Applier Version 2.0

These scripts will work on all LeLutka heads, but tattoos & brows cannot be supported in version 1.x heads.

These scripts are for developers planning to sell their appliers commercially. For personal use, the Personalize tab of the version 2.0+ HUD can be used instead. You must have full perms textures to be able to use the personalize functions.

Basic Applier

no buttons, one texture application 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. You may want to include information for your customers to alert them of the detach function.

This behavior 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, staff or a friend to test the automatic functions. These single basic appliers will work well for Gacha items that are only one single portion of a product, single lipstick, single skin, tattoo etc.

To create your HUD, just rez a single object (prim cube, mesh, whatever) and set its permissions as desired. Be sure to set the permissions on the script to match the ones of your object. If the permissions are not set on either the object or the script, it will let you know in chat.

Next, drop the basic applier script into your object, and then respond to the two dialogs that will drop down (usually the upper right of your screen) . Once you’ve done this, you are done!

If you need to reconfigure the HUD due to error or to re-use the same HUD for a new product, just reset the script (open the contents tab of the item, and click reset scripts button)

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 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 applier

Advanced Applier

multiple buttons, no button naming, no notecards, no fuss

IMPORTANT – To make it easier to keep track of button set up, once you load the hud with the script all buttons will turn YELLOW! this is only a tint, and as you process each button the tint will return to white, keeping track of which buttons you have done, and which you still have to do.

The advanced applier can be used for single object (if you need more advanced options than the basic applier allows for) or multi-button appliers, including the option to control materials.

To set up a multi-button applier, link some objects to your base HUD object, and set the permissions before you install the Advanced Applier script. You don’t need to name any of the buttons or background, (although you can add a button named “detach” to your HUD to serve as an easy way to detach it with a single click). With your buttons linked, drop the script into the root prim. The script will tint all unset buttons yellow. Click on the first button you would like to configure. You will receive a series of dialog menus. When you are done with the first button, you can test it by clicking the button again and choosing “Test” from the menu.

Continue configuring buttons until you have done all your HUD’s buttons. The button objects will automatically be named by the script and tinted white once configured. Once you have configured all of your buttons, click on the base object (root) of your HUD, and choose “Finished” from the drop-down menu.

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.

Advanced Step by Step:

  1. Rez/create 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).
  3. Assign permissions (copy or transfer)
  4. Set permissions on the advanced script to match the perms of the HUD (copy or transfer)
  5. Drag script to the root prim (background prim, last selected)
    All buttons will turn yellow
  6. Left click a button. A dialog 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.


Notes and Troubleshooting:

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 advanced 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.

The advanced HUD does not automatically force alpha layers to be visible like the basic HUD does, so if you want to be sure your eyeshadow shows up when it is clicked, include alpha in your options and set it to 100. This saves your customer time, in not having to open the head HUD and turn a layer on that they may have had previously turned off.

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 non-configured 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, but will lessen the load on the scripts.

These scripts are for creating LeLutka appliers only. Please do not combine scripts with other products to make one HUD, as the outcome of mixing scripts is not something that will necessarily work for your customers, and we cannot help with combination HUDS.

If you have gotten to here and are still unable to get your appliers to work, please contact Mel Vanbeeck or Sasy Scarborough with full explanation regarding the problems you are having, also send the HUD you are trying to create. This does not apply to Omega appliers, for Omega support you need to contact Omega.