A juicer breaks down fruits and vegetables, dividing the pulp, skin/peel, and seeds from the juice. The juice flows out through a sieve, and the fiber is collected in a separate chamber. In general, blenders are the more versatile kitchen appliance, but juicers are better at what they are specifically designed to do — extract juice.
Shortcut To Primary Output From Imvu Mesh Extractor (active) Screen
- See the report or download other versions of IMVU Mesh and Texture Extractor. A program to render textured meshes for Trainz and to display complete traincars. It can extract images and sounds from any Adobe Flash SWF/EXE file.
- 1 Video tutorialsA tutorial series about 3D builder is available on the Channel 9 - 3D Printing blog: 3D Builder Tutorial Part 1 – Viewing your first 3D object3D Builder Tutorial Part 2 – Transf.
HighlightsThe highlights section includes major functionality updates at this release. Full motion video.(FMV) can play and analyze video data that is geospatially enabled. This allows the projection and display of the video frame footprint and sensor position on the map while the video plays. You can also collect features in the video player and visualize them on the map, or collect features in the map and see them displayed in the video player.Stream layer. A is a new layer type that displays real-time streaming data. It references a stream service as its data source.
You can symbolize the current observations in the stream with single symbol, unique value, graduated color, or graduated symbols symbology. You can also symbolize previous observations.Slice tool. is the newest that interactivelyreveals content hidden behind or within other content. Use it to slice through thecontent in your scene using planes or volumetric shapes. Slice is included among the other Interactive Analysis tools in the 3D ExploratoryAnalysis group on the Analysis tab.Metadata. You can now view and import different metadata types and export metadata to XML. You can save a copy of an item's ArcGIS metadata as an HTML or XML file on disk.Batch geoprocessing.
allows you to automate the running of a tool multiple times using many input datasets or different parameter settings.Revit file support. Data from Autodesk's Building Information Modeling (BIM) software, Revit, has been added to the list of data sources supported by ArcGIS Pro. Revit models can now be enriched with geographic analysis and visualization through direct-read and georeferencing capabilities.Get started. The section of the help system now includes documentation on, and.Mapping and visualization General. are now listed in and managed from the Contents pane. When you run ArcGIS Pro without, the maps in your basemap gallery will be vector basemaps. New maps and scenes will be created with vector basemaps.
You can drag datasets (for example, layer files or packages, shapefiles, images, tables, or TIN, LAS, or KML datasets) from your file system to the Contents pane of a map or scene to specify exactly where in the layer draw order you want the new layer to appear. Press Ctrl+Shift while clicking a layer check box in the Contents pane to turn on or off all layers at all hierarchical levels in the map or scene. Press Ctrl+Shift while clicking an expander in the Contents pane to expand or collapse all layers at all hierarchical levels in the map or scene. The Select Visible Features command can now be accessed directly from a layer's context menu, provided that layer has features that are currently displayed in the view. You can now directly input coordinate locations and navigate using the tool. On the Map tab, in the Navigate group, click Go To XY to display an on-screen overlay in the view.
The movable overlay allows you to input coordinates by typing directly or pasting from another source. There are multiple choices of units for formatting, and the Go To XY tool also maintains a history of the last five coordinates entered in the current session.
To copy the coordinates of the current location to the clipboard, right-click the location and clickCopy Coordinates. To convert the current coordinates to a different unit format, click Convert Coordinates and select the desired output.
The converted coordinates are added to the clipboard.You can create a point feature layer and an associated point feature class directly from tabular data. From the Add Data menu, choose XY Point Data to open the tool. For more information, see. You can now pause the drawingof a map or scene and still interact with it. Click the Pause Drawing button in the lower right corner of the map or scene. While drawing is paused, you can navigate, add layers, or change symbology, for example, but thestate of the map is not refreshed until Pause Drawing is turned off. When you take a map offline, you can download basemap layers and tile layers, as well as feature layers.
When you zoom in to the map, you can take more detailed content offline. Tile packages are created and downloaded for the map area. The original tile layers are turned off and new layers are added to the map that reference the local tile packages instead of the web layers. Check Show Map Tips to show a layer's DisplayField value when you hover the pointer over a feature. In the case of raster layers, the Raster Value is shown.The Show Map Tips check box is on the Display tab on the Layer Properties dialog box. The Rectangle Zoom tool can be added to the ribbon.
Click the Project tab and click Options. In the Options dialog box, click Customize the Ribbon or Quick Access Toolbar. The tool is available when you choose commands from All Commands.
