Alright, for this tutorial we will be creating a sword product for imvu. First and foremost we need to load 3dsmax. Once you have 3dsmax loaded please open either the
Female04_Anime01_WeightingPoseMASTER.max or Male03_Anime01_WeightingPoseMASTER.max depending on which gender you are making the sword for.

Once you have the correct file open you should see the avatar int he multiple viewports on the screen. For now we don’t really need the reference model as it will only get in the way of modeling our sword. So go ahead and go to the menu up top and click Edit >> Select All

Which should highlight everything in the scene. Now if by some chance you opened the file and got stuck in fullscreen viewport mode you can toggle between fullscreen and multiple views by clicking the Maximize viewport toggle button located at the very bottom right hand side of the 3dsmax window.

Ok with our model still selected we want to head over to the Display Tab located on the right side of the window

From here we can hide the model and all its parts, which we will use later just not at this time. So go ahead and scroll down the Rollout menu until you find the Hide section. Go ahead and click Hide Selected.

Alright, now we are ready to start modeling a sword! Ok so first thing we want to do is go back to the Create Tab.

Swords are actually quite easy to make, I found several easy tricks to making very cool looking swords. but for this tutorial we will make a typical bastard sword. So you should be in the Create Tab with the Geometry button highlighted.

Now you want to Select box from the list of primitives.

Now what we are doing is drawing the blade of the sword. So find the top view, if you don’t have a Top view you can make one of the views a top view by right clicking on the viewport’s name and then selecting Views >> Top

Make sure the Box Primitive is selected, then begin drawing a long rectangle. the longer end going vertically and the shorter ends going horizontally. This will be the basic shape of your blade..for now. once you release the mouse it will have you continue to draw its depth, you can see this in other viewports as you move the mouse we want to create a standard depth to our sword so click the left mouse button when your satisfied.


If for some reason you can’t see the box in the other views while drawing it you can click the Zoom Extents All button which should fit the drawing area in all the viewports to the same Zoom and Position.

Once you have your sword at the right height,width, and depth we need to start editing to vertices to mold its shape. So now we want to click the modify Tab.

Make sure that your box is highlighted by clicking on it, you should see this after you click the Modify Tab.

Now what we want to do is Add the Edit Mesh Modifier to it, to do so click the Drop down box that reads “Modifier List”, Locate Edit Mesh and click it. you should see this.

Now we want to expand the + next to Edit Mesh by clicking on it, You should see a list containing:
- Vertex
- Edge
- Face
- Polygon
- Element
We want to click on Vertex which it should highlight Yellow or Some Highlighted Color depending on the Skin you are using on 3dsmax. Mine shows up Blue, but the default is yellow if you not using any skins.

You should notice that Your Box mesh in the viewports to the left have their Vertices highlighted with Blue dots. What we want to do is alter the Blade so that toward where the hilt will go its wider than it is toward the point of the blade. To do this Click the Scale Tool on your menu bar up top.

Now Click and hold the Left mouse button in an empty spot to the left of the Bottom most vertices in the top view and drag the mouse across creating a selection chain. We want to select all the bottom most vertices.

The Vertices you selected should have highlighted red. You should have also seen an Axis Appear showing X & Y Directions. Since we want to make this end thinner than the top we want to scale these vertices inward along the X Axis. To do this hover your mouse over the X Axis, You should notice several changes in its appearance as you hover over the Axis, The Inner Yellow Triangle Shown in the Image Above Means that All 3 Axises X,Y, and Z will be used to Scale. The Bar right above the triangle that connects X & Y Axises if this is highlighted yellow this means it will only Scale Along the 2 Shown Axises X & Y. What we want is Only the X Axis Bar highlighted like so.

Now hold down the left mouse button and drag the mouse inward toward the center of the Axis, you should see the Vertices move closer together causing the angle of the sides to the top of the box change.

Go ahead and scale it to where you feel its best. The next step will be Extruding the tip of the blade from the edge of this box. I typically like to use the Perspective Viewport when selecting Faces. So First We need to Select Face.

Now in the Viewport we want to make sure its set to Shaded with Edged Faces, this just makes selecting faces so much easier. To do this just right click the Perspective Viewport Name and select Smooth + Highlights, and then also make sure Edged Faces is checked.

Now we want to Rotate/Zoom/Pan so that we can see the blade tip. You can Alter the View by clicking these buttons and dragging the mouse in the viewport.

