Clothing Configuration

Note: If you see error messages like “Security check failed”, see further instructions at the bottom

Configuring the Face Groups

If you’d like to have the hud control the color of an object, you need to configure it using the script “AH Color Receiver”.

Drop one script into the object. Do not put more than one color receiver script into your object. Do not put a color receiver script into every prim of your object. I recommend putting the script into the root prim for easy access, but it will work in any prim.

Now you need to configure the face groups that the color receiver script uses. Every face can potentially belong to a different face group, or more than one face group. To configure them, you describe the face layout in the description of each prim. List the face groups the prim belongs to, seperated by commas. If only certain faces of the prim belong to the face group, list the face number after the face group name, seperated by a colen. Examples:

Description: fur:*
Meaning: Every face of every prim in this object belongs to the “fur” face group. The simplest configuration. You can leave the rest of the prim descriptions blank. Known bug: This command doesn’t work on single-prim linksets

Description: fur
Meaning: This entire prim belongs to the “fur” face group

Description: body:0,head:1,leftLeg:2,rightLeg:3
Meaning: This prim is a full body mesh avatar with 4 sections that can be textured and colored independently. Face 0 is the body; face 1 is the head; faces 2 and 3 are the legs.

Description: (blank)
Meaning: This prim does not belong to any face groups, and will never change color in response to a command from the hud

Description: fur,fur1:0,fur2:1
Meaning: This prim can be changed in two different ways. The hud can color the whole prim at once by coloring the “fur” group. Or it can change faces 0 and 1 seperately, by coloring groups fur1 and fur2, respectively

Tips:

  • To find out which face number belongs to which part of the prim,
    add the “Face Number Helper” script to the contents of the prim.
    Delete it once you are finished.
  • When edit linked parts is enabled, press ctrl-period or ctrl-comma
    to quickly cycle through every prim in the object
  • If you change the description of the root prim of an attachment, it
    will not stick after you detach it or relog. Either drop the object
    on the ground before editing, or edit it directly from inventory by
    right-clicking it, and choosing Properties

Sample step by step instructions (You’ll need to adapt these for your objects):

  1. Edit the object
  2. Enable the “Edit linked parts” check box in the edit panel
  3. Open the General tab
  4. Change the description to “bodyFur”
  5. Press ctrl-period to select the next prim
  6. Change the description to “bellyFur”
  7. Press ctrl-period to select the next prim
  8. Change the description to “bodyFur:0,bellyFur:1”

To see this script in action, rez and examine the included “Sample Multi Color Object”

Troubleshooting Security error messages

Here’s a list of common errors the script may give you, and how to fix them:

  • Prim x is not owned by you
    • Either remove the prims if they are there by mistake or
    • In the receiver script, line 36, change TRUE to FALSE, like
      integer FAIL_IF_CREATOR_MISMATCH = TRUE;
  • Prim x is not mesh
    • Either remove the prims if they are there by mistake or
    • In the receiver script, line 33, change TRUE to FALSE, like
      integer FAIL_IF_NOT_MESH= TRUE;

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