Download this code and read the following tutorial in order to make your own animations hud that won’t require you to rezz objects or use poseballs to perform animations!
Interested in more scripts? Check out our Second Life and Opensim Tip Jar script!
A HUD, the acronym for ”Heads Up Display” is a form of an interface that projects a display on your point of view.
HUDs also allow you to immediately perform certain actions such as casting spells, take items out of your inventory or create something! This saves time, and makes things much easier, you won’t have to type in lines of commands in your chatbox to smoothly defeat dragons!
In Second Life an avatar can’t just roam around use objects, toys and battle opponents just like in any other videogame because land is mostly privately owned and can be restricted by its owner in what is allowed.
Some lands don’t allow for talking over the microphone while others don’t allow the use of scripted items such as cars and furniture.
A way to get around this problem is the use of HUDs. By wearing a HUD you can circumvent part of the problem and still shoot, jump, fly, kiss, change clothes and do whatever even if you’re not allowed to place objects on the land you’re currently standing on!
Building the HUD is done with AZN’s 3D Animation Maker.
To create your first HUD you need land where you can ”rezz” (place items on the ground). You can find free sandboxes that can accomodate you.
Second you will need the HUD animation script. You can get the code here.
You can try these as a starting point. You can also search for ”sandboxes” in your Second Life viewer to find other options more suitable to your needs. Making erotic items require adult sandboxes for example.
After you’ve made your first, working HUD you can simply rename the buttons to your 3d animations and drag and drop the 3d animations in the HUD while you’re wearing it.
Let’s get started
Now that you’ve finally settled on a place and are anxiously waiting for your HUD to come alive follow these steps!
Flatten all the blocks and place them over the big block. Give the big block a different texture than the small blocks. I recommend you texture the small blocks with a number. That way you can easily tell how many different animations the HUD has. You can use anything you like even pictures. Just upload your images into Second Life and edit each individual block by right clicking it, selecting and clicking ”texture” and editing the texture to a background colour for the big block that you’d like to have for your hud, and individual images for the small blocks to represent the different animations.
Rename the small blocks’ name with the exact name of the animation you are going to put into said block and the description with ”Anim0” (Anim-zero).
For example: I will be making a dance hud with four pirouette animations. block 1 will be named pirouette1 with the description ”Anim0” block 2 will be named pirouette2 and Anim0 etc (the animations are named pirouette1 to 4 in my inventory).
When you’ve finally set up it up the way you like you can select all the blocks with Shift + Left Click and hit CTRL+L to link them together.
Make sure to select and link the big block, the ”frame” of your HUD, last! If you did this correctly, when right clicking your HUD it will glow yellow instead of blue!
Rename your linked hud by right clicking it and choosing a name that will let you easily find it in your inventory! This one will be named ”pirouette dance hud”.
Don’t worry, you won’t actually have to code use the notepad file you’ve downloaded from our hud tutorial package.
Now you’ll also see how it could greet you in the first place by using the command
”llSay(0, ”Hello Avatar!”);
Replace the text in the script with the code from the notepad file.
Drag the animations from your inventory into the HUDs’ contents together with the script. Go back to step three to double check!
Right click the HUD and select ”put on” -> ”attach HUD” -> center.
Don’t worry if you only see a uniformally coloured square: simply right click the HUD -> edit -> rotate.
Resize and shuffle the HUD around on your interface untill it suits you. Hit the buttons to test it (sometimes you’ll need to double tap) and voilá, a working animation HUD that doesn’t require you to use other peoples lands or use poseballs in order to perform certain animations!
If you’ve enjoyed this tutorial and wish to start building your own animated HUD you can 浏览我们的商店 为几个.bvh动画文件，你可以在第二人生或其他游戏中上传!
查看我们的市场 此处 来看看我们利用这一奇妙的技术做了什么。