Now once you have the tip of the sword blade facing you we want to click the Select Object Tool.

Now Click on the Front of the Tip, you should notice it highlights red, we want to click on both faces to do so Hold CTRL and click this will allow you to click another face without deselecting whats already selected.


Now Scrolldown the Rollout menu to the right and click Extrude.

Now in Either the top or Perspective view click on the selected faces, you should see your mouse icon change when you hover over it, Click the left mouse button and drag the mouse a bit. You should see the end of the mesh Extend outward after where the faces were. Extrude it out a littlebit like this

Ok this chunk of the block will be the sword’s point which we will change that right now, go back and select Vertex mode in your edit mesh modifier list. this time we want to select the bottom most vertices of this new box you extruded from the front of your blade. So go ahead and click the Scale tool
again and select the very bottom vertices in the top viewport.

Now instead of scaling on the X axis like we did last time we want to Scale on all 3 axises, so hover over the Axis until the middle triangle is highlighted Yellow click and drag it until all the vertices come together as one point like this.

now we have a point on our sword, but we aren’t done yet, even though we made a cool point.. that cool point still consists of sever vertices. We want this to be one vertex only. So what we want to do is weld these together into one. Scroll down your Rollout menu until you find the Weld section.

Depending on the Size of the model your working even though you squeeze vertices together and they appear as one, they might not be close enough to be welded together. So we want to change the distance next to the selected button from 0.1 to 1.0, this should seek far enough to weld the vertices we have selected together. go ahead and hit the Selected button. You may or may not notice a change but if no window popped up telling you the vertices are not within the weld treshold then they should be welded. Another way to know for sure if all of them were welded is to scroll up a bit it will display how many vertices you have selected.

If your selecting multiple vertices it say XX vertices Selected, in the case of the image above i had 4 selected, After i welded i only had one vertex selected in which case it tells me which vertex id i have selected instead of how many.
Now we want to make the edge of the blade which is thinner than the center of the blade, so we will want to extrude out both sides of the blade. Go ahead and select Face from the edit mesh list. Click the Select obj tool from the top menu 
now we want to highlight only the sides of the mesh, now you can either do this in perspective mode which can take a little while or you can make use of alternate views. Go ahead and go into the left or right view. if you dont have one right click on one of the views and select Views >> Left. Now we want to drag a the selection rectangle through the center of the model right up to near the tip.

When you release the mouse only the side faces should be highlighted.

Although the back of the model’s faces are still selected. rotate the view to the back Hold Alt and click on the back faces you should see them deselect without deselecting what you already have selected.

If your having troubles selecting or its selecting the wrong face, you may need to check ignore backfaces from the rollout menu to the right. this will prevent you from clicking on faces that aren’t facing you such as the otherside of the blade.

Once you have the correct faces selected we want to then click extrude. Go ahead and extrude out however far you think the blade’s edge should be from the center body. You may notice when extruding shapes with multiple angles that it gets a little weird and mal-proportioned, if this happens go ahead and hit Edit >> Undo, under extrude you should see a couple radio buttons reading Normal: Group & Local. We want to select Local so that all sides move outward toward their local normal direction, not an averaged group direction.
Here is mine in the top view after extruding:

Yours should look similar to this in the top view. You’ll notice it looks a bit funky in the perspective view, this is because we need to collapse and weld our outer vertices together to make a thin sharp edge to our blade. So go ahead and go back to Vertex in the edit mesh list. Click the Sel Obj tool again 
This time we want to select all the outer vertices except for the back. using the top view and holding Ctrl please select all the outer vertices like this. Make sure Ignore Backfaces is unchecked, this can prevent you from selecting the vertices on the other side of the blade.

Now in the Left View we want to scale all of these downward toward each other so they form a flat edge. Select the scale tool
then in the Left or Right view we want to scale it down on its Y axis

to this

Then go Down to Weld and click Selected Button. You’ll notice the tip of the blade looks kind of razor-ish, we want the tip to angle downward like the sides, so we need to select the tip and the old tip vertice then scale them together and weld.
to 
Now we want to move the tip down a little bit, seems a bit short. To do this just select the Select and Move tool from the top menubar

Just like scale you can drag the mouse and move the vertices position opposed to scaling them. So in the top viewport go ahead and drag the vertex down along the Y axis to make the tip longer.

