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This a free mesh avatar that is part of a series on how to make mesh avatars..

How to make Billy the Dog, a Free Mesh Avatar for Second Life and Opensim

Billy the Dog is a full-sized avatar. He is easy to build. He has scripted blinking eyelids and a tongue that wags.

License:  This avatar is licensed under Creative Commons by Attribution.  Billy the Dog is based upon a work by glassdog from Blendswap. 

Upload Billy the Dog

The first step is to download the Billy the Dog zip file or get the DAE file.

Download

Extract the contents of the zip file to a folder on your disk.

Log into your virtual world and then click the mesh uploader button. Your viewer may differ from the screens shown below.

Level of Detail Screen

The first screen is Level of Detail. Change the name to 'Billy the Dog' and select Avatar Shape in the pulldown.

Level of Detail 

The preview window will show Billy the Dog.

Physics Window:

Click the Physics Tab and select 'Lowest' in the pulldown I have highlighted:

Physics 

Upload Options tab

Click the Upload Options tab. Set the size to 0.2, and check the Include Skin Weight and Include Joint Positions boxes.

Options 

 

Now Press Calculate Weights and Fees, and then select Upload.

Texturing Billy the Dog

Pull Billy the Dog out of your inventory and rez him on the ground:

Billy 

Now go to File Upload and upload these images from the zip file. If you are saving them from this web page, be sure you click each picture to get the larger one, then save it to disk.

Eye Texture

EYe

 

Choose one of these three body textures, click it to get the high resolution one, and upload it to your world.

Texture 1

Grey

filmy

Drag each texture onto Billy the Dog's appropriate part and he should look like this:

 

Mouth and tongue texture:

Mouth

Put this onto Billy's teeth and gums

teeth 

Rename this prim set to "Billy the Dog".

Now take the "Billy the Dog", back to inventory.

Wearing Billy the Dog

You can wear Billy the Dog at this time. The best method is to Right-Click the item in inventory, and Attach him to some part OTHER THAN the right hand. The right hand is the default, so later, if you wear something else on the right hand, you will be surprised when you body disappears.

Any part will work, such as stomach or left hand..

You should appear smaller, and your prim parts that you were wearing will still be there.

Take off the prim parts and go into Edit Appearance.

Locate the Alpha Tab and click all of the check boxes for the alpha boxes:

Alpha Layer

Click Save As and give this the name "Billy the Dog Alpha". You must wear this layer when you want to be Billy the Dog.

Eyelids:

There is another set of parts for Billy the Dog.   You can get the DAE file from here or from the zip file

Upload Parts.dae to your world.   Use the same settings as you did before:

Level of Detail tab

Give it a name and select small parts 

Level Of Detail

Physics tab select Lowest 

Physics 

Options tab use the defaults 

 

Rez these parts on the ground and you should see his tongue and eyelids

 

Apply this texture to the tongue, it is the same one you used for the teeth and gums.

Mouth

 

Apply whichever body texture you chose to all 4 eyelids:

Eyelid textured 

Making the tongue operate

Select  all of the accessories and press Ctrl-Shift-L to unlink them.

Edit the tongue and name it "Billy's tongue'.

 

Take the tongue into inventory and then right click it and attach it to your mouth :

 

Attch to mouth

You will probably look like this: 

Attached

Go ahead and resize the tongue and position it so it is sticking out of his lips.  Mine ended up this size:

<0.1, 0.125, 0.4>

tomngue positioned 

While you are editing the  tobgue, select the Contents tab and click New Script.

New Script

Double click the New Script and replace the contents with this simple script:

default
{
    state_entry()
    {
        llSetTimerEvent(1.0);
    }

    timer()
    {
        llSetAlpha(1.0,ALL_SIDES);
        llSleep(.5);
        llSetAlpha(0,ALL_SIDES);  
        llSetTimerEvent(llFrand(10));
    }
}

The tongue should randomly flicker out for 1/2 a second.

Eyelids

Lets get the eyelids working now.   To do this, you will need to add 1 cube prim near the 4 eyelids.  Just put it behind it, like this, and leave it at the default 0.5 X 0.5 X 0.5 meter size.

