The WereHouse Wilds
Release Date: May 2011
Avatar Type: Quadruped Wolf Avatar
Current Version: June 2012 - Version 1.4 Significant script reduction
fixes including a complete redesign of the HUD. Script count is
down to 42! Added a sitting dance animation as well - per user request.
Version 1.3 - Fixed some bugs, but also added a special head
with eyes attached for those that cannot use multiple attachments on a
single attachment point.
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. But now we're offering something a little better,
a little more realistic, and in between the two previously existing
The Wild Wolf is our first of many in the "WereHouse Wilds" 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 five stock texture packs: Timber (As shown on the left),
Obsidian, Arctic, Mackenzie and Recolorable. This means you can
choose between four 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.
The Wild 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 Wild 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
Wild Wolf comes with a HUDAO (Heads Up Display Animation Overrider) that
controls most aspects of the avatar. The Wild Wolf comes with 47
Animations. This includes the standard AO animations of: eight
idle stand poses, walk, run, flying, hovering, swimming, etcetera. The
HUD has 21 user selected animations, including ear scratching, growling,
howling, laying/sleeping poses, and other common canine behaviors.
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 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 Wilds Wolf (v. 1.0) comes with the
•21 Facial Control Commands
•6 Eye Control Commands
•8 Jaw Control Commands
•13 Ear Control Commands
•14 Tail Control Commands
•13 Texture Control Commands
•11 Color Control Commands
•5 Built in Texture Packs (Four realistic texture sets, one recolorable
Note: The WereHouse Wilds requires that you are using the latest version
of the Second Life Viewer, or compatable viewers. The Wolf avatar uses
alpha layers and some scripted objects that require the updated viewers
to work properly.
Chart: (Click for a larger image)
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
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
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.
The seventh and eighth buttons are theAO power and AO Reset button. If any changes are
made to the animation overrider, you'll want to click th Reset
button to make sure the changes go live. This is good to
use as well if the HUDAO is experiencing issues.
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
Now for specific HUD
HUDAO Page 2 - Expressions
The Second button of the HUD's
Main Menu is the Expressions page. Click the image for a larger
Here, 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 is active via these buttons, the pawprint next to them will
light up green. When they are inactive, they will be grayed out.
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 or the Random Eye Movement. 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).
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).
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 tiers, 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 four realistic textures, the
recolorable textures, and two blank texture packs for third
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
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
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
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 five are the
included texture packs: Timber, Obsidian, Arctic, Mackenzie 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 not revert the facial
expressions automatically. You must use the Expressions page on the
HUD to restore them.
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 Command Reference is a notecard in-world that has all the
chat based commands that work with the avatar (Also available
Under those two
buttons, on the left will allow you to join our product group,
Realmscapes, and on the right is a Landmark to the WereHouse. This
may be important if you ever lose your avatar, you can use our avatar
resend station in our main store to get a fresh copy of the avatar.
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
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.
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) -
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.
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
ColorAll <vector value> OR defined color (see below)
LeftEyeIris - Inner Eye Color <vector value> OR defined color
LeftEyeShadow - Outer Eye Color <vector value> OR defined color
LeftEyePupil - Pupil Color <vector value> OR defined color (see
RightEyeIris - Inner Eye Color <vector value> OR defined color
RightEyeShadow - Outer Eye Color <vector value> OR defined color
RightEyePupil - Pupil Color <vector value> OR defined color (see
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:
Underside: <.19, .19, .19>
Paws: <.19, .19, .19>
Pupil : <.10,.10,.10>
Inner Iris: <1.00000, 0.50196, 0.00000>
Outer Iris: <0, .5, 0>
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>
Adding New Texture Packs
The WereHouse Wilds 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
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
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
We will add information here
as it becomes available.
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: Jakkal Dingo
Testers: Wolfshaman Warrior
In World Help Staff:
Wolfshaman Warrior and Tyger Skytower
Email Support: Jakkal at gmail dot com