If you think your blade is too thick you can always select all the vertices and Scale it down on its Y axis in the Left/Right/Front views

Now we are going to want to Uvmap the Blade of our sword, If your unfamiliar with UVmapping it can be one of the most vexing things about modeling. UVmapping is setting the coordinates of a Face on a 2d image to show a section of that image on the face in 3d.
Since our blade is rather Planar as far as its shape goes it will be relatively easy to UV map, other more complex forms of geometry are harder to UV map and it is a good idea to think ahead about how you will map it before modeling it. Ahem*
Anyways, First Go ahead and click Edit Mesh to deselect any editing modes you may be in. Then we need to select UV Mapping from the modifier drop down list where we had previously selected Edit mesh.

If you noticed there is a Orange Colored flat square around your blade in the viewports.

if this is the case then we are good to go, if the square is not visible or not covering the sword, its possible you added the UVMapping modifier while leaving the Edit Mesh edit mode on. You must make sure that nothing is highlighted on edit mesh before adding UV Mapping modifier, otherwise it will attempt to map only the parts you left select, which is useful but not what we want right now. If that was the case just right click on UV Mapping and Delete it. Unhighlight edit mesh mode then reapply the UV mapping modifier.
Now what we want to do is collapse the list of modifiers back down to edit mesh, since the model is UV mapped now we can move on to the next piece. so Right Click on the UV mapping modifier and select Collapse All.

You’ll get a warning like this

Basically this means that after its collapsed we cant go back and edit the UV map we will have to reapply the UV map to change it. Go ahead and click Yes. You should have noticed that the modifier stack has collapsed back down to Edit Mesh again. What we need to do now is specify a material ID for the blade of the sword. Since IMVU uses material IDs for the Model the sword blade can be on its own texture seperate from the rest of the Model.
So go ahead and expand Edit Mesh and select Element. Elements are parts of the model that are fused together via vertices. For instance if you make 2 cubes as one mesh you can select one or the other cube in select element, however if you weld vertices from one cube tot he other cube they are now one element. since the sword is one element we can easily select all its face just by clicking on it via element mode.
So click your select obj tool
and click on the sword. It should have highlighted in red. Now we want scroll down to the bottom of our rollout menu until we see Surface Properties

Right under where it says Material: Type a 1 in the box next to Set ID and hit enter. The blade of our sword is now set to use Material ID 1. We are finished with the sword blade for now, next we need to create the Crossguard. Go back and click the Create Tab again.

Now we want to make another box for our crossguard. Select Box and drag it in the topview parrallel to the end of your blade and make it a little thicker than your blade like this.


Ok for this next part im going to show you a cool feature, CSG (Constructive Solid Geometry). CSG is a very powerful feature. you can take one Convex Shapes (Convex meaning all faces point away from all other faces). So lets go ahead and create a Cylinder. Select Cylinder from the primitives list to the right.

We don’t need a high poly cylinder as this is our cutting mesh, so go ahead and set the sides to 12 and the height segments to 1. now go ahead and click in the top view where the center point of the cylinder circle will be then drag out the circle so part of it overlaps the crossguard. The height can be anysize so long as its taller than the crossguard.

I want the arc of this cylinder to have more of a subtle curve from one end of the crossguard to the other. Select the Scale tool
and we want to scale it down in the top view along its Y axis. You may need to switch between the Scale tool and the position tool to line it up. But this is the end result i’m looking for.

As you can see the curve of the cylinder flows evenly along the side of the crossguard. Now you also want to make sure the height of the cylinder passes through the geometry of the crossguard vertically like this in the left/right view.

Ok now let’s cut this cylinder out of the guard. Now on the Create Tab right under it you should see a drop down menu that says Standard Primitives. We want to select Compound Objects.

You should then see a new list of creatable stuff. The one we are looking for is Boolean. Now click the Select obj tool and click the crossguard box to highlight it. Now click Boolean. You should see some stuff appear in the rollout menu below. Look for Pick Operand B.

