The WereHouse Werewolf (v. 3.0)
is our most advanced Second Life® avatar as of its release in Oct 2010.
It comes with a sophisticated Head's Up Display Animation Overrider (HUDAO) that controls most of the functions of the
Avatars within easy reach of the user.
The WereHouse has strived to
offer up many customization options, including the
HUD, Chat commands, Gesture creation, and Manual Editing.
If you would like to see more specific information of what the
avatar can do, please check our User Manual section.
So let's start with the
visuals. The WereHouse Werewolf avatar comes with 5 built-in
texture packs: Timber, Prairie, Arctic, Black Phase and a Recolorable Texture set. This means that you can choose
between four pre-made 'realistic' texture sets, and one made
specifically to allow you to recolor it via the HUD, chat
commands, or manually.
The Werewolf 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 WereHouse Werewolf avatar owners,
they can seamlessly add it to the Avatar without having to go
through us. Placeholder buttons are available on the
Werewolf's HUD to access newly added texture packs, or via
Now let's talk
functionality. The Werewolf has an AO (Animation Overrider) that
helps the werewolf act and function like a werewolf. The AO Has
two settings: Biped and Quadruped mode. The HUD itself has
some other animations on it, such as howling and growling (With
sound effects) and sitting/laying poses.
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
The avatar is fully modifiable. And unlike our other "Advanced"
avatars, it has new scripting that will allow you resize any
moving parts. So you can make the nose longer, shorter,
thinner, etc, and the facial expression functionality will still
And Finally, the Werewolf
comes with a special PVP system for RPers or combat lovers.
Not only can one fight in solo PVP, but it also allows you to
join "Packs" for Team PVP.
So a quick overview, the WereHouse Werewolf Avatar (v. 3.0)
comes with the following:
•21 Facial Control Commands
•9 Eye Control Commands
•8 Jaw Control Commands
•13 Ear Control Commands
•13 Tail Control Commands
•13 Texture Control Commands
•9 Color Control Commands
•5 Built in Texture Packs (Four realistic texture sets, one
•Biped and Quadruped Stances
•Built in Combat System
Note: The WereHouse Werewolf V3 requires that you are using the
latest version of the Second Life Viewer, or compatable viewers.
The Werewolf avatar uses alpha layers and some scripted objects
that require the updated viewers to work properly.
1. Base HUDAO
The HUDAO is made up of three tiers. The main tier is always
available, and attached to the lower right of the screen.
It can be attached to the lower left of the screen and still be
available (Just mirrored of what is shown in this manual).
The first tier, or the Base HUDAO has five quick access buttons
on it. The Top button, which is the WereHouse Logo button,
will have a landmark to our main store in Therianation, as well
as a Notecard with a link to this Manual's URL.
button is a Biped/Quadruped toggle. It allows you to switch the
stances between Bipedal motion and quadruped motion. Switching
between these will cause a slight delay as the scripts must load
the proper animation overrider of the stances. The blue
image of the werewolf will change to a quadruped image when when
the quadruped stance is active.
button is the AO Power button. It will turn red when when it is
The fourth button is the AO Reset button. If any changes are
made to the animation overrider, you'll want to click this
button to make sure the changes go live.
And the fifth button is the "Show/Hide" button. It doesn't
hide the base AO, but brings up the second tier of the HUD which
controls facial expressions, ear and tail positions, the eye
glow option, and the buttons to bring up the third tier options.
HUDAO Tier 2
The Tier 2
section of the HUD is the second level shown after hitting the
"Show" Button on the Base HUD. The Tier 2 section has
several of the quick facial function features on it, as well as
links to the Tier 3 sections of the HUDAO.
The top button is the Eye Glow toggle. This will turn the
eye glow off and on. When it is activated, the button will turn
Following the Eye Glow button are Seven Facial Expression
Buttons. 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
After the facial expression buttons, we have the Ear position
controls. This button just allows you to position the ears
forward or pinned back. The image will change to show the ear
back or forward depending on the setting.
The next set of buttons deal with the tail controls. Tail
up, and Tail Tuck buttons are the first of the Tail controls,
and the arrows will turn green if either of those is active on
the HUD. After that are three tail wagging speeds, one
being the slowest and three being the fastest. The number will
turn green if they are selected to be active.
Following that, we have three buttons that bring up the Third
Tier of the HUDAO. The Animations button brings up some
Animations that are HUD selectable, such as howls, growls, and
The Colorizer button allows you to select the texture on the
avatar, recolor the Recolorable texture and eyes.