Cubes

Now select the eyelids in the order shown, and  select the box (#5) last.  Then Press CRL-L to link them together.

Name this assembly 'Billy's Eyes".

Billy's eyes 

 

Add this script to the box:


// Ferd Frederix - http://www.outworldz.com
integer playbackchannel = 1; // The default llMessageLinked number
rotation calcChildRot(rotation rdeltaRot){
    if (llGetAttached())
        return rdeltaRot/llGetLocalRot();
    else
        return rdeltaRot/llGetRootRotation();
}
vector originalScale = <0.20061, 0.20061, 0.20061>;
blink(){
    vector currentSize = llGetScale();
    float scaleby = currentSize.x/originalScale.x;

    llSetLinkPrimitiveParamsFast(2, [PRIM_POSITION, <0.07034, -0.18159, -0.10246>*scaleby, PRIM_ROTATION,calcChildRot(<0.28402, 0.00000, 0.00000, 0.95882>), PRIM_SIZE, <0.08469, 0.07604, 0.07626>*scaleby]);
    llSetLinkPrimitiveParamsFast(3, [PRIM_POSITION, <0.06963, -0.17838, -0.10644>*scaleby, PRIM_ROTATION,calcChildRot(<-0.10453, 0.00000, 0.00000, 0.99452>), PRIM_SIZE, <0.08469, 0.07530, 0.08420>*scaleby]);
    llSetLinkPrimitiveParamsFast(4, [PRIM_POSITION, <-0.06999, -0.18272, -0.10676>*scaleby, PRIM_ROTATION,calcChildRot(<0.25880, 0.00000, 0.00000, 0.96593>), PRIM_SIZE, <0.08469, 0.08078, 0.08134>*scaleby]);
    llSetLinkPrimitiveParamsFast(5, [PRIM_POSITION, <-0.07007, -0.17679, -0.10280>*scaleby, PRIM_ROTATION,calcChildRot(<-0.10453, 0.00000, 0.00000, 0.99452>), PRIM_SIZE, <0.08469, 0.07530, 0.09010>*scaleby]);
    llSleep(0.2500000);

    llSetLinkPrimitiveParamsFast(2, [PRIM_POSITION, <0.07034, -0.17943, -0.10377>*scaleby, PRIM_ROTATION,calcChildRot(<0.00000, 0.00000, 0.00000, 1.00000>), PRIM_SIZE, <0.08469, 0.07604, 0.07626>*scaleby]);
    llSetLinkPrimitiveParamsFast(3, [PRIM_POSITION, <0.06963, -0.17767, -0.10660>*scaleby, PRIM_ROTATION,calcChildRot(<0.00000, 0.00000, 0.00000, 1.00000>), PRIM_SIZE, <0.08469, 0.07530, 0.08420>*scaleby]);
    llSetLinkPrimitiveParamsFast(4, [PRIM_POSITION, <-0.07000, -0.18272, -0.10676>*scaleby, PRIM_ROTATION,calcChildRot(<-0.02618, 0.00000, 0.00000, 0.99966>), PRIM_SIZE, <0.08469, 0.08078, 0.08134>*scaleby]);
    llSetLinkPrimitiveParamsFast(5, [PRIM_POSITION, <-0.07008, -0.17688, -0.10271>*scaleby, PRIM_ROTATION,calcChildRot(<0.00000, 0.00000, 0.00000, 1.00000>), PRIM_SIZE, <0.08469, 0.07530, 0.09010>*scaleby]);

}


default{

    state_entry(){
            llSetTimerEvent(1);
        }

    timer() {
        llSetTimerEvent(llFrand(5)+1);
        blink();
    }
}

 

The eyes will blink every few seconds. 

Take the 'Billys Eyes' to inventory and Right click and Attach the box to your Skull.

Now edit the box and select "Edit Linked Parts", Make the box 100% alpha.

100% alpha 

You should go into Edit appearance and save your new Billy the Dog Avatar so it will be a complete collection.

Back to the Best Free Tools in Second Life and OpenSim.

License:  This avatar is licensed under Creative Commons by attribution.  Billy the Dog is based upon a work by glassdog