Click on Pick Operand B and then click on the cylinder POOF! the cylinder is gone and now there should be a nice cylinder shaped cut in the box where the cylinder once was.
You may need to use the positioning tool to realign the crossguard with the blade. It should look something like this:

Now we want to Bevel out the sides to give it a slight rounded edges. To do this is generally the same as Extruding. What you need to do is Go to the Modify Tab and in the crossguards modifier list you should see boolean. Right click on boolean and hit collapse all. This should convert it to and Edit Mesh modifier. Now expand Edit Mesh and select face edit mode.
We want to bevel out the two sides of the hilt. A really easy way to select both sides of a shape like this is to click the Select object tool up top and drag the selection rectangle through the top and bottom of the crossguard in the top view but make sure the left and right sides of the rectangle selection box are just before each side of the crossguard like this.

Which should select everything BUT the two sides on each end. After this you can go to the menu Edit >> Select Invert and it will select the sides and deselect everything else.

Now with each side selected scroll down your rollout menu where you last found Extrude and you should also see a button right below it that reads Bevel

make sure the Normal is set to Local and now click and hold the left mouse button on the selected face and drag your mouse. You should notice it works the same as extruding, but when you release the mouse it wants you to push the geometry outward or inward. We want to push it inward a bit until you get it to look something like this.

Now let’s go ahead and Select Edit Mesh so that Face editing mode is off. Now go ahead and add the UV Mapping modifier which should have made a nice orange box around your crossguard.

Ok go ahead and right click on UV Mapping Modifier and Select Collapse All again. Then go ahead and expand edit mesh select element and click the crossguard. Then Scroll down the rollout menu until you see Surface Properties again. this time enter 2 in Set ID and hit enter.

Yay, just about done with the modeling portion of this! Now we just need to make the hilt of the sword. The hilt is really easy, it’s nothing more than a dolled up cylinder. So go ahead and go back to the create Tab change the dropdown menu from Compund objects back to standard primitives and click on cylinder.
We need to create this cylinder in the front view, if you don’t have one just find a view right click on its name and hit Views >> Front.

We want to click in the very center of the sword as the center point of our cylinder and then make its diameter the same width as the hilt’s thickness, then drag it out so it looks long enough for a hand to grab it.


You’ll need to use the positioning tool to move the hilt into the right spot. Most hilts aren’t exactly perfectly round, usually they are longer on one side and thinner on the other. So in the Front view use the Scale tool to Scale it down a bit on its Y axis and scale it up on its X axis.

Also the Bottom of the hilt is generally thinner than the top where it connects to the crossguard, so for this we will need to click the modify tab. Right Click on the Cylinder Modifier and hit Convert to: >> Edit Mesh.
Now expand Edit mesh and select Vertex edit mode.
We want to select the bottom vertices of the hilt in the top view and scale them down a bit on all 3 axises

Good, now its time to add the last piece the butt end of the hilt. So under edit mesh click Face select everything in the hilt except for the very end edge.

Now in your Menu select Edit >> Select Invert. what we are going to do now is Bevel out the end of the hilt. So scroll down your rollout menu and select Bevel first extrude it out about an inch then bevel it outward this time instead of inward

Next we are going to bevel it again but this time bevel it inward.

And there you have it a Sword hilt. Now on to UV mapping it, select edit mesh so that Face editing mode is not highlighted. then in your Modifiers drop down menu select UV mapping again. This time however we don’t want that orange box, Since we are using a cylinder we want to select cylinder mapping. Down below in your rollout menu find cylinder and click it.

This time an orange cylinder appears, it may or may not encompass the entire hilt. if this is so we need to modify the orange cylinder gizmos. Expand UV Mapping and you should see in the new list “Gizmo”. Click on Gizmo as we will need to edit it. Go ahead and click the Scale tool, we should be able to scale the gizmo on its axises to fit the hilt properly.

Once you have it lined up with your hilt go ahead and right click on UV Mapping and hit Collapse All. Then yet again expand edit mesh click element and scrolldown to Surface properties and enter a 3 in Set ID

Alright we are getting down to the last tid bits of making the sword. The next step is to attach the model together into one mesh. So go ahead and click Edit mesh to deselect Element mode. If you look below in your rollout menu you should see a button that says Attach. Go ahead and click it so its highlighted and then click each part of the sword.

The sword pieces should all be one solid color and all be highlighted as one model. In fact if you click edit vertex face or any of those editing modes you will be editing the entire thing now at once.
Next we need to generate the sword’s textures. If you don’t have Texporter i suggest you download it here. Pick you version of 3dsmax and install the plugin files. You will need to restart 3dsmax so save your file now as something you can remember.
If you have Texporter installed then click on over to the Utilities tab (which may have a different icon on the default UI skin)

Its usually the last tab in the list. Once your in the utilities tab click on the more.. button and look for Texporter.

