Once you understand how this HUD is set up, you’ll find that it really IS “Easy.”

This tutorial will take you step by step through the setup of Meli’ Imako’s Easy Color and Texture Changer HUD.  Click Here to purchase the HUD.

I will be using the MI Beach Wedding Dress for examples.  This dress was given as a group gift in February 2016. The full perm version can be purchased here:

https://marketplace.secondlife.com/p/Full-Perm-MI-Beach-Wedding-Dress/8599880

Feel free to use any mesh that you have.

Rez the mesh garments.  Rez 1 extra to use with the Face Finder Script.

(Note:  If your project comes with a low poly, or low prim object that you can rez as a demo in your store, do NOT use it to determine your face numbers!  They will be different.)

Drop the Paint v1.5 script into each of mesh objects.  Drop the Face Finder v.2 script into the extra object.

  • Identify the Faces of the Mesh.

    Click the object with the Face Finder v.2 script.

Finding Faces

 

      • No of Faces: tells total number of faces in this object in Local Chat.
      • Load Faces: Textures each face with a different color. (See below.)

Load Faces

      • Show Faces: Offers a 2nd menu, with the numbers for each face.
Show Faces Menu offers a button for each face, in this case, zero through 7.

Show Faces Menu offers a button for each face, in this case, zero through 7.

  •  Click #1 to select it.
Choose Face #1

The straps are Face 1.

 

      • The script textures the entire object “plywood,” then colors just the face you selected.  As you will see later, the Load Faces option is very helpful in building the Settings note card.

 

  • Link the HUD and the Mesh Item.

    • Decide on a DESCRIPTION for this object. I’m using Dress.
    • Enter your description preceded by the Hashtag, for example,  #Dress, in the description field for both the HUD and the Dress. These must match EXACTLY.  I prefer to copy (CTRL C) and paste (CTRL V) the text from the first item.

Description Field

      • Type the description you’ve chosen, #Dress in the description field of the mesh garment. Select the text Copy (Ctrl+C).

HUD Description Field

 

    • Paste the description (CTRL V) into the description field for all copies of the garment.
    • Paste the description into the Description Field for the HUD (CTRL+V).

This completes the linking process.

 

  • The Settings Note Card

The Settings Note card is what makes the HUD work. It looks a lot more complicated than it is. We’ll take it 1 step at a time.

Click Settings to open a file with clean lines for your settings note card.  Copy/Paste them into your note card, replacing the lines that are there.

The first paragraph,

//Button Sounds On/Off

button_sound=On

Lets you turn the sound that plays when a button is clicked on or off.

The next paragraph,

//UUID for the button press

button_sound_uuid=c7397d86-8daf-f9d5-1bba-efcad3c2fa05

provides a sound for you.  You can customize with your own sound if you wish, simply by replacing the uuid with your own.

 

The “//Text Label, use None to leave the tab blank” paragraph creates the text that appears on the top 8 buttons.

Top 8 buttons

 

The names should let your customers know what that button will effect. Unless you set 1 button to texture the entire garment, your customer will have to click and texture each part individually. I highly recommend the first button texture the entire garment. Hence, my first lines look like this:

tab1_use_face=Dress

I find it easiest to populate the first and second paragraphs at the same time, so I complete the first line of the “//Faces, This specifies which tab uses which faces” paragraph:

tab1_use_face=0,1,2,3,4,5,6,7,8

tab1_use_face=0,1,2,3,4,5,6,7,8

 

If you don’t have 8 faces, only list the numbers you do have.

The other buttons allow your customer to mix and match textures. You have 8 buttons. This dress has 8 faces, and we’ve used 1 button for the entire garment, so we’ll need to combine 1 or more faces on another button. I decided the ruffles should all match for continuity, so I’ll combine them on 1 button and solve that problem.

 

Add the information for the second button. You can do any part next, but I like to just work my way down the major parts of the garment.

 

tab1_text_label=Dress

tab2_text_label=Bodice

 

 

Add the information to link that button to the garment face.

 

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

 

(The bodice is the black part if you used the ‘Load Faces’ option on the Mesh Face Finder. To determine the face number, you can click the dress and use the ‘Show Faces’ option. I find it faster to right click and edit the dress, Select Face, then click on the bodice and note Faces:5 just below the Link/Unlink buttons on the edit window.)

 

Third Button Text

tab1_text_label=Dress

tab2_text_label=Bodice

tab3_text_label=Skirt

 

Link the third button to a face:

 

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

tab3_use_face=7

Fourth Button Text

 

tab1_text_label=Dress

tab2_text_label=Bodice

tab3_text_label=Skirt

tab4_text_label=Slip

 

Link the Fourth Button to a Face:

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

tab3_use_face=7

tab4_use_face=6

 

Fifth Button Text

tab1_text_label=Dress

tab2_text_label=Bodice

tab3_text_label=Skirt

tab4_text_label=Slip

tab5_text_label=Ruffles

 

Link Fifth Button to a Face

I assigned the Fifth Button to all of the ruffles. So I’ll list the faces for those ruffles:

 

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

tab3_use_face=7

tab4_use_face=6

tab5_use_face=0,2,3,4

 

Sixth Button Text

 

tab1_text_label=Dress

tab2_text_label=Bodice

tab3_text_label=Skirt

tab4_text_label=Slip

tab5_text_label=Ruffles

tab6_text_label=Straps

 

Link Sixth Button to a Face:

 

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

tab3_use_face=7

tab4_use_face=6

tab5_use_face=0,2,3,4

tab6_use_face=1

 

Buttons 7 and 8 will be empty.

