EVOLUTION LINE OF HEADS
Creators Kit Instructions:
Below are detailed instructions for the LeLutka Evolution Developers Kit.
1. Rez/create prims for a HUD – One background (root prim) and as many buttons as needed. Include one extra prim to the top right or left and name it “detach”. This will make removal of the HUD much easier for your customers.
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” button).
3. Assign permissions (copy or transfer).
4. Set permissions on the applier script to match the permissions of the HUD (copy or transfer).
5. Drag script (Applier) to the root prim (background prim, last selected) One script per HUD, not one script per button. All buttons will turn yellow.
6. Left click a button. A dropdown will appear asking which layer of the head you wish to affect.
7. A second drop down appears asking which material feature you want to control. At the same time, a hovertext will appear over the button that you are working on, showing useful information.
8. Left click on a button. A dropdown will appear asking you to provide the texture UUID for the selected feature. Input the UUID of your texture into the text box, you do so by right clicking and selecting paste, or ctrl V (keyboard shortcuts).
9. If the layer you chose is “EyeShadow” or “Lashes”, you are able to specify two different diffuse textures for Right and Left (EyeShadow) or Top and Bottom (Lashes). To do so just paste the two UUIDs in the textbox one per line, otherwise if you want to use only one texture just paste one UUID.
10. Click the Submit button. The script will check if the UUIDs are valid and the hovertext 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 an UUID texture applied).
12. The button turns white and the hovertext 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 at the end, that is up to you.
17. 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 hovertext over the buttons will disappear and the applier will be ready to use.
18. You DONE!!!
ORIGINS LINE OF HEADS
Creators Kit Instructions – Applier Version 3.1
Below are detailed instructions for the LeLutka Developers Kit.
Male and female heads have slightly different layer structures, see Notes & Troubleshooting below for more information.
These scripts will work on all LeLutka heads, but tattoos & brows cannot be supported in version 1.x heads (non bento).
These scripts are for developers planning to sell their appliers commercially. For personal use, the Personalize tab of the version 3.0+ HUD can be used. You must have full perms textures to be able to use the personalize functions.
(renamed from Advanced Applier)
The Standard Applier can be used for single object or multi-button appliers, and also adds the option to control materials. The standard applier does not apply and detach automatically, it is for the customer to decide which part of your HUD they wish to apply and when, and then detach when finished.
Standard Step by Step:
- Rez/create prims for a HUD – One background (root prim) and as many buttons as needed. Include one extra prim to the top right or left and name it “detach”. This will make removal of the HUD much easier for your customers.
- Link all objects to the background object (the last object selected becomes what is known as the root or parent prim). Do not name buttons leave them as ‘Object’
- Assign permissions (copy or transfer)
- Set permissions on the standard script to match the perms of the HUD (copy or transfer)
- Drag script (Standard Applier) to the root prim (background prim, last selected) One script per HUD, not one script per button.
All buttons will turn yellow. The button objects will automatically be named by the script, you only need to name the HUD when you are finished.
- Left click a button. A dropdown will appear asking which layer(s) you wish to apply your texture to. You can select one or more layers to target. You can specify different textures/options for each layer if you select more than one.
- When finished selecting your layer choice(s) press DONE
- A second drop down appears, if you are only applying a regular texture select diffuse, otherwise add options as needed.
- Select DONE
- Input your UUID from your texture into the text box by right click paste, or ctrl V.
- Submit – the button on your HUD will now turn white as it is completed.
- Click on the button and choose TEST. it will apply to your head. If you do not see it, check that the layer is active with the HUD included with your LeLutka head.
- Proceed with same steps for all buttons. You can test as you go, or choose to do so at the end, that is up to you.
- Once you are COMPLETELY satisfied, click on the ROOT/Background prim of your HUD and choose FINISHED from the dialog.If you need to reconfigure a button after your HUD has been finalized, rez it onto the ground from your inventory, and (if you are the creator) it will automatically go back into the configuration mode.IMPORTANT : Do not rename applier buttons, as the script is looking for what it automatically named them for you.
