All about easy nail appliers

I wanted to make creating nails for Cinnamon accessible to everyone. This means the nail applier kit is now part of the body pack, as well as part of the creators kit.

To create a skin used to involve scripts and applier HUDs, but now with Bakes on Mesh, anyone who is interested and motivated can create their own skin and we wanted to make sure it was the case for nails as well!

Nail appliers used to be a long, convoluted process of writing individual lines for each texture for each button for each HUD. 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 nails using the new slimline nail applier scripts:

Before we get into the applier HUD setup, please ensure your nailpolish textures are no larger than 512×512. Any associated bump and specular maps should be 256×256. There is no need to use 1024×1024 textures for fingernails. Please be kind to the SLenvironment 🙂 The best file format is 24 bit .TGA.

If you don’t have nail textures already created, you can download the template here to get started:

Save instructions to be added here when I figure them out

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.

This tutorial is for creating a new hud from scratch, not for existing HUD’s that have extra buttons for other functions such as minimise buttons or group joiner/landmark giver buttons. Any buttons on your HUD *will* be parsed into the notecard and if you have extras, you will get strange things happening on your nails.

If you have an existing HUD template that you always use for creating your nail appliers, make a copy of the template just for parsing textures into notecard format, and remove any buttons other than the actual applier buttons. Ensure the linkset only has the root prim and the buttons.

Then you can just put the notecard that you create with the generator. and the controller script, into your main HUD template. Skip to the section called setting up your textures for generation below for instructions.

Or Click here for full tutorial

Building your HUD

  • Create a background image for your HUD (including your branding and any nail textures you are putting into your HUD) in your image editor. You want the HUD to use as few textures as possible so you will be setting your buttons to invisible and using the background image to show your nail buttons. You can make your design however you like, as long as your nail textures are included and visible!
The baked image example for Cinnamon and Chai nail applier HUD’s
  • 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 nail HUD will be for example “[your brand] red shimmery nail applier (for CinnamonChai and Slink)” 
  • 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.
  • Add your background texture the main prim now. 
Texturing the backdrop prim of the HUD

Building buttons

  • Build as many prims as you have nail textures. Each nail option should be on it’s own prim. Keep in mind that if you are also using shine and bump maps, the memory available in the script will limit how many nails you can add to a single applier. For safety, keep the number of individual nail options to under 20 per HUD. Arrange the prims against your HUD image.
Basic nails buttons laid out over the backdrop/root prim

Linking the HUD

  • Name each nail prim with a short word describing the texture. This will be visible to the end user when they apply the nails as in “Applying [name]” so keep it short, sweet and descriptive. Red, Red Glitter, Snow Art. Whatever applies to the texture you want to apply per button. Each button in a single HUD must have a unique name.
Naming the buttons names to something short and descriptive.
  • Select all of your nail 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.
Creating the HUD linkset with the backdrop as the root prim and the buttons as child prims

Setting up your textures for generation

  • The script is capable of handling quite a few textures, but to manage the limited memory in the script we recommend no more than 20 nail applier buttons per HUD. More than 20 butons with 3 textures each may result in a script crash when you add the controller.
  • Texture each nail prim with the nail texture you want. In this step, you can also add your normal/bump map and your specular map and set your preferred gloss and environment value, and any gloss tint. These can be the same across all buttons, or different per button. However you want each nail applier to appear. TIP – The orientation of the nail 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 nails
  • 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
All button prims with the texture, bump and shiny maps applied

Generating the notecard data

  • Find the “Data Notecard Generator – NAILS” script in your Cinnamon or Chai utilities folder. You can unpack this from the items in the Skins and Extras button on your Cinnamon or Chai HUD or find it in your inworld creators kit.
  • Drag it into your nail 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.
Adding the Data Notecard Generator script to get the formatted notecard lines
  • 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 nail 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 – Orange and Red Nail Set” (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 – Shimmery and glittery reds and pinks” 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. 
  • If you want your final HUD to have a button to CLEAR MATERIALS from the nails, paste the following lines into the bottom of your notecard – replacing [buttonname] with the actual name of your button.


Creating the data notecard from the script output

Removing button textures and making them invisible

  • Now that you have generated your notecard data, the buttons no longer need those textures to be physically on them. Select all of your buttons, and remove all of the textures/make them transparent. This will make your HUD load faster as it’s using fewer textures. (Set the texture to blank, 100% transparency, then set the Bump to None and the Shiny to None)
Make the buttons transparent and remove textures

Scripting the final 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. 
Adding the notecard, and then the controller script, to the HUD contents
  • 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 nails on the Cinnamon or Chai bodies. The newly created HUD will also work on Slink Physique bodies, hands and feet!
Testing the finished applier HUD on the Cinnamon Hands
  • Go forth and CREATE!!