How to Build Your OpenCollar
This page explains how to build an OpenCollar using your own prims, without help from the “Collarizer” script.
- Advance Note for V 7.4 With V 7.4, now in beta, all contents are moved back to the root prim. Instructions for child prims will no longer be necessary, except for non-script bearing prims such as Floattext, Bell and Label.
If you want to turn an existing object into a “collar” with a minimum of building skill or fuss, use the collarizer script and run the updater. See “How to Update” for instructions.
To build a collar yourself you need only basic inworld building skills with standard prims. If you can make a standard prim of any shape, texture prims, do simple tortured prims, link prims, edit linked prims, and load contents, you can do this. If this is beyond you, consider taking a basic building class–it will pay off down the line in many ways.
To get the scripts, open the current OpenCollar updater and save the contents to your inventory. Discard the notecards named BUNDLE and the two scripts named oc_transform_shim and oc_update_shim as these are used to run the updater. Here is the list of scripts that go in the collar with their respective prims:
oc_auth : Authorizer
oc_dialog : the prim named the same as the collar
oc_anim / oc_couples : Animator
oc_rlvsys : RLV
oc_settings : Settings.
Everything else goes in the root prim:
REQUIRED CORE. In addition to oc_auth, oc_dialog, and oc_settings which each use their own prim above, these scripts in the root prim are necessary for the collar to work:
INTEGRATED. These scripts can be removed without breaking the collar but have integrated menu functions:
oc_capture, oc_exceptions, oc_folders, oc_leash, oc_particle, oc_relay, oc_resizer, oc_rlvsuite.
DESIGN TOOLS. Use these scripts if your collar design calls for them:
oc_label, oc_meshlabel, oc_themes, oc_meshthemes
OPTIONAL APPS. These are apps provided by OpenCollar you may include.
oc_bell, oc_titler, oc_bookmarks.
You will need:
- Collar Band
If you don’t have an object you want to use as the base for your collar you can make a simple torus. In the build menu select Torus as the shape, give it any texture you like, and use the approximate dimensions illustrated.
- Tiny Invisible Sphere as Root Prim OR use the collar band as root prim and add a prim named leashpoint and described
leashpoint~notexture~nocolor~nohide~noshiny~noglow. If you would like a precise leashpoint, the example illustrated here works:
- Two Stacked Cylinders about the same diameter as the collar band or very slightly smaller
- Four prims any shape
Naming your prims
- Root Prim: Same name as collar. If you are using a sparate named leash point this can be the collar band. Otherwise position the root prim where you want the leash particles to emit from.
- Cylinder Prims: Stack them vertically inside the collar, name the top prim Animator, and the bottom prim Settings. The top and bottom cylinder prims should be just visible above and below the collar. This is for ease in accessing these prims while the collar is worn on the neck.
- Create a small cube, name it Floattext and in the description field put:
FloatText~notexture~nocolor~nohide~noshiny~noglow. This prim is required for the titler app. If your collar has a bell, name the bell prim Bell and put in the description field: Bell~noshiny. Position the cube just inside the band at the back of the collar.
Note The image provided uses a cylinder as the Floattext. This will work too, but the prim changes size and position when the titler is used so you may see it invisibly sticking out or expanded.
- Remaining prims: One has same name as collar or just leave it as “Object”; another is named Authorizer, the third is named RLV.
- If using a separate leashpoint, name it Leashpoint and position it where you want the leash particles to emit from.
- Link the prims, linking all the other prims to the root prim last.
The resulting stack will look a little bit like this… it has been highlighted and spread in the illustration for better viewing.
Compiling your collar
The last step is to load the scripts into the collar. Do this with moderate speed, letting the asset server catch up to your work as you go along. The list of scripts above tells you which scripts go in what prim.
Animations and Notecards
Load the nonscripted contents first.
Your collar animations and the .couples notecard go in the Animator prim.
A blank notecard named .settings goes in the Settings prim.
Into the root prim go the .help and .license notecards. A copy of the OpenCollar license must go in any object you create using OpenCollar scripts. Also in the root prim place a notecard named .bookmarks to save your bookmarks.
Bell, Lock and Titler.
Bell and titler scripts are only used if the collar has a bell and a floattext prim and will delete themselves unless they find a linked child prim with the name Bell or FloatText in the description field of the prim.
Bell~noshiny goes in the description field of the Bell prim.
FloatText~notexture~nocolor~nohide~noshiny~noglow. A lock can appear visible when the collar is locked.
Lock~noshiny goes in the description field of your lock prim if you are using it.
- The relay script can be deleted without harm to the rest of the collar. If the wearer has an alternate relay, perhaps an HUD, wearing two relays is inadvisable.
- Meshthemes and themes are used for different types of collar build and are not compatible. Use one or the other depending on your build. You don’t need to use either unless your collar will have alternate textures.
- Meshlabel and label are used for different types of collar build and are not compatible. Use one or the other depending on your build. You don’t need to use either unless you want your collar to have a scripted label.
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