All about easy Lashes appliers
Creating beautiful custom lashes for the Slink Visage heads couldn’t be easier with this new kit. If you’ve been creating lashes for Omega, you already have your texture assets, all you have to do is drop them on a HUD, add a couple of scripts and your lashes will work with Slink Visage heads!
Slink Visage heads are designed to work perfectly with Cinnamon and Chai out of the box which is why these scripts are included with this kit. Wearing a Slink visage head with the Cinnamon or Chai body means you will get perfect seamless bodies from crown to toe! You can tint, set gloss, change materials and wear full skins with no blender layers necessary!
Creating appliers used to be a long, convoluted process of writing individual lines for each texture for each button for each HUD, figuring out what group to send the texture to, making sure there were no typos and that you used the correct case. We have simplified the process down to texturing prims and adding a script that does all that hard work for you.
Please read the instructions below:
Instructions for creating lashes for Slink Visage using the lashes applier scripts:
Before we get into the applier HUD setup, please ensure your lashes textures are no larger than 512×512. There is no need to use 1024×1024 textures for eyelashes. Please be kind to the SLenvironment 🙂 The best file format is transparent .PNG. This format is lossless and will display the best in SL.
If you don’t have eyelashes textures already created, you can download the template here to get started:
TIP – This template is the same one as used by Omega, and similar to Lelutka. I use it for Visage heads with their explicit permission.
TIP – Make your lashes white, or black and white, to take advantage of the tinting ability on the Slink Visage HUD. See bottom of this article for a video.
Note for Mesh creators – you can use an uploaded mesh linkset for a HUD if you want to create it in a 3d program first. You only need to ensure that each button in your build is a separate child prim in the linkset so you can texture and name each one properly.
Building the HUD
- in SL, right click on the ground somewhere, select build and click to create a prim.
- Right click it and edit it, and the name it whatever your Lashes HUD will be for example “[your brand] black and white lashes applier (For Slink Visage)”
- Go to the general tab and set the properties to “no mod” and EITHER copy OR transfer. If you forget to do this, the script will remind you later.
- Build as many prims as you have lash textures. Each lash option should be on it’s own prim. Keep in mind that the memory available in the script will limit how many lashes you can add to a single applier. For safety, keep the number of individual lash options to under 20 per HUD. My example HUD has 12. Arrange the prims against your HUD image.
Generating the notecard data
- Texture each lash button prim with the lash texture you want. TIP – The orientation of the lash textures on the buttons is irrelevant. As long as your texture is correctly oriented as per the UV Map included in the kit it will apply properly to the lashes
- You must texture *every* face of the buttons, not just the visible face. The script reads only face 0, so if every face is textured correctly, it will get the right info no matter what direction you build your HUD in. Drag textures into the texturing dialog box, not onto prim faces
- Name each lash prim with a short word describing the texture. This will be visible to the end user when they apply the Lashes as in “Applying [name]” so keep it short, sweet and descriptive. 1,2,3,4 or Red, Blue, Green. Whatever applies to the texture you want to apply per button. Each button in a single HUD must have a unique name.
- Select all of your Lash buttons using SHIFT, and then SHIFT-select the backdrop prim you created earlier, and link them together. The backdrop prim should be the root prim. If you select it last, this will automatically be the case.
- Find the “Data Notecard Generator – LASHES” script in your Cinnamon & Chai Creators Kit folder in your SL inventory.
- Drag it into your Lashes HUD root prim. Keep an eye on local chat and you will see a bunch of text show up there when you drag the script into your root prim. This is important. Copy all of it from the first line to the last line.
- The Data Notecard Generator script will automatically delete itself once it has done it’s job. If you want to make changes to the textures, you will need to drag the script back in once the texture changes are made.
- In your inventory, create a new notecard. You can create it in your Cinnamon or Chai Utilities folder to keep them together with the scripts, or you can create the notecard in your texture folder with the lashes textures you are using. How you organise it in your inventory is up to you.
- Name the notecard “Texture Data – (whatever you want here)” without the “” quotation marks. eg: “Texture Data – Black and white fluffy lashes” (the punctuation is important. The script doesn’t read anything past the – as that is for your organisation and information. It requires only “Texture Data” to recognise the notecard.
- Use the section after the – dash to add identifying information in case you want to refer to the notecard again. For example: “Texture Data – fancy feathery lashes” will work fine.
- Paste all of the chat lines generated by the Data Generator script into your new notecard and save it. Don’t worry about formatting the notecard to remove timestamps or other unrelated chat, the script in the next steps will do that for you.
Scripting the HUD
- Drag the newly created Texture Data notecard into the root prim of your new HUD.
- Find the script called “3rd Party HUD Controller” and right click it. Set it to the same permissions as your HUD in step 1 ie: either copy OR transfer. It will not work with both permissions available on it.
- Drag it into the root prim of your new HUD. If you have set it up properly as per the steps above, it will tell you it’s reading the notecard, when it’s finished, and that it’s deleting the notecard.
- Your HUD will say stuff in local chat. This will never be visible to your customers, only to you.
Initialising, please wait…
[CREATOR-MODE] Running in creator mode. Anything with [CREATOR-MODE] in front of it won't be visible to your customers!
[CREATOR-MODE] Finished reading the notecard, deleting it now!
[CREATOR-MODE] Initialisation complete - ready for action!
[CREATOR-MODE] Available memory: X.XXXXXXX kb
- Now all you need to do is test your new lashes on the Visage Heads. The newly created HUD will also work on Slink Physique bodies, hands and feet!
- You can use this test to create screenshots for your HUD buttons as I have done in this example.
- Add these screenshots to your background image with your logo and HUD name. Style them as buttons and save the texture
- Upload the texture to Second Life and add it to your HUD backdrop
- Arrange your prim buttons over their corresponding images on the HUD
- Once you are happy with the layout. select all your buttons and make them blank, then set them to 100% transparency.
Your Visage HD Lashes HUD is done!
- Go forth and CREATE!!