Creators Kit Instructions (v3.1):
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
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.