There are that you can use in SQL queries defining. The viewextent parameter specifies a spatial filter for your query and can significantly improve performance when you work with very large databases.
The following tutorial, ' Making IMVU furniture rooms in Blender' is meant to instruct on the general process of making rooms for IMVU using the IMVU room template file for Blender to make non-animated rooms capable of holding additional in-game furniture items. It does not cover the finer points of using Blender or making content for IMVU. What it does provide is the basic information needed to use the room template file and its contains to make and properly export meshes from Blender to IMVU's various XML files -.xmf (mesh),.xrf (material),.xaf (animation) and.xsf (skeleton).Contents.Resources.A basic understanding of Blender is necessary to properly understand and use the following guide as it does not explain how to use Blender to any great depth or detail, this can be found by reading the ' tutorial.Important Note: please do be aware that making content for IMVU isn't for the faint of heart. Be prepared to spend a lot of time reading, researching and trying to understand the processes being explained; it's not generally possible to make custom rooms for IMVU in a few minutes of trying being new to 3D and IMVU creating. Which version of Blender?There are a number of different versions of Blender that can be used to make content for IMVU; Blender 2.45, 2.49 and any version above 2.63a. If not already downloaded, or the reader is new to being an IMVU Creator, it is suggest the latest version of Blender be used which can be.
Else please read the ' guide, in particular ' '. Download the Blender room template file for IMVUThe following uses a.blend template file containing everything needed to make non-animated rooms with furniture nodes for IMVU.
Included are three.blend files; ' TEMPLATEroom.blend' and ' TEMPLATEroom(prepped).blend' for Blender 2.45/2.49 ( obsolete/no longer included) and ' TEMPLATEroom(updated).blend' for Blender 2.63a or above. To download the file click the link below. The furniture template file open in the latest version of Blender (top) and 2.49 (bottom), showing the basic differences between Blender versions - there are no difference in the file when opened in one or the other Contents of the IMVU room template fileMaking an IMVU room using Blender involves the same basic principles required for any other type of product.
There are differences of course, so although a 'room' and a 'pet' are not outwardly the same, they do however have similar internal structures, essentially that of a textured mesh linked to a skeleton that has a single frame animation sequence associated with it. Much of the actual process is really about using Blender to model the room, to move, manipulate and edit the mesh to create the desired shapes and forms.
This is then textured (Materials are assigned) and then linked to an Armature containing a number of bones, each performing a different function within IMVU; furniture nodes used as locators for the items users load into a room, camera nodes which position the view when the room is first loaded, seating nodes for positioning avatars, and so on. Once construction and preparation of the mesh is done it's then exported from Blender to Cal3D, and assembled in Create Mode before being uploaded and published to the catalogue.Important: IMVUs default scale, the size objects appear to be in the 3D View, is approximately 100x LARGER than Blenders. Always start a project by for the product type being made to ensure everything is the correct size relative to IMVU, else scene ' Scale' and ' Clip' values will need to be increased to properly view view content (press ' N' to access ' View' properties, adjust ' Scale:' under ' Display', and ' Start:' and ' End:' under ' Clipping'). The Mesh (.MESH)Meshes are the actual objects people see in an IMVU chat.
It's simply a collection of coordinates, points in space shaped to represent an object three dimensionally regardless as to whether that's a room, chair or necklace. Once the object is made, it needs at least one ' Material' (which contains a ' Texture') and to be ' UVW unwrapped' - to which an ' Image' is assigned. It then needs to be ' Parented' to the rooms 'skeleton' (an ' Armature' object) and a ' Vertex Group' assigned - this lets IMVU know how the mesh is supposed to behave relative to more complex products; each area of a mesh can be 'paired' (linked) to a specific element of the skeleton and controlled independently of other sub componentsDesign note: meshes should ideally be appended with '.MESH' to help distinguish the data-type within a given project. A project called 'boxroom' for example, with a mesh called 'box', would be appended like so, ' box.MESH'. This is not critical to functionality of the room in IMVU.
For convenience meshes provided in the template file already have a full material assigned containing a texture which is properly assigned to a UVW map. For more details on these procedures please read the Blender Basics tutorials as it's not within the scope of this tutorial to cover this aspect of Creating in any detail - ', ' (for newer versions of Blender), ' and '. Rooms and the meshes they are composed from can be any shape or size, or contain objects and features of any kind. Shown above in Blender (latest - top, 2.49 - bottom) is the template room, a simple cube, with some blocks for seating The Skeleton (.RIG)The skeleton of a room is in fact an ' Armature' Object in Blender. It differs from furniture items in that it's typically much more complex and allows for increased functionality within IMVU. To facilitate this it will generally contain all if not two or three of the following components; a ' root' section, a set of ' furniture' nodes, a set of ' seat' nodes, a ' lighting' element and a ' camera'. The 'root' section is the most important because it's what everything is either joined or parented to.
