORM>0.926036 -0.289501 0.242169</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.75 0.125</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="3">
            <POS>7.10164 -41.9485 908.797</POS>
            <NORM>0.709466 0.451909 0.540774</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.5 0.25</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="4">
            <POS>8.14682 -46.772 909.108</POS>
            <NORM>0.810322 -0.0521522 0.58366</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.625 0.195913</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>


Example of a mesh after you upload it to IMVU:

Code
<HEADER MAGIC="XMF" VERSION="919" />
<MESH NUMSUBMESH="1">
    <SUBMESH NUMVERTICES="79" NUMFACES="128" NUMLODSTEPS="0" NUMSPRINGS="0" NUMMORPHS="1" NUMTEXCOORDS="1" MATERIAL="2">
        <VERTEX>
            <POS>9.90088 -46.2806 903.615</POS>
            <NORM>1 4.07558e-005 0.000181541</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.625 0</TEXCOORD>
            <INFLUENCE ID="1">1</INFLUENCE>
            <Data>0</Data>
            <Data>-1</Data>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="0">
            <POS>9.17307 -43.936 906.42</POS>
            <NORM>0.926006 0.242039 0.289706</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.5 0.125</TEXCOORD>
            <Data>0</Data>
            <Data>-1</Data>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="0">
            <POS>9.17336 -49.0857 905.959</POS>
            <NORM>0.926036 -0.289501 0.242169</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.75 0.125</TEXCOORD>
            <Data>0</Data>
            <Data>-1</Data>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="0">
            <POS>7.10164 -41.9485 908.797</POS>
            <NORM>0.709466 0.451909 0.540774</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.5 0.25</TEXCOORD>
            <Data>0</Data>
            <Data>-1</Data>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
        <VERTEX NUMINFLUENCES="1" ID="0">
            <POS>8.14682 -46.772 909.108</POS>
            <NORM>0.810322 -0.0521522 0.58366</NORM>
            <COLOR>0 0 0</COLOR>
            <TEXCOORD>0.625 0.195913</TEXCOORD>
            <Data>0</Data>
            <Data>-1</Data>
            <INFLUENCE ID="1">1</INFLUENCE>
        </VERTEX>
Posted 7 years ago
intresting question really
i do not know the answer but still worth looking in to
Posted 7 years ago
Alright. To my understanding, an influence ID is a reference to another vertex's bone ID. Correct?
Don Von Alpha Dom wrote:
Alright. To my understanding, an influence ID is a reference to another vertex's bone ID. Correct? The reference tells the vertex which other vertex's bone it should be weighted to. Correct? IMVU allows you to weight bones to each other. Correct? You can make two of your own vertexes and weigh their bones to each other. Correct?Or can you?Does IMVU even keep track of vertex ID's? If a vertex's bone is not weighted, does it even need an ID?I am asking this because I have found that when we upload our products to IMVU, IMVU sets all vertex ID's to zero (0). This means IMVU no longer knows the vertex ID's of your bones. So then, how does it allow the weighting of bones to each other? Can you not weight to your own bones? Are you limited to only weighting to the bones of avatars?When using a bit reader to read product data after it had already been uploaded to IMVU, I noticed that all of the product vertex ID's had been removed (set to zero). hey had all been set to zero by IMVU, when before uploading the product ... the product use to have vertex ID's numbered from 0 to 574. I was curious as to how IMVU could get away with that when they use influence ID's to weight to bones identified by vertex ID.Example of a mesh before you upload it to IMVU:Code: Select all
9.90088 -46.2806 903.6151 4.07558e-005 0.0001815410 0 00.625 019.17307 -43.936 906.420.926006 0.242039 0.2897060 0 00.5 0.12519.17336 -49.0857 905.9590.926036 -0.289501 0.2421690 0 00.75 0.12517.10164 -41.9485 908.7970.709466 0.451909 0.5407740 0 00.5 0.2518.14682 -46.772 909.1080.810322 -0.0521522 0.583660 0 00.625 0.1959131Example of a mesh after you upload it to IMVU:Code: Select all
9.90088 -46.2806 903.6151 4.07558e-005 0.0001815410 0 00.625 010-19.17307 -43.936 906.420.926006 0.242039 0.2897060 0 00.5 0.1250-119.17336 -49.0857 905.9590.926036 -0.289501 0.2421690 0 00.75 0.1250-117.10164 -41.9485 908.7970.709466 0.451909 0.5407740 0 00.5 0.250-118.14682 -46.772 909.1080.810322 -0.0521522 0.583660 0 00.625 0.1959130-11
The reference tells the vertex which other vertex's bone it should be weighted to. Correct? IMVU allows you to weight bones to each other. Correct? You can make two of your own vertexes and weigh their bones to each other. Correct?


Correct. if you put item to 0 1-9 its turn your avatar to nothing. make it invisible.
now if you want to overlay it so doesn't effect your items. anything after 9.
but you have to make sure index and mesh id. is over 9.

but also you need figure out way you cant infer with.... other item when you change the code in debug 2. (80 female and 191 male.) so yes your correct. <3

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