Basic Applier: (Do not use if HUD is more than one prim) used for Gacha or Gift of one skin type option only
The basic applier can only target a single layer with a single diffuse texture. The construction of the HUD is just a single object — no buttons needed. When the HUD is worn by a customer, the applier will automatically apply then detach. This behaviour would be a bit too slippery for creators working on HUDs, so as the creator you will need to click the HUD to apply/test, and manually detach it. Pass your HUD to an alt or a friend to test the automatic functions.
If the permissions are too permissive on either the object or the script, it will let you know.
Basic Step by Step:
- Rez prim/mesh (name it however you wish)
- Set permissions on prim/mesh (copy or transfer)
- Set permissions on script to match
- Drag script (Basic Applier) to contents of prim/mesh
- Select the layer you wish to apply your texture to from drop down
- Paste in UUID from your texture
- Test your applierIf you need to reconfigure the HUD, just reset the script.
Notes and Troubleshooting:
— Male and female heads have slightly different layer structures:
— Hair base uses the standard head UV.
— no support for Upper Skin, Lower Skin
— the eyeshadow/lipstick layers have been merged into a single full-face layer. Both eyeshadow and lipstick will apply to this makeup layer by default, but you will have to pick one!
(you can reroute makeup to the tattoo layer or brow layer if you need additional options here)
— The male brow layer is much larger than on the female heads, and can be used for rerouting eye makeup.
— Hair base uses custom LeLutka hair base UV.
— Eyeshadow and Lipstick will be unchanged for female heads, and continue to independently control the upper and lower halves of a makeup layer.
— If you use beard applier on a female head, it will be routed to the tattoo layer by default starting in version 3.1 heads. 3.0 and earlier heads will not respond to beard appliers.
— Alpha layers like lipstick, eyeshadow, etc (anything that isn’t a skin layer) are strict about what sort of textures they will accept. If you try to use a texture without an alpha channel, it may not apply unless you specify the “None” alpha mode using the standard applier option. Also note that doing this will likely require the customer to repair transparency on the options tab of the HUD before the layer will display properly with other appliers.
— If you decide you want to add buttons to your HUD, you can link more buttons to the HUD at any time and click to configure them. As the HUD’s creator, you can re-enter configuration at any time by rezzing the HUD on the ground.
— You can remove unconfigured buttons or objects from your HUD at any time. If you want to remove a button that has been configured, it is best to click it first while in configuration mode and choose “Delete” from the menu to clear the data from the script before you unlink it from the HUD. If your forget to delete the data from the button first, it will not pose any significant problems.
— When the standard script is first installed, it will assume that any object in the link set (other than the root) that is named starting with “Obj” or “Btn” is intended to be used as a button for the LeLutka applier, and will tint it yellow to indicate that it is ready to be clicked and configured. If you wish to have buttons on your HUD which are not part of the LeLutka applier (perhaps to be handled by a different script), rename those buttons/objects to something that does not start with “Obj” or “Btn” before installing the LeLutka Standard Applier script.
— If you wish to have a button which applies to several systems at once (such as to LeLutka and Maitreya and Omega), you will need to consider how each system uses button names. Since the LeLutka systems names each buttons while it is being configured, you will probably need to configure the LeLutka buttons first, then set up any other systems using LeLutka’s button names (Btn 1, Btn 2 ,etc). If you try to use button names from prior to configuration, the basic script may wind up either renaming or ignoring those buttons during config.
If you have any concerns when setting up your HUDs and the instructions do not provide the answers, please contact JadenArt Resident.
Mesh Head – Animation API
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.
- 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 expressionsNote: 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-30283ab88d25list
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.
Mood animations are priority 1 animations which are usually very minor facial animations meant to be mixed in randomly with the head.
Utility animations are priority 2 animations which primarily control the eyelids, with the exception of the blink animation which is priority 3.
l (looped expression)
Looped expressions are 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.
s (single play expression)
Single play expressions are priority 2 animations.
Expressions (l or s) have a secondary tag which indicates whether it is a positive (+), negative (-), or neutral (0) expression. For example a smile is a positive expression, while a frown is a negative expression.
- m.neutral.scan ground
Note that there is no guarantee that the animation you wish to play will be in the version of the head being worn. The above list is from the released Simone head.