📖 Table of Contents
1. Manual
2. Adding animations to AO
3. How to customize your penis
4. How to make custom eyes
5. Future & To-do


Avatar comes with a read-me manual. Its a HUD that you are supposed to attach and then you can read it like a book.
Don't miss on that, as it contains the main information on how to set up and use your avatar, this guide is more like a set of add-ons to that manual book.
However if reading it in SL isn't very convenient for you, it's also duplicated here.

Adding animations to AO

In this section I'll show you how to add custom animations into AO.

First add the animations into the inventory where the AO script is in (usually inside the Main Body of your avatar). For this example we're using arbitrary animation names like ANIM_Walk01, but those names will likely be different for you.

Open the !ANIMS notecard that is located within the same place as well, we recommend using an external editor tool, like Visual Studio Code or Sublime.

At the top of the notecard, after PERIOD and NAME lines, add a line SLOT = O_Walking. This declares an animation override for walking. Now we need to add actual animation variants.

To do that, add a line below with +Anim = ANIM_Walk01 and just like that we've declared that we will override Walking with the specified animation.

We can keep adding new slots - O_Idle for example, then follow it by the +Anim declaration. Full list of supported overrides is in the documentation at end of the notecard.

SLOT = O_Walking
+Anim = ANIM_Walk01

SLOT = O_Idle
+Anim = ANIM_Idle01

If you want a slot to have multiple animations that are played randomly, here is a snippet:

SLOT = O_Walking
TimeMin = 15
TimeMax = 30
+Anim = ANIM_Walk01
+Anim = ANIM_Walk02

SLOT = O_Idle
TimeMin = 30
TimeMax = 60
+Anim = ANIM_Idle01
+Anim = ANIM_Idle02
+Anim = ANIM_Idle03

First we added TimeMin and TimeMax. Those define how much time the animation will be played, with minimum being 15 seconds, and maximum 30.
After 15 seconds it has a chance to be switched to another random variant, and it can't play longer than 30.
This is important to define, because if those lines are missing, animations will be switching every tick - twice a second by default.

Next we added another variant by declaring +Anim = ANIM_Walk02, this simply points the script what animation asset to use from its inventory. To add more variants, just keep adding +Anim = ... lines.

Important Considerations:
There is no limit on slot or variant amount, but adding too much might hit the LSL memory limitation ceiling, and the script will crash.
Comments are done with # as the first character in the line.
Don't add anything after EOF line - it will be ignored.
Expanded documentation is at the end of the notecard.
For additional information, check Source & Tutorials button on the left of the manual.

How to customize your penis

If your avatar has a Penis Customization-Template you can use it to make your personal variant.

To do that, simply rez the penis on the ground, in edit mode under Features Tab, disable Animated Mesh checkbox on the linkset, this will put it in the exploded view.

Press CTRL+ALT+T to view transparency, then go to Select Linked mode and select parts (and their corresponding transparent cum-overlays) that you don't want to have, then you can simply unlink and delete them.

Do not remove parts of the linkset that don't have TGORavtr in their name, like the big transparent box in the middle, as those are needed for scripts to work. And obviously don't remove any effect-meshes like sperm, unless, of course, you want to be unable to cum.

When you're done playing with your dick, don't forget to enable Animated Mesh checkbox back, because if you don't, when attaching your shaft back, it will break your body in half. If that happens Reset Skeleton helps, but only when the checkbox is enabled again.

Important Considerations:
Additionally you can use HUD to apply different textures to the penis and tint it.
Unfortunately Animesh object don't support Bakes on Mesh layers just yet, so for that we have to use regular texture appliers.

How to make custom eyes

You can easily make them using this tool. Description in how to use it is located there as well.

To apply eyes you need to create a new Bakes on Mesh Universal layer, and slot the uploaded eye texture into the eyes slot.


In the future I will expand Second-Life Avatar tutorials, provide information on how to modify the Avatars using Blender 2.8+ and our export plugins, as well as give a detailed overview on scripts and commands, create gestures and customize HUD, adding with new functionality to it.