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:
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.
- 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.)
- Show Faces: Offers a 2nd menu, with the numbers for each face.
- Click #1 to select it.
- 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.
- Type the description you’ve chosen, #Dress in the description field of the mesh garment. Select the text Copy (Ctrl+C).
- 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
Lets you turn the sound that plays when a button is clicked on or off.
The next paragraph,
//UUID for the button press
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.
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:
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:
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.
Add the information to link that button to the garment face.
(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
Link the third button to a face:
Fourth Button Text
Link the Fourth Button to a Face:
Fifth Button Text
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:
Sixth Button Text
Link Sixth Button to a Face:
Buttons 7 and 8 will be empty.
So they won’t be linked to any faces:
Assign The Textures to the Buttons
Each Button has TWO textures assigned to it.
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.
Complete the next paragraph with the Asset UUID for the textures. (Right click the texture in your inventory, and select 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
Repeat for the other textures.
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#.
Repeat that for all 8 buttons.
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.