Ok now we need to export our textures. Sometimes when attaching models the Material Ids get goofed up. To easily correct this go back to Edit mesh select element and click on a part and see if the material id is there. if not fill it in for each part thats missing one. Anyhoo back to texporter. You need to set the options like i have here

So Lets get the first texture click the Pick object button then click on your sword.
It should generate a texture window containing your sword’s UV map for the blade. Go ahead and click the disk icon and save it somewhere.

now change the Only ID to 2 in the Texporter rollout menu and then click Pick object and select your sword. Save it and do the same again for ID 3.
Ok now its time to make an IMVU compatible material. So up in your Menu Select Rendering >> Material Editor

Which should have opened this window. So we need to create a new material for this sword. So click on one of the empty materials.

Then off the right hand side below we need to change the material type from Standard to Multi/Sub-Object

Alright next we need to setup our material list. After you have chosen Multi/sub object you should see a different area below like this

IMVU is very particular about its naming conventions, Since we are only using 3 materials they need to be named matname [matid]
For example click on the top material

Clicking this will expand it into a another material editor rollout menu like so

You need to replace the material name with anyname you want followed by the material number. IMVU’s material range starts at 0 unlike 3dsmax which starts with 1
Since out blade is assigned to material 1 i’m going to name this material blade [0]

Now we need to add our exported texture to it. So now click the button next to Diffuse and Select BITMAP and then browse for your sword texture and load it in

Now select the Show Map in Viewport button, this will allow you to see the texture on the sword once we apply it. Now click the Drop down box to the left of the Show map in viewport button select the top item to go back to the list of materials.

Now do the same down the list for the next two textures, make sure you add 1 tot he material ID as you go down so it should read
- blade [0]
- guard [1]
- hilt [2]
or something similar at least.

once you get your materials done we need to apply it to the Sword. Click on the sword and make sure its highlighted and also make sure your on the top level of your material like int he picture above. Then click Assign Material to Selection.
You should see your sword in the viewport is textured.

Ok now we are ready to attach this sword to the Avatar’s hand. So go back tot he Display Tab, scroll down and click unhide all.

You should see the Avatar reappear now in the viewports. Using the Position tool, Scale tool, and Rotate tool (which is next to the position tool) Try to line up the sword in the hand you wish the avatar to hold the sword in.

Once you got the sword in the hand you want click Select by Name tool

Selecting by Name is really handy when you need to select an object that is hard to click on.
Scroll down the list and look for Either lfhand or rthand depending on which hand you put the sword in. I put mine in the right hand so i’ll select rthand.

hit select. Now we want to make a clone of this bone since in this Tutorial we will be adding the sword as an accessory. So after the rthand or lfhand is selected go to the menu and hit Edit >> Clone, On the window that pops up make sure its set to copy and not instance then name it whatever you want, just remember the name.

Ok next we need to weight the sword to that bone. Click on the sword to highlight it, then go to the Modify Tab to the right. Then in the modifiers drop down box we want to pick Skin this time.

Now scroll down the rollout menu and Click the Add button, Then from the list select the bone you cloned.

Now click Edit envelopes above the Add button to activate it, then check the vertices checkbox right below that.

Now in one of the views select all of the vertices in the sword by dragging the selection rectangle over the entire model. The vertices should have shown up as a bunch of white squares.

Once you have all the vertices selected scroll down the rollout menu some more on the left until you find weight properties. Next to Abs. Effect type 1.0 in the box and press Enter. You should have noticed all the white boxes are now filled red.


Now that the sword is Weighted to the bone its EXPORT TIME!
so go ahead and click the Create tab to deactivate any editing modes. First we need to export the bone. So click Select by Name and select your bone you weighted the sword to. Then Click File >> Export, Set the file type to XSF Cal 3d Skeletal File. Then give it a name and don’t forget to type in the xaf extension otherwise it will save it in an unsuable binary format. Hit save then hit finish.
Now you need to Export your sword. Select your sword and hit File >> Export. Change the file type to XMF Cal3d Mesh file and make sure to type the .XMF extension and hit save.
It should show the corresponding skeletal file as the one you just exported. if not make sure you set it to it. Then just hit Next >> Next >> Next >> Finish. And your ready to import these into IMVU.