See Node Naming Convention Tutorial
SEAT Node - This tells the Avatar where to stand or sit
CATCHER & PITCHER Nodes – These Nodes are always placed at the exact same distance apart from each other, and are the points at which two Avatars start to perform a cooperative animation , like a Hug or High Five.
HANDLE Node – For a Seated Avatar, the Handle Node tells the IMVU Client where the “Click Here to Sit” button will appear
Root Node Placement
As an example of how important the placement of the Root Node is, the image on the left has the Root Node placed correctly at the base of the Chair, intersecting the floor. The image on the right shows the Root Node incorrectly placed in the middle of the Chair. This means the Chair will appear half under the floor when Imported into the Create Mode Editor .
Equally important as Node locations are how the Nodes are named. It is not enough to just have the Nodes there if they don't know how to interact with each other. If you have only one Avatar interacting with your Furniture item, then your Nodes will be named accordingly:
If you have more than one Avatar interacting with your Furniture item, it will look something like this:
NOTE: There is only ever ONE Root Node per Furniture product.
For more information, please consult the See Node Naming Convention Tutorial
Before you can Export the various parts of your Furniture product, you have to make sure that everything is relating correctly with each other. All products in IMVU are built like the skeleton of a Human body. There is a Head, and all the Bones are then Linked and relate to that Head. Furniture Products are no different. Think of the Root Node as the Head of your Furniture Skeleton. You will need to Link all other Nodes to that Root Node for your model to Export correctly.
In the above image you can see how the Root Node is at the top, with all of the other Nodes indented below it. Furniture products have relatively simple hierarchies, these get more complicated as you start working on different kinds of models. You will also notice that the 3D Mesh is not included in this hierarchy. This is because the Mesh will later be Weighted to the Root Node, rather than Linked to it.
To look at example Node Hierarchy, download the Furniture example models available in the IMVU Unified Installer.
3D Rooms in IMVU have Nodes built into their Floors, Walls, and Ceilings that are ready to accept your Furniture products. Because this is how it works, certain Furniture Products need to be built with this in mind. As a rule, the “Z” axis of any Furniture item needs to point UP , IN , or DOWN , depending on the orientation of that object. For a Chair, the Z axis should point UP , for Picture Frames and Windows IN , and for Ceiling product DOWN . As a rule of thumb, always make sure your Pictures and Windows lay on their backs on the Floor, and your Ceiling Fixtures are upside down. All will orient themselves just fine once Imported into the Create Mode Editor
The topic of Nodes is covered in the following tutorials:
Catcher & Pitcher