Tutorial #7: The Artiste Mover – Part 2 – Method #2


In Tutorial #6 I introduced you to our long-standing unique simplified approach to implementing object and avatar movement.

This tutorial will introduce you to our new Advanced Mover System.aka Method #2.

This method uses what we call “markers” to create a “route” of movement. It is meant to add visual acuity to lengthier routines as well as routines that include more than 1 route for either extra objects/avatars or for just 1 avatar traversing more than one route via sit-2-sit (Palette transfer);

Controller – You rez a Controller. The Controller controls creating, adding, and inserting markers plus other features. Controllers now match the color or their ‘”markers”.


There are 8 colors of Controllers and their matching Markers that match the Palette names(A-H). It is intended that colors be used to distinguish between object or avatar routes. But nothing prevents you from using more than 1 color to represent more than 1 route for a given object or avatar Palette(mover).


There are 3 types of Markers. as opposed to the traditional 1 type. I chose to distingusish the first and last marker with a different textured-face for easy locating. The maximum markers you can have is 11. This allows for 10 move-turn pairs for a given Controller. That is one Palettes(movers) worth of moves.

So you could have 1 First Marker, 1 Last Marker(at a minimum) and from 0 to 9 Normal Markers. You don’t have to worry about determining them. Their creation and choice is automatic when you create or add or insert markers.


The following illustration shows how we can get an additiona 10 move-pairs for a total of 20 move-pairs using the same color. After 20, we would need to use an additonal color. 20 requires 2 Palettes(movers). We would use Sit-2-SIt Palette Transfer during runtime to seemlessly transition between the 2 Palettes thus creating an illusion of 20-move-turn pairs. Lets hope this more than suffices most of your needs but know that the number of possible moves is technically infinite using Sit-2-Sit.


I think I will keep this post short. And let these key elements sink in. I hope the visuals give you some idea of what your experience would be like as well as a more informed basis for which to consider whether it suits your current or future needs.

Next tutorial I will talk about the Artiste Turn. A seemingly unique feature to the Artiste Mover.


Below are highlighted features that I feel, at this writing, uniquely identify the Artiste Mover System.


1 – One of the  most  differentiating features is that the Artiste treats a Palette move as a special type of action that includes an optional move-type, a smooth rotation called a TURN, as opposed to a succession of short moves. Turns can have their own animation, duration, and pause-after time.

2 – Each move can have its own unique animation.

3 – Each move can trigger an associated ‘action‘ (like fading another palette) and as such a move can identify as a mini-event.

4 – A move-set (10 move-turn pairs) can be extended to subsequent move-sets via Sit-2-Sit.

5 – There is virtually no limit to the number of moves an object or avatar can make, nor is there a limit on distance.

6 – You can execute multiple move-ranges and are not limited to just one range.

7 – Moves can be triggered from the HUD at the beginning or end of a given dance when the HUD is used to sequence dances.

8 – Movers can be used for couples dancing via paired-palette naming as well as unique-palette naming..

9 – Movers can have 2 types of labels. One for the BallSitter if used as an avatar mover, and another called a NickName that indicates the purpose of a particular move in a set of moves.

10 – Artiste Movers can function as multiple type sof devices. Example: A mover could ALSO be a fader or a light or a host of other types of devices all while functioning as a mover.

11 – Movers can be part of our rezzer as our rezzer has special intelligence built in to handle the peculiarity of our mover.

12 – The Artiste Mover system has intelligence to augment reorientation between various direction-facing venues. This also facilitates the ability to MIRROR movers by using either EAST and WEST or NORTH and SOUTH oriented movers.AS WELL AS normal X and Y mirroring centering on the Anchor.

13 – There is a shortcut way of creating movers that doesn’t require the use of ‘breadcrumbs’ (Controller and Markers). Just pressing menu buttons then a copy/paste in the end. This is referred to as theMenu Method

14 – It is possible to avoid copy/paste when using the Marker Method of creating moves. This facilitates quick testing of changes to the routes for a given Palette-Mover.

15 – You can easily scale the size of the marker up or down via an entry in a notecard inside the Marker-Controller

16 – There exists the ability to REPEAT all moves for either: 1) a given number repeats, 2) a given length of time, or 3) the total length of the HUD events, 4) or when you specificially tell it to stop repeating..

17 – You can now move the root/first Marker and the others will follow using the new GroupOffset feature in design.

18 – You can reassign (Regroup) a Marker-Set to a different ArtisteID (color A-H)  along with its corresponding Controller. This allows you to easily offset dancers on different movers and then easily dump the move/turn vectors with new identifiers).

19 – Individual Color Coding of HoverText for each marker to more easily identify matching marker-points for different ArtisteIDs (Avatar-Movers)

20 – Marker HoverText now contains total  move times (move-time, pause-after-move-time, turn-time, and pause-after-turn-time)  and accumulated marker times.

21 – MarkerTrails – see markers light up and glow in order of execution. You can specify how long they remain lit and if you want all markers or just a particular group to light up. Odds glow white. (ACEG) and Even glow yellow (BDFH).

22 – Pauses can have their own animation

23 – Nearly completed is our new auto-alignment for couples-animation. No manual-intervention required.

