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A LeLutka designer guide

Applier HUD
setup

Step-by-step setup for your first Applier HUD, plus the head tester and animation API.

Version 3.1 lelutkasl.com

Applier HUD setup

An Applier HUD is a small panel a customer wears in Second Life to apply your textures, layers, animations, and tints to a LeLutka head. Designers in our programme build their own Applier HUDs from the LeLutka kit. This guide walks through twenty steps to set up your first HUD, plus the head tester and the animation API. Allow about thirty to forty-five minutes for a first build.

Before you begin

LeLutka Evolution heads consist of two separate textures, one for the head and the other for the ears. Evolution ears use the universal AUX 1 texture layer. Add-on ears share the same BoM layer (AUX 1) and material setup as Evolution ears.

One more note before you begin: skins for LeLutka heads are BoM only, not applier-based. Appliers are made for lashes, eyes, teeth, Evolution HD makeup layers, and head materials such as the normal and specular maps. The diffuse texture for the head is BoM only.

  1. Rez or 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 name 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. Provide the texture UUID. 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 do not provide any normal map or specular map, the script will automatically provide the default blank 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. Test the button. If you want to test the button, click on it and choose Test. It will apply to your head.
  14. Reconfigure. If you want to change the button configuration, click on it and choose Reconfigure.
  15. Delete. If you want to delete the button configuration, click on it and choose Delete.
  16. Repeat for all buttons. 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. Side-specific layers. If you are creating an applier for the layers that can have different textures for each side (Eyeshadow, Lashes, or Eyes), you can let the user choose which side to apply the texture to. To activate this option, click on the root or background prim of your HUD, choose Settings from the dialog, and select Yes. This function will be available after the HUD is finalised in the next step.
  18. Finalise. Once you are completely satisfied, click on the root or 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. Reconfigure after finalisation. If you need to reconfigure a button after your HUD has been finalised, drop the Applier Builder script inside the applier inventory, and it will automatically go back into the configuration mode.
  20. Done. Your first Applier HUD is ready to use.

Head tester

Use the LeLutka head tester to preview a local texture on your own head before you commit it to a HUD button.

  1. Hit Ctrl+B and create a cube prim.
  2. Place the LeLutka LTA script into the prim.
  3. Edit, Texture, Local, Add, then select the texture on your local drive.
  4. When the texture is added, exit Edit Mode. Click on the cube and select options from the dialog box.

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.

Commands

CommandWhat it does
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.

List output

The list returns two animation lists on channel 7779:

  • mood:[anim1],[anim2],... a list of all mood animations.
  • expr:[expr1],[expr2],... a list of all expressions.
Character limit

Due to Second Life's limit of 1024 characters per chat message, if the head contains too many animations (eighty plus) to fit in this many characters, the list may end up being incomplete. It is unclear how important this feature is at this stage. If it turns out to be widely used, it will be revised to cut the list into multiple chat messages, most likely using "mood+" and "expr+" tags to add to the respective lists.

Triggers and ownership

Please enable Triggers on the Settings tab to allow head animations and functions to be triggered by external influences.

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. For example:

/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:

/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. For example: e.NO.NAME or m.NO.NAME.

TagPriority
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. If you start a looped expression, you must remember to stop it when you wish for it to stop.

Looped expressions started using these commands will not light up in the expressions browser on the resident's HUD, so the only way they will be able to stop them 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.

Need a hand?

The fastest support is in our Discord. The #help-lobby channel is monitored by the team and is the right place for any technical question about the kit.

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