 

tab1_text_label=Dress

tab2_text_label=Bodice

tab3_text_label=Skirt

tab4_text_label=Slip

tab5_text_label=Ruffles

tab6_text_label=Straps

tab7_text_label=None

tab8_text_label=None

So they won’t be linked to any faces:

tab1_use_face=0,1,2,3,4,5,6,7,8

tab2_use_face=5

tab3_use_face=7

tab4_use_face=6

tab5_use_face=0,2,3,4

tab6_use_face=1

tab7_use_face=None

tab8_use_face=None

Assign The Textures to the Buttons

Each Button has TWO textures assigned to it.

 tab1_thumbnail1=

tab1_texture1=

 

The thumbnail is a small texture showing the fabric that will be applied. If you have the texture in your inventory, just use the asset UUID for that texture. If you don’t have it, you will need to upload it.

 

I created 4 textures just to use as an example.

 

This image shows the thumbnail on the left, the garment texture on the right.

Gradient Textures

Complete the next paragraph with the Asset UUID for the textures. (Right click the texture in your inventory, and select Copy Asset UUID.

Copy Asset UUID

//The following are the texture buttons for each tab, Breakdown=tab1_thumbnail1 – Tab1 is the first texture page, Thumbnail1 is the first texture. Example=tab1_thumbnail4=5748decc-f629-461c-9a36-a35a221fe21f

 

tab1_thumbnail1=8ada1c81-8433-42dd-0751-983514c6f725

tab1_texture1=64b2ce6a-d5c5-d906-e544-32c0c1483740

 

Repeat for the other textures.

 

tab1_thumbnail1=8ada1c81-8433-42dd-0751-983514c6f725

tab1_texture1=64b2ce6a-d5c5-d906-e544-32c0c1483740

tab1_thumbnail2=cba6cfa8-1ab1-819d-d315-33baa19bd628

tab1_texture2=3303127e-5f9c-d320-8801-7cb082b19a7e

tab1_thumbnail3=1896d9d1-4e26-139b-e1e6-9ae35d97feed

tab1_texture3=53962c74-c9c3-2024-c20c-0dab9ea83902

tab1_thumbnail4=8d3fee09-db9c-e705-1994-7970b6c1b078

tab1_texture4=118e92fb-80af-3b85-64dd-0bc1f17ff8f4

tab1_thumbnail5=None

tab1_texture5=None

tab1_thumbnail6=None

tab1_texture6=None

tab1_thumbnail7=None

tab1_texture7=None

tab1_thumbnail8=None

tab1_texture8=None

 

Assuming you are using the same textures for the other buttons, simply duplicate this paragraph, and change the tab number.

 

For instance, the next paragraph would look like this after I changed the tab#.

 

tab2_thumbnail1=8ada1c81-8433-42dd-0751-983514c6f725

tab2_texture1=64b2ce6a-d5c5-d906-e544-32c0c1483740

tab2_thumbnail2=cba6cfa8-1ab1-819d-d315-33baa19bd628

tab2_texture2=3303127e-5f9c-d320-8801-7cb082b19a7e

tab2_thumbnail3=1896d9d1-4e26-139b-e1e6-9ae35d97feed

tab2_texture3=53962c74-c9c3-2024-c20c-0dab9ea83902

tab2_thumbnail4=8d3fee09-db9c-e705-1994-7970b6c1b078

tab2_texture4=118e92fb-80af-3b85-64dd-0bc1f17ff8f4

tab2_thumbnail5=None

tab2_texture5=None

tab2_thumbnail6=None

tab2_texture6=None

tab2_thumbnail7=None

tab2_texture7=None

tab2_thumbnail8=None

tab2_texture8=None

 

Repeat that for all 8 buttons.

IMPORTANT!

When you save your settings card, it will take a minute or so for the HUD to update.  Wait until the text appears on the HUD Buttons.  Then you’ll know it has fully updated.

 

Did you add the Paint v1.5 script to your objects?

I found I sometimes needed to reset the scripts in the HUD. If you click the buttons and nothing happens, edit the HUD, then on the content tab, click the Reset Scripts button.

Test the buttons.  Watch to be sure the proper texture is applied to the proper face.  Make any corrections necessary.

That completes the HUD.  At this point, if you wish to attach and hide a prim as root so the mesh shows you as the creator, you can do so.  It won’t effect the HUD.

This tutorial has been fun to write!  I hope it helped.

 

 

Category:

Mesh Templates

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