All 3D products in IMVU are built on the principle of a Skeleton.
Whether it is an Avatar, Room, or Furniture product, each is constructed, Linked, and weighted into a collection of Nodes, Bones, Cameras, and Lights.
These pieces make up how a product will be exported and eventually viewed in the Create Mode Editor and 3D Client.
Like the Bones in a Human Skeleton, each piece is connected and makes up a hierarchy of related objects.
For your IMVU product to work properly certain Bones need to exist, be Named in a specific way, and Linked in a special order for the Create Mode Editor to be able to display them.
Rooms have more elaborate Skeletons. For Room products you will need a Skeleton Node (Root), a Camera, Scene Node, Avatar Nodes, and Optional Lights.
Rooms can become complex very quickly and it is especially important that all of your Nodes are named properly and Linked appropriately. A typical simple Room hierarchy will look something like this.
NOTE: The Light in the above example is Linked to the Scene Node (node.Room), so it is indented even further. Also, the Avatar Placehoder model (Girl_Standing01) is Linked to the Seat Node (seat01.Standing).
The Avatar Skeleton is the most complex of all, but it follows the same rules. There is a MasterRoot Node (Root) and all other Bones Link to it.
Avatars are by far the most complex of the IMVU products. Still, this doesn't mean that you won't be running across the Avatar's Nodes when dealing with the production of other IMVU products.
For Animation products like Poses and Actions, you will be working with Avatar Nodes within a pre-rigged Max model supplied by IMVU.
Avatar Nodes are also encountered when dealing with Avatar Accessories, as many accessory products Link to specific Bones, like the Head or Wrist.