Creators Kit Instructions (v3.1):
NOTE:
LeLUTKA EvoX Heads consist of 2 separate Textures; one for the HEAD and the other for EARS.
EvoX Ears utilize the UNIVERSAL – AUX 1 Texture Layer.
AddOn Ears share the same BoM Layer (AUX 1) and Material setup as EvoX Ears.
1. REZ/CREATE PRIM FOR A HUD
One background (root prim) and as many buttons as needed. Include one extra prim to the top right or left and named it “detach.”
This will make the removal of the HUD much easier for your customers.
If you want to create buttons for your social media links, add one prim for each link,
name it “url,” and copy your social media url link in the prim’s description.
2. LINK ALL OBJECTS TO THE BACKGROUND OBJECT
The last object selected becomes what is known as the root or parent prim.
You can rename the background object and the buttons as you like, except for the “detach”
and “url” buttons.
3. ASSIGN PERMISSIONS
No Modify, Copy, or Transfer.
4. SET PERMISSIONS OF THE APPLIER SCRIPT to match the HUD
(copy or transfer).
5. DRAG SCRIPTS
APPLIER Builder and APPLIER Main to the root prim (background prim, last selected).
Two scripts per HUD, NOT ONE SCRIPT PER BUTTON.
All buttons will turn YELLOW.
6. LEFT-CLICK A BUTTON.
A drop-down will appear asking which layer of the head you wish to affect.
New: HD Skin, HD Ears, Gums, and Teeth layers have been added.
NOTE: HD skin and HD ears only have MATERIAL channels available.
7. A SECOND DROP DOWN will appear, asking which material feature you want to control.
At the same time, a hover text will appear over the button that you are working on,
showing useful information.
8. LEFT-CLICK A BUTTON.
A drop-down will appear, asking you to provide the texture UUID for the selected feature.
Input the UUID of your texture into the text box by right click paste or ctrl V.
If you don’t provide any normal map or a specular map, the script will automatically provide
the default blanks normal and specular maps.
9. EYESHADOW, LASHES, EYES.
If the layer you chose is “EyeShadow,” “Lashes,” or “Eyes,” you can specify two
different diffuse textures for Right and Left (EyeShadow) or Top and Bottom (Lashes).
To do so, paste the two UUIDs in the textbox, one per line; otherwise, if you want to
use only one texture paste one UUID.
10. CLICK THE SUBMIT BUTTON.
The script will check if the UUIDs are valid, and the hover text will update.
11. THE FEATURE SELECTION DROP DOWN appears again.
You can choose another feature, or you can complete the button setup by clicking on the
DONE button (the DONE button only appears if at least one of the features has a UUID
texture applied).
12. The button turns white, and the hover text over the button turns green.
13. If you want to test the button, click on it, and choose Test. It will apply to your head.
14. If you want to change the button configuration, click on it, and choose Reconfigure.
15. If you want to delete the button configuration, click on it and choose Delete.
16. Proceed with the same steps for all buttons. You can test as you go or choose to do so in the end. That is up to you.
17. If you are creating an applier for the layers that can have different textures for each side (“EyeShadow,” “Lashes,” or “Eyes”), you can now let the user choose on which side to apply texture.
To activate this option, click on the ROOT/Background prim of your HUD and choose Settings from the dialog and select Yes.
This function will be available after the HUD finalization (Next Step).
18. Once you are COMPLETELY satisfied, click on the ROOT/Background prim of your HUD
and choose Finished from the dialog. The script will check if every button is correctly configured.
The hover text over the buttons will disappear, and the applier will be ready to use.
New: the APPLIER Builder script will be deleted.
19. If you need to reconfigure a button after your HUD has been finalized, drop the
APPLIER Builder script inside the applier inventory, and it will automatically go back into the configuration mode.
20. Done!
Step 1: Hit Ctrl+B and create a cube prim.
Step 2: Place “LeLUTKA LTA” Script into the prim.
Step 3: Edit / Texture / Local / Add / Select the texture on your local drive
Step 4: When the texture is added, exit Edit Mode. Click on cube and select options from the Dialog Box.
If you are developing a product and you would like to include some of LeLutka’s facial animations in your product, there are a few ways you can control the animations that are installed in the LeLutka head using chat commands on channel 7780.
Commands
- play [animation name] — Plays an animation
- stop [animation name] — Stops an animation (not necessary unless it is a looped animation)
- list — Returns two animation lists on channel 7779 (added in 2.1, so make sure your head is up to date!)
- mood:[anim1],[anim2],[etc.] — a list of all mood animations
- expr:[expr1],[expr2],[etc.] — a list of all expressions Note: due to SL’s limit of 1024 characters per chat message, if the head contains too many animations (80+) to fit in this many characters, the list may wind up being incomplete. It is unclear how important this feature is at this stage, but if it turns out to be widely used, this will be revised to cut the list into multiple chat messages, most likely using “mood+” and “expr+” tags to add to the respective lists.
If you are planning to communicate with someone’s head, and the object starting the animation does not belong to the head owner (such as a couch that several people might sit on), then the command must start with the key of the owner of the head.
e.g. /7780 cab64911-5c77-416f-862e-30283ab88d25 list
or if the item you are creating is a wearable item or gesture (so the owner of the item will be the same as the owner of the head), you can skip the uuid
e.g. /7780 list
Decoding Animation Names
LeLutka’s head animations use codes to indicate what sort of animation it is. The first tag indicates what major category the animation belongs to.
e.g. e.NO.NAME or m.NO.NAME
m (mood) – PRIORITY 1
el (eyelid/blinks) – PRIORITY 2
mth (mouth animations) -PRIORITY 3
t (vocal/talks) – PRIORITY 3
e (expressions) – PRIORITY 2
All expressions are looped priority 2 animations. Note that if you start a looped expression, you must remember to stop it when you wish for it to stop! Looped expression started using these commands will not light up in the expressions browser on the user’s HUD, so the only way they will be able to stop it is using the “STOP EXPRESSION” button on the HUD. Looped expressions will be maintained by the head script until they are intentionally stopped using either the HUD or another chat command.