The KDC Doodles & Strikes for Avatar 2.0 is a set of scripted body overlays that allows avatars in close proximity to mark the body of the wearer with a selection of drawings, and also to slap them.
Essentially, it behaves as a combined body slapper and temporary tattoo engine.
This product is a rigged mesh designed only to be used with Utilizator's Avatar 2.0 mesh body and will not work with any other body.
Doodle & Strikes comes with the following labeled parts:
Each of the 19 areas can be drawn on or struck by simple touch. Note: Because rigged meshs cannot be touched, each area has a custom collider mesh which should work for most avatars but might require some slight resizing for some people.
Simply wear the parts that you want to use. Once you do, clicking one of the drawing areas to open it's main menu. From there you will have access to the following options:
After you selected the doodle that you wish to draw from its category, you will be presented with the “pen” selection menu.
The pen that you select will determinate both the color of the drawing and how long it will take for it to fade out completely:
Note: Once a pen has been selected, the drawing will appear on the wearer's body, if the wearer is also using a Restrained Love Viewer and wearing the KDC RLV activator, the overlay will lock itself to prevent removal until all the drawings/marks have faded away.
The “Hit” menu allows you to select an available strike type (currently only Slapping is available). Sectors can always be struck, but the textures, fade in/out effects will only appear if the sector is not already used by a doodle.
Note: You can perform a quick slap by clicking and holding the mouse down for a second before releasing, this is the same as selecting “Slap” from the “Hit” menu.
By default, the overlays will automatically hide when they receive commands from the standard Avatar 2.0 slice HUD. They are also designed to perfectly match the Avatar 2.0 slice pattern.
If an overlay is completely hidden, the “Draw on” options will be unavailable.
You don't like some of the provided doodles, or simply don't want to see them used against you?
You can delete the notecard for the offending doodle or simply rename it by putting “-” in front of it's name to make it disappear from the available doodle s.
Doodles can take up to 24 hours to fully fade away, if you don't want to wait this long, simply have a little swim in the SecondLife seas/oceans and they will fade away a lot more quickly.
Unlike the doodles, impact marks are typically drawn in full color. However, (as of version 5) you can specify a color to blend them better with your skin color/tone.
In each body part's inventory, in edit mode, there is a notecard named “_config.BruiseTint=<255,255,255>”.
You can rename it and change the RGB value at the end to any RGB color and it will be applied to new impact marks.
The recommended size for a single step custom doodle is 256×256 pixels, the doodle should be white on a transparent background.
For multi-step doodles, you can use either separate textures or a texture sheet (texture sheeting is beyond the scope of this manual)
Each doodle is configured using a notecard, this notecard must use a specific name convention to be picked up by the doodle engine:
This doodle will be available for the 3 areas of the left leg overlay, will be in the “Java” category and will be named “Coffee”
This doodle will be available only for the “pubis” area of the pelvis overlay, will be in the “Custom” category, will be named “Scratch” and will have the description “scratch marks”
For single step doodles you can use this simple template to get you started:
0, 0, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0 1, 1, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0 2, 2, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0 3, 3, 00000000-0000-0000-0000-000000000000, <0.0,0.0,0.0>, <0.0,0.0,0.0>, 0 the line on which each of the entries above is important! the first line of a notecard is always line zero. Format: LINE, NEXT_LINE, TEXTURE_UUID, REPEAT, OFFSET, ROTATION
What does this all do?
If you check the table below, every sector has a prefered start line where it will attempt to fetch the informations it requires to display the doodle:
Note: You can have as many steps as you want, you can even create an infinite loop using the NEXT_LINE value if you want to. You also don't have to fill out the lines for sectors that will not be available for your own doodle, but the line numbers for each doodle entry point have to be respected regardless.
|Sector||Global identifier||Sector name||Sector identifier||Notecard start line|
|Left leg||lti||inner front thigh||lft||0|
|inner back thigh||lbt||1|
|Right leg||rti||outer thigh||rft||0|
|inner back thigh||rbt||1|
|Left Arm||lam||left arm front||laf||0|
|left arm back||lab||1|
|Right Arm||ram||right arm front||raf||0|
|right arm back||rab||1|
You can add to your overlays custom strike marks. Strike marks are special doodles called “impactors”, the content of the notecard of an impactor is identical to a doodle, the only difference is in how the notecard has to be named, and the fact that the doodle will NOT be colored, so you can draw it in full colors.
As of version 5, pens are no longer hardcoded into the system, pens can be removed, added and edited.
If you scroll down the inventory of one of the body parts (in edit mode), you will see that there is a serie of notecards whose name starts by “pen”. Here are a few examples:
pen,Ballpoint,<236,63,69>,360,0,(Red) 6h pen,Felt,<89,123,213>,720,0,(Blue) 12h
Each of those notecards essentially defines a new pen with comma separated values, the same way doodles are defined: