The WereHouse Dire Wolf V2.5
Updated: Nov 2013
Release Date: June/July 2011
Avatar Type: Large Quadruped Wolf Avatar
Purchase Here on the SL Marketplace.

The WereHouse Avatars were at the forefront of Second Life® quadruped avatar creation since our first "Critters" line was introduced in early 2006.  Since then we've offered 170 different quadruped avatar choices, including the smaller Critters up to the huge Dires.  This time we've chosen to update our Dire Wolf avatar to match its smaller cousin, the WereHouse Wild Wolf.

The Dire Wolf Version 2 is our  first revamp in the "WereHouse Dires" line of avatars.  It comes with many of the great features people have known our avatars for: Facial expressions, customization, user controlled animations, and more!

So let's talk actual features.  Starting with the visuals, the wolf comes with seven stock texture packs: Timber, Obsidian, Arctic, Mackenzie, Red (As shown on the top of the page), Silver, and Recolorable.  This means you can choose between six realistic color phases, or select the Recolorable skin to make your own scheme.  The Recolorable Texture Pack has four independent color areas:  Body, Underside, Legs,  and Paws.  In addition, the eyes have three independent recolorable areas that work with every skin: Pupil, Inner Iris and Outer Iris.  Users can also use the HUD to select the pupil size for the avatar.  A new feature for the Dire is an auto pupil dilation that makes the pupil respond to the position of the sun.  During Midday, the pupils are mere pinpricks, but at night they will be fully dilated! (Note this only works with the regional sun position, not using the Environment Settings to override the sun's position.)

The Dire Wolf is also built to accept third party texture packs. That means if a person makes their own texture set and wishes to sell it or give it away to Dire Wolf avatar owners, they can seamlessly add it to the Avatar without having to go through us. Placeholder buttons are available on the  HUD to access newly added texture packs, or via command line.

The Dire Wolf comes with a HUDAO (Heads Up Display Animation Overrider) that controls most aspects of the avatar.  The Dire Wolf comes with 48 Animations.  This includes the standard AO animations of: eight idle stand poses, walk, run, flying, hovering, swimming, etcetera. The HUD has 22 user selected animations, including ear scratching, growling, howling, laying/sleeping poses, and other common canine behaviors.  The HUD also allows the Dire to deploy a modifiable saddle vehicle that can be controlled by the Dire Wolf or by the rider.

The HUD also has seven facial expressions available, including snarling and panting. It also has controls for the Ears and Tail. The Ear toggles allow you to set up the ears to move around randomly, flick on 'touch', or be forced forward or pinned back. The tail allows you to select an up or down position, three wagging speeds, and select between a flexi tail and a sculpted prim tail.

The avatar and the HUD are modifiable. And it has new scripting that will allow you to resize any moving parts. So you can make the nose longer, shorter, thinner, etc, and the facial expression functionality will still work.

So a quick overview, the WereHouse Dire Wolf (v. 2) comes with the following:

•21 Facial Control Commands
•6 Eye Control Commands
•8 Jaw Control Commands
•13 Ear Control Commands
•17 Tail Control Commands
•17 Texture Control Commands
•11 Color Control Commands
•48 Animations
• Saddle Vehicles that are either Dire or Rider controlled.
•7 Built in Texture Packs (Six realistic texture sets, one recolorable set)
•Multifunctional HUDAO w/Deformers

Note: The WereHouse DireWolf requires that you are using the latest version of the Second Life Viewer, or compatible viewers. The Wolf avatar uses a Mesh Deformer, multiple attachments, alpha layers and some scripted objects that require the updated viewers to work properly.

This avatar also makes use of a Mesh Deformer.  Mesh shapes allow avatars to be larger than human, in different proportions than a normal human avatar.  However, there are sometimes issues when switching from an deformed avatar to a different avatar.  We always recommend relogging after using a deformed avatar (As you might look fine to yourself but others might see you still in the dire wolf shape if you take it off). 

Size Chart: (Click for a larger image)

Size Comparison between Dire, Wild, and Critter Wolf avatars.


Table of Contents

HUDAO Manual
   1. Base HUDAO
   3. Tail, Ears and Eyes
   4. Colorizer

Chat Commands
1. Expressions
Facial Commands
Eye Control
Jaw Control
Ear Control
Tail Control

   9. Adding Textures
Making Texture Sets


HUDAO Manual


Note: This is the old Dire Wolf HUD before the v2.1 update.

1. Base HUDAO

 The HUDAO is made up of a few different 'pages'. The first page is the base HUD main menu, as shown on the right.

The Main Menu page is available on all the other pages, except when the HUD is 'hidden' via the "Hide" button. The first button listed on the menu will always bring you back to the Main Menu page by itself without the other pages shown.

The second button is for the Facial Expressions of the Avatar without the associated animations.

The third button is for the Tail, Ears and Eye options.

The fourth button will bring up the Colorizer, allowing you to recolor your avatar as you see fit.

The fifth button will bring up the selectable Animation Menu.

The sixth button is for the About Us page, which has a landmark to The WereHouse, a manual notecard with the basic information and command reference, and has a link to bring up this manual website.  You can also use this page to check for updates.

The seventh and eighth buttons are theAO power and AO Reset button. (The Green power button and the blue recycle arrow button make up the Power and Reset buttons respectively). If any changes are made to the animation overrider, you'll want to click the Reset button to make sure the changes go live. This is good to use as well if the HUDAO is experiencing issues.

The next two buttons are the saddle buttons.  The "Rider Saddle" will spawn a rider controlled saddle vehicle.  The "Dire Saddle" button will bring up a Dire Controlled saddle vehicle.  Make sure you're on land that allows you to use scripts and build objects or this may not work.

And the final button is the "Hide" button. This will hide the AO and only display a small WereHouse Logo on the bottom right of your screen. Click that logo and the HUD will be displayed once more.

Now for specific HUD pages:

2. HUDAO Page 2 - Expressions

The Second button of the HUD's Main Menu is the Expressions page.   This section has several of the quick facial function features on it, as well as the jaw rotation selection.

On the left, the Seven Facial Expression Buttons are lined up. None of these buttons affect sounds or animations. They only make the head and jaws work together to product those specific expressions: Normal, Snarl (jaw closed), Snarl (jaw opened), Razzing, Happy face, Panting and the "WTF" or quizzical expression.

When an expression is active via these buttons, the pawprint next to them will light up green. When they are inactive, they will be grayed out.

On the right side, is the Jaw Rotation controls. While the other buttons will make the jaw move into certain positions, you can use the Jaw Angle to make the jaw open wider or close.  You can click anywhere along that slider to make the jaw move.

3. HUDAO  Page 3 - Tail, Ear and Eye options

The third page of the HUD is for the Tail, Ear and Eye options.  The top of the page focuses on the eyes, allowing you to turn off the Eye Blink , the Random Eye Movement, or the Auto Pupil Dilation.  The three head images along the top show the eyes in open, half closed, and closed states.  If you select one of these states, it will persist through any expression changes you make via HUDAO Page 2 (Expressions).

On the bottom left of Page 3, we have the tail position options, allowing you to position the tail up, normal and tucked or down.  The arrows will turn green if one of those is active on the HUD.   Next to the tail position, we have two tail options, to switch between a sculpted and flexi tail, and to toggle off/on the random tail flicking.  Under those buttons are the tail wagging buttons, the first button stopping the tail, and the following three making the tail wag at the speeds indicated on the button (Slow, Medium and Fast).

Next to the tail options we have the head displaying the ear positions with arrows that point down if you want to pin the ears down, or up arrows if you want to point the ears up.  Under that are the options to turn off the Random Ear Motion, The Move-On-Type option, or the Touch flicking.  Please keep in mind that the owner can always touch flick the ears, and turning off this option only prevents the ears from flicking from other SL Residents.

4.  HUDAO Page 4 - Colorizer: (Click the picture to see it at full size) The most complex of the HUD pages, the colorizer is what really allows you to customize the avatar to your desired look.  The colorizer is made up of different sections.

Running along the right side of the Colorizer, you have the "Texture Pack" options, starting with the six realistic textures, the recolorable textures, and two blank texture packs for third party textures.  In the top middle, you have the preset recolorable sections for the recolorable texture. Note: Recoloring will not work if one of the realistic textures is selected.   In the bottom, left, you have the color picker. Right of the color picker, you have arrow buttons that will increase or decrease the amount of Red, Green or Blue in the color selection.  The pawprint buttons to the right of the color picker are there for you to select commonly used colors quickly. You can recolor these paws using the SL editor.

On the top left of the Colorizer, we have the eye recolor window.  Note that "Right" and "Left" are flipped so that it corresponds to the avatar's right and left side as if you were looking at the avatar in the face.   You can change the Inner Iris, Outer Iris and Pupil color for both the right and left eyes, completely independent of each other.  Below the color options is the Pupil Size slider.  You can use that to change the size of the pupil from next to nothing to very large.

Using the color picker, you can click on the color spectrum in any location and it will display that color above with the vector available in hovertext. In the example image, this is shown as a light gray color <0.50, 0.50, 0.50>.

The wolf image on the left will show the wolf with the recolorable sections outlined in black.  The wolf has the following recolorable sections (Not including the eyes as mentioned above): Body, Underside, Legs, and Paws.

When you choose a color for a recolorable area, you can apply it by clicking on one of the buttons on the top middle of the HUD (e.g. "All Sections," "Body," "Paws," etc.)  The locks are available next to each of the recolorable areas (Including the eyes) so that it will not be clickable for recoloring (and so you won't accidentally change it if you click on the wrong button).  Please note that using the locks on the sections will not stop "All Sections" from recoloring them. All Sections will still recolor every recolorable section to the selected color.

Back to the Texture Packs (Top).  The first six are the included texture packs: Timber, Obsidian, Arctic, Mackenzie, Red Wolf, Silver Phase and Recolorable.   The two wolf  buttons next to those are blank placeholders put there so third party texture packs can be added and used by the HUD. The wolf button is the texture pack application itself, and the smaller round button is for the user to allow it to be set as a recolorable texture set.  Until you get some custom texture packs, you can ignore these.

5.  HUDAO Page 5 - Animations:  The fifth page on the HUD is the Animation section. These are animations that play outside of the AO itself, that you can start up just by clicking on the buttons.

The howling and snarling animations come with sounds, and are timed animations, in that they remain in that state for a set amount of time, and then resume the normal avatar behaviors (Depending on if the AO is off or on at the time.)  Dig, Male Pee, and Female Pee animations come with particle affects.  Laze and Sleep animations will close the eyes of the Avatar. So be sure to click those off before changing animations, or the eyes will remain closed.  The other animations are toggle off/on.  Animations with facial expressions will now revert the facial expressions automatically.

Some of the sitting down poses (Sit, Ear Scratch, Dance, etc) will make the tail flip to a sitting position if it's in the sculpted tail state.  This will not work with the flexi-tail state.

6.  HUDAO Page 6 - About The WereHouse:  The About The WereHouse page has some information regarding The WereHouse.  The First button, for the Full Manual will allow you to view this webpage anytime you need to.

The Full Manual is a notecard in-world that has most of the information of this webpage, as well as all the chat based commands that work with the avatar (Also available below).

Next to that is the update button. You can click this anytime you're in a script enabled area to check and see if the Dire Wolf has any updates available.

The landmark button is next to that, and it will give you a landmark to The WereHouse's main store in Therianation.

And the last button is the group button, which will bring up the Realmscapes Group in your local chat window.

Chat Commands

All commands are on channel 53, that means they should all start with /53. Commands are not case sensitive.

1.Expressions (affects head and jaw)
Normal - Puts the Avatar's facial expression in the normal, closed mouth appearance.
Happy - Makes a happy face :D
Snarl - Makes a closed-jaw snarl.
WTF - Makes a quizzical expression.
Razz - Sticks out the tongue with the mouth closed.
Pant - Makes the avatar take a panting gesture with squinting eyes and a flapping tongue.

2. Facial commands (affects only part of the head)
MuzzleClose - Puts the muzzle/nose in the regular closed mouth position.
MuzzleSnarl - Puts the muzzle/nose in the snarl position.
MuzzleSmile - Puts the muzzle/nose in the smiling position.
EyesOpen - Opens the eyes.
EyesMid - Puts the eyes in a squinting state.
EyesClose - Closes the eyes.
EyesWTF - Puts on the quizzical expression.
EyesSmile - Puts the eyes in an wide open happy expression.
EyesSnarl - Puts the eyes in an angry expression.
JawClose - Puts the jaw in the regular closed position.
JawOpen - Puts the jaw in the open position.
JawLoll - Puts the jaw in the open position with the tongue sticking out.
JawRazz - Puts the jaw in the closed position with the tongue sticking out.
JawPant - Puts the jaw in the open position with the tongue animated to pant.
JawSnarl - Puts the jaw in the closed position with the lips tightened to show the upper fangs.

3. Eye Control
EyeBlinkOn - Allows the eyes to blink randomly.
EyeBlinkOff - Turns off the eye blinking.
EyeBlinkToggle - Toggles between the blinking and nonblinking states.
EyeMoveOn - Allows the eyes to look around randomly.
EyeMoveOff - Turns off the eye movement.
EyeMoveToggle - Toggles between the moving and nonmoving states.

