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Head.png

head and neck bones

Fullbody.png

from the shoulders down to the feet

Hands.png

the wrist, hand, and fingers

Torso.png

the shoulders, arms, and waist

Legs.png

the hips, thighs, and calves

feet.png

the feet and even toes

can't decide? my scalers are designed to stack.

SCALERS

Avi.png

HEAD

FULLBODY

HANDS

TORSO

LEGS

FEET

HOW TO

>> 1 >> CLICK DERIVE, AND HEAD TO THE DEBUG TAB, THEN DEBUG 2.
This is where the magic happens, you will be changing values in this tab so get comfortable with it.

>> 2 >> WHAT'S A BONE
The "NodeName" is the bone you are going to change. "rt" stands for right, and "lf" for left. Most of the bones are self explanatory except for a few that I am going to mention. Note that there is a bone hierarchy which means that changing some bones can change more down the line. For example, changing the hip bone changes the thigh, calf, foot, and toe bones. Play around and see what works best for you. You can see hierarchy here.

>> 3 >> CHANGING VALUES
Change the "ScaleAbsolouteX", "ScaleAbsolouteY", and "ScaleAbsolouteZ" to your liking. IMVU defaults are "1" so a bigger number, makes something bigger, and something smaller makes it smaller. Usually, you are changing numbers by 0.1 though. For example; an "85% Scaler" of something is changing the value to "0.85". Not rocket science, try it out and see. Though there are some bones that don't follow this rule but... ideally Z is up and down, Y is front to back, and X is side to side.

>> 4 >> APPLY CHANGES, MAKE CHANGES, RINSE, REPEAT.
If you see any issues, contact me ASAP so I can apply changes. Experimenting, testing on many body sizes, and testing with other scalers will help a lot. Just saying. After you submit you can make changes if you make a mistake (if you don't set it derivable which you shouldn't anyways...) so have fun with it.

>> 5 >> SUBMIT, AND ENJOY.
Again, if something is off please contact me, it may be my fault.
I am not a genius. I am closer related to an "Apple Genius" I can't solve everything. Make sure you have exausted every other option before coming to me please.

TIP:

You can turn bones off you are not using, making them more compatible with other scalers by changing the "ON" value from "1" to "0"

DETAILED TUTORIAL

STEP ONE: DERIVE

Select the scaler you wish to work on, and on the webpage head to the "Creator Tools" and select "Derive From This Product". Once you open create mode, head to the DEBUG tab, and then the DEBUG02 tab. This is where all the stuff happens, so keep it close to you it's very important.

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FAQ:

"I don't see the Creator Tools!"

Then you're not a creator, you will need to order a custom if that is the case.

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"There is nothing in the debug tab!"

You need to ensure you are in DEBUG02 and not DEBUG01. Debug01 is for the people who create the product, not the people who derive.

REMINDER:

check the avatar skeletal hierarchy page here for how certain scalers will effect others down the line!

FB

HEAD

TORSO/FULLBODY

LEG/FULLBODY

FULLBODY

FOOT

HANDS

BONES

MESH00 - Female03MasterRoot - The full avatar.

MESH01 - PelvisBone - Used to lift you from the ground. Smaler values lift you from the ground. The X,Y, and Z should be the same or you may wind up slanted.

MESH02 - Head - This overwrites what a head developer already sets their  head at. Keeping this at 1-1-1 is a bad idea, by default, i turn this bone off.

MESH03 - 06 - Neck01-04 - Changes the head. and neck, note this couples with the mesher's set value for the head. This can stay at 1 without being damaging.

MESH07 - 10 - Spine01-04 - Commonly used to change torso length and pinch the waist.

MESH11 - lfClavicle - The neck-shoulder length.

MESH12 - rtClavicle

MESH13 - lfShoulder

MESH14 - rtShoulder

MESH15 - lfbicep

MESH16 - rtbicep

MESH17 - lfElbow

MESH18 - rtElbow

MESH19 - lfHip

MESH20 - rtHip

MESH21 - lfThigh

MESH22 - rtThigh

MESH23 - lfCalf

MESH24 - rtCalf

MESH25 - lfFoot - In the Fullbody - I turned this bone off to prevent conflict. You should only turn it on for demo, or unless you are SURE you want to change the foot size... same goes for all other foot scalers in the full body.

MESH26 - rtFoot - In the Fullbody

MESH27 - lfToe - In the Fullbody

MESH28 - rtToe - In the Fullbody

MESH29 - lfFoot - In the Foot Only

MESH30 - rtFoot - In the Foot Only

MESH31 - lfToe - In the Foot Only

MESH32 - rtToe - In the Foot Only

MESH33 - lfWrist

MESH34 - rtWrist

MESH35 - lfHand

MESH36 - lfmetaCarpal01 - Thumb

MESH40 - lfmetaCarpal02 - Index

MESH44 - lfmetaCarpal03 - Middle

MESH48 - lfmetaCarpal04 - Ring

MESH52 - lfmetaCarpal05 - Pinky

MESH56 - rtHand

MESH57 - rtmetaCarpal01 - Thumb

MESH61 - rtmetaCarpal02 - Index

MESH65 - rtmetaCarpal03 - Middle

MESH69 - rtmetaCarpal04 - Ring

MESH73 - rtmetaCarpal05 - Pinky

COMPATIBILITY ISSUE?

See the mesh number? like "Mesh00" or "Mesh52"? If you are having compatibility issues, you can delete the "MESH" sections you are not using, and their matching "BodyPartId" sections. You can tell they match by the matching numbers. This is only for advanced users, and may result in a broken scaler. Use with caution.

GOT QUESTIONS?

I am just a lowly derivable scaler maker. Try to exhaust everything else before contacting me. If you see something is WRONG with my scaler contact me immediately so I may fix it.

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