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Keef’s IMVU > Developing Tutorials > Guide to Deriving

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Keef's Total Noob’s (and old farts) Guide to Deriving

 

What is a Deriving Chain?

Before you start submitting products you will need to get an understanding on how products on IMVU work.

All products (sans stickers) on IMVU follow a family tree structure, everything ultimately being a decendent of an IMVUinc ‘base’ or ‘root’ product and every product inherits the assets of its parents.


Shamless

 

-In this example of a female garment it all starts with the IMVU base avatar. This is the bone structure all avatar products are built on. (rooms and furniture follow a different hierarchy.)

-Next is an IMVU base product, in this case the ‘Baby Yellow Tee’ that you met in IMVU’s beginning product making tutorial. This is used to tell the product it will be worn as a replacement body part.

-Next in line is the Content Creator’s mesh. This is a new 3D structure and new textures that were made by a 3D Content Creator.

-And lastly is the 2D Artist’s retexture of the new mesh, they are the ones who retexture the mesh into art.



IMVU inc, Mesh Developer, Texture Recolors.


Above is an example of how a deriving chain should look. A new mesh is Derived from an IMVUinc base product, that mesh is set to derivable and texture artists derive from that to make their recolors. Each retexture is linked to the original mesh product making for the shortest line possible to the root product.

But what happens when one of those recolors is set to derivable and is unknowingly derived from? And again? And Again?


Excessive Chain Deriving

When a product is derived it inherits all aspects of the parent products, including all the costs of those products along the way.



This one started out clean but the Content Creator with the red icon in the middle had set their item to derivable. In and of itself setting an item to derivable is not bad thing or against the rules. The problem arises when someone derives from it.

In the example above several other Content Creators have derived from that sub product (the first red zone). Each of those Content Creators has to pay and sell at an inflated price not only paying the original mesh fee but they are also are paying the Content Creator in the middle his full price.

Drop down another rung in the chain and another layer of fees and complexity is added on.

In real numbers, supposing each Content Creator along the way has marked up their product 100cr. That means if I don’t look at where I am deriving and my product ends up in one of the question mark slots my breakeven cost and deriving fee will be 550- 650 credits! This is for a mesh that should only cost you 350 credits!!!

It is ALWAYS best to keep this deriving tree as compact as possible. Long gangly tress make for overpriced and slow loading products.

 


What does this mean as a Content Creator?

At each new rung of the chain that product has most likely added on a fee, this could be anywhere from a few credits to thousands of credits. Those fees are not only needed to be paid at submission but are also paid each and every time the mesh is sold!


Therefore it is in the best interest of the Content Creator to seek out the oldest, and therefore lowest cost product in the chain to derive from for maximum profit potential.

 

It is impossible to price competitively and earn a profit if you chain derive of off a marked up child product.

 

*IMPORTANT* If you set an item to Derivable and it is derived from you can never change that items pricing. This means if you make a mistake on pricing, want to change your fee structure, or if you even just want to have a sale, you will not be able to change the price.

 

What does this mean for the consumer?

When a user loads a product in IMVU it will load all the products in that chain from parent to child before the final version loads. If a product has been derived several times this means several products have to download before the final item.

 

$$$

Needlessly chain derived product make for a more expensive catalog as there are many middle men all getting a cut. Higher prices means less items for your money. Would you rather buy two tops for the same price as one? So do your customers.

 

What does this mean as a Mesher?

Many mesh makers provide deriving information on the parent product, if a product is improperly chain derived that means the deriver has missed out on seeing this valuable information.

When a mesh is chain derived it becomes impossible for the mesh artist to track how a mesh is doing. While they will still see overall derived sales they cannot easily see the derived products themselves in order to see what the texture artist are doing with their products. If they cannot see what the texturers are doing it is impossible for them to gain an idea of where textures are wanting in further product making.

It also makes it impossible for a mesh maker to alert all those who have derived to any issues with the product.

Also may Meshers like to add a “Items derived from this mesh” search on their products to make it easer for shopper to find its retextures. If you have not directly derived form them your product will not be in this search and you will miss out on this marketing opportunity.

 

How to Efficiently Derive.

When you find a derivable product you want to retexture you should always check to see if the one you found is at the base of the chain. To do this look under the product description on the right had side you should see a ‘Derived from’ and a link.


Click on that link and it will take you to the parent of that product. Keep doing that until you get to an IMVUinc product.

If the IMVUinc product is the same mesh you are waiting to recolor that is the product you want to derive from.

If the IMVUinc product is entirely different then hit the back button to get to the developer’s mesh and that is the product you want to derive from.

There will be times when a product will link to a hidden product. In those cases you may want to ask the dev, search around the catalog or ask in the texturing forums to see if that is truly the base product.

If the original source it is not available for you to use then you should then derive from the next available product in line from the hidden one. This is common when a mesher is working with a second dev in a collaborative work.

Do note: there are some meshes on IMVU that are not available for deriving. It is the mesh maker’s prerogative whether to make their work derivable. If an item is not to be derived from that wish should be respected. Please do not harass mesh makers if they do not wish to release their work, it is their work and their choice how to sell it.


When you should Chain Derive.

Yes, there are times when chain deriving is the proper thing to do. If a developer has added a new asset to the product that you also want to use and if you...

A: don’t want to or don’t have the skills to make yourself and
B: don’t mind paying the developer for use of it, you should derive off of that developer’s product.

New Assets of value include.
-A new or replaced mesh
-A new pose, animation or effect
-A complex opacity map or elaborate texture work that they are allowing to be reused.

 

In Conclusion

Bottom line, deriving from the wrong product costs you and your customer’s needless extra money.

Derivability is a useful tool when used properly, but it can also be greatly abused and many a new developer who does not understand the process gets trapped into having overpriced products.

Chain Deriving is a common ethical debate in the IMVU Content Creator community. Is it ethical to leave re-textures derivable so that this mis derviving can even happen? Only you as an individual can decide what deriving practice is best of you.

There are indeed valid reasons to leave a retexture derivable. The problem has always been not that the item is left derivable, it is that it is derived from.

Being educated on the deriving process will greatly lessen your frustrations in developing.

Happy Deriving!

 

imvuDERIVABLES.com - your source for derivable IMVU meshes

 
 
 
 
 
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