4. Jaw Control - Werehouse Yakkity
VoiceTalkOn - Allows the jaw to move (Like talking) while using SL's voice chat.
VoiceTalkOff - Turns off jaw movement for voice chat.
VoiceTalkToggle - Toggles between the the voice chatting and nonchatting states.
TypeTalkOn - Allows the jaw to move (like talking) while typing on SL.
TypeTalkOff - Turns off the movement for typing.
TypeTalkToggle - Toggles between the type chatting and nonchatting states.
SubTypeTalkTime X - Moves the jaw if the owner uses a subchannel, such as for talking through role playing items. X = number of seconds to move jaw. Set time to zero to disable.
SubTypeTalkChan X - Sets the channel for the Yakkity scripting to check. (X = channel to listen to.)

5. Ear Control
LeftForward - Sets the Left Ear in the forward facing position. (Note, the ears will still randomly move and flick if those controls are on.)
LeftBack - Sets the Left Ear in the 'pinned' position.
RightForward - Sets the Right Ear in the forward facing position. (Note, the ears will still randomly move and flick if those controls are on.)
RightBack - Sets the Right Ear in the 'pinned' position.
EarMoveStart - Allows the ears to swivel randomly while set in the "Forward" Position.
EarMoveStop - Turns off the ear movement.
EarMoveToggle - Toggles between the moving and nonmoving states.
TouchFlickOn - Allows the ears to flick when someone else touches the avatar's ears. (Note: Owner can always touch flick)
TouchFlickOff - Turns off the ear flicking for others.
TouchFlickToggle - Toggles between the ear flicking off/on states.
EarTypeMoveOn - Allows the ears to move into the forward position while typing.
EarTypeMoveOff - Turns off the type triggered ear movement.
EarTypeMoveToggle - Toggles between type triggered off/on states.

6. Tail Control
TailFlexi - Switches the tail to flexiprims.
TailSculpt - Switches the tail to sculpted prims.
TailToggle - Toggles between flexiprim and sculpted prims.
WagSlow - Slow tail wagging state.
WagMed - Midrange tail wagging state.
WagFast - Fast wagging state.
WagStop - Stops the tail wagging state.
WagSwish - Toggles the tail between a randomly occuring horizontal swish and no swish.
TailUp - Puts the tail in an 'up' position.
TailDown - Puts the tail in a lower/normal position.
TailTuck - Puts the tail in a low/tucked position. (Note: wagging states do not work in this position.)
FlickStart - Allows the tail to randomly flick.
FlickStop - Turns off the random flick.
Flick - Makes the tail flick once on command.
AvModeSit - Sculpted Tail Only: Puts the tail in the sit position (no matter what animation is playing)
AvModeNorm - Sculpted Tail Only: Puts the tail in the normal, 'non-sit' position.

7. Textures (For creating your own texture packs) -
TextureDelayAmount x.x - (Default is 0.05) - Allows you to change the speed of the texture/color changes. Making the number higher will slow down the rate of change (Might be beneficial in lagged sims). You can always manually change it back to 0.05 or whichever speed suits you best. Example: /53 TextureDelayAmount 0.05 or /53 TextureDelayAmount 0.50 (Slow it down).
TexSetupStart - For Adding Texture Packs to the Avatar.
TexSetupEnd - Ends the Texture session.
TexReal1 - Changes the textures to the Timber Texture Pack. (first realistic texture pack)
TexReal2 - Changes the textures to the Obsidian Texture Pack
TexReal3 - Changes the textures to the Arctic Texture Pack.
TexReal4 - Changes the textures to the Mackenzie Texture Pack.
TexReal5 - Changes the textures to the Red Wolf Texture Pack.
TexReal6 - Changes the textures to the Silver Texture Pack.
TexColor - Changes the textures to the Recolorable Texture Pack.
TexCustom1 - Changes the textures to the first custom/third party texture pack stored in the HUD.
TexCustom2 - Changes the textures to the second custom/third party texture pack stored in the HUD.
TexCustom1Color - Sets custom slot 1 as colorable
TexCustom1Real - Sets custom slot 1 as noncolorable
TexCustom2Color - Sets custom slot 2 as colorable
TexCustom2Real - Sets custom slot 2 as noncolorable

8. Colorizer
ColorAll <vector value> OR defined color (see below)
LeftEyeIris - Inner Eye Color <vector value> OR defined color (see below)
LeftEyeShadow - Outer Eye Color <vector value> OR defined color (see below)
LeftEyePupil - Pupil Color <vector value> OR defined color (see below)
RightEyeIris - Inner Eye Color <vector value> OR defined color (see below)
RightEyeShadow - Outer Eye Color <vector value> OR defined color (see below)
RightEyePupil - Pupil Color <vector value> OR defined color (see below)
Body <vector value> OR defined color (see below)
Underside <vector value> OR defined color (see below)
Legs <vector value> OR defined color (see below)
Paws <vector value> OR defined color (see below)