The Options button allows you turn certain features off and on,
such as ear flicking, eye movement, etc.
We will now go into more detail for the third tier selections.
Animations: The first subsection on the HUD
is the Animation sections. These are animations that play
outside of the AO itself, that you can start up just by clicking
on the buttons.
The default animations available on the Werewolf avatar are:
Biped Howl, Quadruped Howl, Crouching Snarl, Quadruped Snarl,
Sleep, Relax and Sit. We hope to have more animations
available in the near future.
The howling and
snarling animations come with sounds, and are also not toggle-on
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.) Sleep, Relax and
Sit animations are toggled on and should be toggled off when the
position is no longer wanted.
The most complex of the HUD tiers, the colorizer is what really
allows you to customize the avatar to your desired look.
The colorizer is made up of different sections.
In the top left, you have the preset Color options for the
recolorable texture. Note: Recoloring will not work if one of
the realistic textures is selected. The recolorable texture is
the top circle in the group on the bottom left of the HUD.
On the top right, you have the color picker. Between them, you
have arrow buttons that will increase or decrease the amount of
Red, Green or Blue in the color selection. If you find a
color that you really like, you can store the color by clicking
on the "Store Colors" button, and then one of the moon-textured
On the Color picture, 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
being pure blue <0.00, 0.00, 1.00>.
The Werewolf image in the center shows the werewolf with the
recolorable sections outlined in black. The Werewolf has
the following recolorable sections: Body, Hair, Underside, Legs,
Right Eye, Left Eye, and Paws.
When you choose a color for a recolorable area, you can apply it
by clicking on one of the buttons on the bottom right of the HUD
(e.g. "Everything," "Hair," "Body," "Right Eye," "Left Eye,"
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).
The bottom left holds the texture packs. The one on the top is
the Recolorable Texture. Under that is the Timber Wolf
texture, The Prairie Wolf texture, The Black Phase Wolf texture,
and the Arctic Wolf texture. The four 'logo' buttons next
to those are blank placeholders put there so third party texture
packs can be added and used by the HUD. The larger of the
buttons is the texture pack application itself, and the smaller
button is for the user to allow it to be used as a recolorable
options menu allows you to easily toggle off/on certain settings
available on the Avatar. It has settings available related
to Ear, Voice, Tail and Eye options.
Ear Move - Toggles off/on the random ear movement.
Touch Flick - Toggles off/on the flick-on-touch for other SL
users. (Touch flick is always available to the avatar owner).
Type Move - Toggles off/on the Ears moving forward while typing.
Type Talk - Toggles off/on the WereHouse Yakkity setting (Jaw
movement on typing).
Voice Talk - Toggles off/on the WereHouse Yakkity setting for
voice chatting. Note: For voice talk to work, one of the "WereHouse
Voice" gestures that come with the avatar need to be active.
Tail Toggle - Switches the tail between flexi-prims and Sculpted
Eye Blink - Toggles off/on the random eye blinking.
Eye Move - Toggles off/on the random eye movement.
All commands are on channel
53, that means they should all start with /53. Commands
are not case sensitive.
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
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
JawRazz - Puts the jaw in the closed position with the tongue
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
EyeMoveOn - Allows the eyes to look around randomly.
EyeMoveOff - Turns off the eye movement.
EyeMoveToggle - Toggles between the moving and nonmoving states.
EyeGlowOn - Turns on the glowing eyes.
EyeGlowOff - Turns off the glowing eyes.
EyeGlowToggle - Toggles between the glowing and nonglowing
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
TypeTalkOn - Allows the jaw to move (like talking) while typing
TypeTalkOff - Turns off the movement for typing.
TypeTalkToggle - Toggles between the type chatting and
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
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
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.
7. Textures (For creating your own texture packs) - Need more
clarification from the scripter.
TexCustom1Color (sets custom slot 1 as colorable)
TexCustom1Real (sets custom slot 1 as not colorable)
ColorAll <vector value> OR defined color (see below)
LeftEye <vector value> OR defined color (see below)
RightEye <vector value> OR defined color (see below)
BothEye <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)
Hair <vector value> OR defined color (see below)
ColorDefault (sets all color sections to defaults) Defaults are
listed as follows:
Underside: <.19, .19, .19>
Paws: <.19, .19, .19>
Hair <.42, .38, .31>
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>
purple <0.19608, 0.00000, 0.36078>
WereHouse Combat is a
simple just for fun fighting system for WereHouse avatars. It
also allows users to trigger the animations alone for potential
use with 3rd party combat systems that use the left mouse button
and movement keys for attacking.