It's also typically centred on Blenders grid so the 'origin' point of the Armature resides at ' 0,0,0' grid axis of the Scene. This latter point is important later on as it ensures the objects used to make rooms are not inadvertently repositioned or relocated when subsequently exported (more on that here).Design note: as discussed in this section although the template file contains a number of separate Armature objects for expediency and convenience, the RIG's critical components are actually ' Bones' and their relationships to each other in an overall hierarchy, not the Armature itself (note additionally the hierarchy display may differ in Blender from final output but this won't affect functionality in IMVU). An Armatures name is typically appended '.RIG' to help distinguish it from other types of object as per the above for meshes - this is just a nomenclature, not a file format designation. Basic components of a rooms Armature structure in the latest version of Blender (top), and 2.49 (bottom). Shown full-screen (' Ctrl+UP') are the wall, floor, and ceiling nodes for furniture, camera nodes, light and root nodes to which everything connects Furniture NodesThere are two types of room in IMVU, ' locked' and ' furniture'. Although they can still be found locked rooms are relatively rare because they generally proved limited functionality in IMVU, everything is 'fixed' in the room meaning users cannot change or alter the rooms appearance to suite their own tastes. On the other hand furniture rooms are far more popular because they do; users can customise their appearance by adding or removing items to suit.
This difference between the two types of room requires their respective Armatures be set-up relative to their eventual function - locked rooms don't contain furniture nodes for example. Basic furniture nodes as they appear in Blender (latest - top image, 2.49 - bottom image), there are three different sets but they all function the same way, 'ground' based nodes; 'ceiling' nodes, and 'wall' nodes. For each the 'Z' axis should always point 'up' (ground), 'down' (ceiling) or 'in' (walls) to a room Seating NodesAvatars interact with the scene and each other using a set of bones collectively referred to as a ' seat node' or ' pose spot'. By default there are two types of 'node', 1) a ' standing' and 2) a ' sitting'. As the names suggest they provide 'standing' and 'sitting' (seated) positions for the avatars in IMVU.
Because of their relative importance 'seats' are. A seat node in Blender is comprised of four bone (see below for details) and will be of either 'standing' or 'sitting', that is the avatar will either 'sit' or 'stand' when placed on one Lighting NodesAs briefly mentioned above, lights are one of the main sub-component of a rooms Armature. They are not actual 'lights' (or 'Lamp') entities in Blender but rather bones specifically identified for the purpose of illuminating a room and its contents in IMVU - although 'Lamps' can be placed to provide a general feel and sense of direction (a low horizon Sunset, or high noon Sun) to a rooms eventual illumination in IMVU, they would need to be 'converted' (exchanged) to bones. They are generally 'global' in nature in that they tend to illuminate a scene in a relatively uniform manner - only one or two are ever needed. Bones used for lights in IMVU are called ' Omni n' - where n equates to the number of lights present, e.g. ' Omni01', ' Omni02' etc.
Light should generally be limited to no more than three per scene.Design note: IMVU does support three different types of 'light', however, ' Omni' (omni-directional) are the most common due to their ease of use. When 'converting' a Lamp into a bone, either place a new Armature object into the scene and then join that to the main room armature, or 'extrude' a new bone from another. Armatures or bones used for lights can be added to the 3DView in front, side or top view. Light numbers are limited due to performance restrictions of the used by IMVU. Lighting is part of the Armature (shown in the latest version of Blender - top, 2.49 bottom image), usually a bone named 'Omni' - rooms should typically contain at least one light bone positioned relative to a primary light source Camera NodesAs with lights discussed above, cameras are another sub-component of a room Armature, and similarly rather than being an actual camera entity, they are instead a pair of bones which provide the necessary 'source' and 'target' mechanism IMVU needs as a scenes focal point (the point around which the scene is viewed an manipulated).
Again this means in practice, although 'Camera' objects can be used for positional purposes in Blender, they will need to be replaced with specifically named bones.Design note: replace Blender camera objects with a bones naming the camera ' camera.01.01.root' and its target (what it points at) ' camera.01.01.root.Target'. Camera armature/bones should be added in side view.IMPORTANT: whilst rooms can be made using Blenders own camera and light objects they will need to be swapped for bones before export to IMVU - this MUST be done (if not done by the Cal3D export script).