ColorDefault (sets all color sections to defaults) Defaults are listed as follows:
Body: <.53,.22,.03>
Underside: <.19, .19, .19>
Legs: <.53,.22,.03>
Paws: <.19, .19, .19>
Pupil : <.10,.10,.10>
Inner Iris: <1.00000, 0.50196, 0.00000>
Outer Iris: <0, .5, 0>

Pre-Defined Colors:
gray <.19, .19, .19>
auburn <.32, .18, .08>
skyblue <.62, .62, .85>
copper <.42, .27, .12>
red <.35, 0, 0>
green <0, .5, 0>
yellow <1.0, 1.0, 0.0>
golden <1.00000, 0.50196, 0.00000>
darkgray <.06, .06, .06>
blue <0, 0, .21>
lightgray <.5, .5, .5>
brown <.53,.22,.03>
black <0,0,0>
purple <0.19608, 0.00000, 0.36078>
white <1,1,1>

Adding New Texture Packs

The WereHouse Dire Wolf avatar is designed with third party customization in mind. This means that third parties can create, sell, or give away their own texture sets for this Avatar. The HUD only has two custom slots available, however, the Avatar comes with an Object called the Multipack, which can store several more Texture packs. You can then use the Multipack to send these texture sets to the two custom buttons located on the HUD.

To Make a Texture Pack Available to your wolf and HUD:

1. Wear the entire wolf avatar.

2. Type the following in the regular chat channel:
/53texsetupstart (This tells the avatar that a new set of textures are to be loaded.)

3. Click the third party texture set (Should be in an object that the third party made available).

4. Choose one of the two Custom Slots available on the HUD. (Custom1 or Custom2)

5. The new texture set should now be available on the HUD! (Using the SL editor, you could retexture the buttons on the HUD as well).

6. Type the following in the regular chat channel:

To Add a Texture Pack to the Multipack. (The HUD only holds two custom texture packs, but the Multipack can actually store several more, so you can switch the ones available on the HUD and not lose any you've previously picked up!)

1. Click the Multipack. Select "Store" from the menu. Another menu will pop up with several slots available. Select the slot to put the Texture pack.

2. Click the Third Party Texture set. Choose "Storage" on the menu.

To send a Texture Pack from the Multipack to the HUD:

1. Click the Multipack. Select "Send" from the Menu.

2. Click the Slot that holds the specific texture pack you want available on the HUD. Then click "Custom1" or "Custom2" on the menu. (Those are the two buttons that make the texture packs available on the HUD).

3. Now you can use that custom button to load that texture!

Making Texture Packs

We will add information here as it becomes available.


1. August 2013 SL Update: With the latest update, Linden Labs seem to have broken something related to avatars that use deformers to increase the size of the base human avatars. This has been observed in the WereHouse Dire Wolf avatar as well as other avatar makers such as the Sea Wolf Ancient dragons. This issue causes avatars to either sink into the ground or hover over it.

This issue has been fixed! If you are using a V2.0 or V2.1 Avatar you need to update to the V2.5 Dire Wolf!  This update is free and you can use the updater that came with the avatar in order to get the latest version.  If you no longer have the updater, please contact Jakkal Dingo inworld and await further instructions.


2. The dires use a deformer to reshape the avatar.  Deformers are unfortunately a bug, used by many avatar makers in the same way that invisiprims were once used. Until LL give us the ability to reshape the avatar as we see fit, deformers are the only option we have to make larger avatars function to their full potential. Unfortunately, because they are buggy, there are some known issues with them.  You can click on the AO to reset it or toggle the power button if the deformer does not kick on.  Once you take the avatar off, please use the Undeformer object to make sure your avatar gets "fixed" else you'll look like a horrid abomination with any other avatar.  We recommend relogging when taking off any avatar that deforms, just in case. Sometimes you look fine to yourself, but everyone else will see you as a hideous stretched avatar.



Main Builder and Texture Designer: Jakkal Dingo
Main Scripter: Kayla Stonecutter
Animations: Jakkal Dingo
Testers: Wolfshaman Warrior and Forefox Rolls


In World Help Staff: Wolfshaman Warrior and Tyger Skytower
Email Support: Jakkal at gmail dot com
Forum Support


Second Life® and the inSL™ logo are trademarks of Linden Research, Inc.  The WereHouse Avatars is owned and maintained by Jakkal Dingo. This site and it's contents are ©2005-2014 The WereHouse Avatars.