There are three modes; WereHouse Combat, 3rd Party Combat, and
In WereHouse Combat mode, the user can attack and hurt other
compatible avatars also in WereHouse Combat mode. Hovertext will
appear above your head showing you in combat and your health.
When someone reaches 0 health they will drop on the ground and
be unable to attack for a short while. To attack, hold down the
left mouse button while not pointing at your avatar or a
clickable object and tap the movement keys. If another avatar is
in front of you within 2 meters they will be hit. If they are
also in WereHouse combat mode, their health will drop. The
system will tell you if you were the one to land the final blow.
If someone else defeats you, the system will tell you who.
While in WereHouse combat mode, you will get a message when
someone else enters or leaves combat within the sim. WereHouse
combat also allows you to join a Pack, which prevents you from
damaging other members of the pack. To join a pack, type '/53
PackName xxxx' without quotes, where 'xxxx' is the name of the
pack. Anyone can join or leave a pack at any time, spelling must
match but capitalization doesn't. Pack names will be shown in
their hovertext for anyone that joins one. Everyone else in
combat mode in the sim will get a message when you join or leave
a pack. To leave a pack, type '/53 NoPack' without quotes, or
enter a new pack name.
There are optional idle sounds that play occasionally while
WereHouse combat is active. To toggle this, type '/53 IdleSound'
In 3rd Party combat mode, attacks only trigger animations. This
is for use with 3rd party combat systems that use the same
control system to trigger attacking. The hovertext is optional
in this mode, type '/53 3P Text' without quotes to toggle.
Combat Command Reference:
Menu: /53 WHC Menu
To change modes, type one of
the following in chat:
/53 WH Combat
/53 PackName ______ - Enter the Pack name where the blank space
would be. Example: /53 PackName The WereHouse
/53 NoPack - Leaves the Pack.
/53 Idlesound - Toggles the sound effects off and on.
Third Party Combat Mode (Allows you to use the attacking system
with other combat scripting)
/53 3P Text - Toggles the WH Combat System hovertext off/on.
Adding New Texture Packs
The Werewolf 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 Werewolf and HUD:
1. Wear the entire werewolf
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
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
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
First things first, you must pick up a Texture Dev Kit from
our main store in Therianation. It is free. You will need this
in order to make the special texture packs that work with the
avatar's scripts and HUD. If you want to make your own textures
just for people to buy and manually add them to the avatar, you
don't have to bother with this.
Note: Please don't remove any scripts in any objects given in
this dev kit. If you want to make a custom Texture Pack Box,
you can shrink the box we give you, or make it invisible. Then
use it as the root prim of your box. Removing the scripts will
reset them and they will no longer work.
Step 1. Make the textures. I'm afraid we can't provide much help
with this one, it's all up to you to make the textures for it.
Be sure to test them on the real avatar.
Note: Ears, Arms, Hands, Legs and Feet are mirrored. There is no
left or right option for any of them. If you want to make custom
sets that are not mirrored, you will have to sell the textures
themselves and have customers apply them manually.
Step 2. Rez the WereHouse Retexture Dummy. (The entire Dummy is
not linked, don't link them together).
Step 3. Put the Corresponding Textures on the prims on the
Dummy. (For example, bicep texture needs to go on the bicep,
nose texture needs to go on the nose, etc. You can put the same
texture on more than one part. In other words, you don't have to
make a texture for every part, however you can if you wish. But
any parts with the same name (such as the hair prims) need the
same texture throughout.). You can use Transparent textures if
you don't want certain parts to show at all. ***Make sure that
all sides of a dummy-prim are covered with the same texture.***
Step 4. Rez the Texture Pack Creator near the dummy.
Click the Texture Pack Creator and then select "Store" on the
Step 5. Click each attachment object individually to send the
texture information to the Texture Pack Creator. Please be sure
to wait a second or two between parts just to make sure the
Texture Pack Creator got the information (It should display it
in chat text).
Step 6. Once all the attachments are accounted for, the scripts
will close themselves and the texture pack is ready. To name
your texture pack, just type /53 NamePack namehere .
Step 7. You can alter the permissions on the texture pack to be
no-transfer if you don't want them to be given out as a freebie.
We will add information here
as it becomes available.
We will add information here
as it becomes available.
Main Builder and Texture
Designer: Jakkal Dingo
Main Scripter: Kayla Stonecutter
Animations: Mark Karlfeldt and Jakkal Dingo
Testers: Wolfshaman Warrior
In World Help Staff:
Wolfshaman Warrior and Tyger Skytower
Email Support: Jakkal at gmail dot com