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.


Standard Applier:

(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:

  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). Do not name buttons leave them as ‘Object’
  3. Assign permissions (copy or transfer)
  4. Set permissions on the standard script to match the perms of the HUD (copy or transfer)
  5. 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.
  6. 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.
  7. When finished selecting your layer choice(s) press DONE
  8. A second drop down appears, if you are only applying a regular texture select diffuse, otherwise add options as needed.
  9. Select DONE
  10. Input your UUID from your texture into the text box by right click paste, or ctrl V.
  11. Submit – the button on your HUD will now turn white as it is completed.
  12. 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.
  13. 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.
  14. 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:

  1. Rez prim/mesh (name it however you wish)
  2. Set permissions on prim/mesh (copy or transfer)
  3. Set permissions on script to match
  4. Drag script (Basic Applier) to contents of prim/mesh
  5. Select the layer you wish to apply your texture to from drop down
  6. Paste in UUID from your texture
  7. 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:


Male heads:

— 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.


Female heads:

— 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.