Tutorial #2 – Artiste Suite Overview


Trying to wrap one’s mind around the Artiste can be challenging so hopefully this will help you see the bigger picture. The main 2 pieces to understand at this point is the Artiste Performance HUD and the Palette. Not listed in the chart, for brevity sake, are other entities like the Master Rezzer (for sets) and the Artiste Curtain, and something HUGE coming in 2016..

As you can see, the HUD can communicate to many entities, not the least of which is that it can communicate to another Artiste Performance HUD.
It has 2 ways to talk to itself. By loading another HUD and then waiting for the HUD wearer to tell the newly loaded HUD to run. Or…it can autorun the new HUD without any operator-interevention and then old HUD and deatch itself. We call this HUD-chaining.


HUD-chaining allows for an infinite number of control stages when one runs out of HUD resources: like events, emotes, dances, etc. This is handy for those 1 hour-plus productions.

99%  of the time you can get by with extending a HUD’s capabilities by using one or more Palettes. While the HUD has about a dozen or more primary funtions, its abilities are extended to about 100 more what I call, action-features, by using a Palette.


Think of a Palette as the friend or source you go to when you need a special script. Maybe a fader script, as an example. Well now you can bypass the friend and the need to acquire a script .

The Palette can be that fader, one of the 100 or so things it can be or do.

You no longer need to settle for a fader scripts fixed settings. You can customize your fader using the Palette notecards. Oscillation, transparency limits, intervals, single-shot (credit to little Zed from whom I got the idea) …to name a few.


A Palette is copyable so you can have a HUD control more than 1 Palette.

A Palette can can control another Palette.

A Palette can create another Palette.

A Palette can communicate back to the HUD.

A Palette can talk to products from other creators.

Anything that is modifiable can be a Palette. It is not restricted to the object you get that is a single-prim box. No linking required although it is not prohibited from linking.

Many of you are now familiar  with movers. The Palette is what becomes a mover in the Artiste world. It can be an Object-Mover. It can be an Avatar-Mover.

The Artiste Palette can be a mover AND other things (if that is your choice)  at the same time. And you can tweak the characteristics of the ‘other things’ it can be.

Here is a link to a video where 12 Palettes are in use. I wish to to direct your attention to the opening. A Palette is: An avatar-mover AND an animated-texture AND an Artiste-Light.  Later on in this video, the same Palette-based-Avatar-Mover morphs into an Palette-based- Object-Mover and is instructed at precise times, from the HUD, to follow the moves of the animation. Insane. More crazy stuff happens near the end of the video but for now focus on its ability to: 1) behave like multiple items and 2) to change what it is and how it behaves dynamically. NOTE: A Palette as a mover can perform different selected ranges of moves from a given move-sequence and is not restricted to all-or-nothing execution of all-moves.

Credit to Aura Fitzgerald (auricrose Resident) for: Concept, Choreography, Design, and Execution

State-Of-Shock Video (compound Palette)

For a more in-depth analysis of the techniques, see this link:

State-Of-Shock (Behind the Scenes)

and scroll down to where it says: “STATE OF SHOCK –  Video  – Watch the video ==>

It goes without saying that this is an advanced adaptation of Artiste technology and not something one could expect to master over-night or even a few nights but it does show what is possible with “imagination” and perserverance married with technological innovation.


One person told me after hearing of the wide berth of offerings, “wow, you’d better have good support“.

That is an understatement with the weight of this offering. Thats why support doesnt end with a website, manuals, and videos.  So very key is ‘attitude‘. So very key is ‘patience‘. So very key is ‘availability‘. As are ‘product knowledge‘ and ‘product experience‘.

You will ask what you feel are stupid questions. Its ok. Not to me. Fine by me. Used to it. There are no stupid questions because that is the state of a new person learning.

You may ask the same question over and over. Its ok. Fine by me. I am us used to it.  I will answer you again.

In fact, I dont feel users elicit personal one-on-one help often enough. It is often pride or fear of feeling stupid or a determination to figure things out on their own. But this can lead to wasteful hours especially if its a simple thing like a typo, systax, or a rule they may be unaware of. I have seen and solved so many issues. Even issues that are not the fault of the Artiste but are an anomaly of SL. I still try to offer a solution. Quite a few Artiste abilities are the result of overcoming SL limitations and anomalies. I go out of my way not rely on “It’s SL, live with it”.

And yes, sometimes you will be doing everything right and its really a bug. That’s why its important not to ‘beat yourself up’ needlessly. I am very attentive to fixing bugs and 95% are solved same day, Often within the 1st hour.

And the best time to ask questions is in the beginning when you are trying to get a foothold and gain confidence.

You can ask anything you want in group from other users. I encourage people helping people. Our users are very eager to lend assistance.


I will keep this 2nd in a series of tutorials short and brief and let this material sink in. Hope you gained some insight.

Lat “Yummy” Lovenkraft


I don’t want to overwhelm people with a myriad of information about the Artiste. The purpose of the tutorial series is to deliver byte-sized and digestable portions of information and ease people into the Artiste. But at the suggestion of a few others,  I will provide a link to our blog-site that has more information, however I would hope you would try your best to hold off going there unless you are unable to contain your curiosity.

The Artiste Blogsite







Persistence Pays

Image Source:  iemploy.wordpress.com
Image Source: iemploy.wordpress.com

I’ve been so busy over the last few days that I’ve even neglected my writing.

I have a performance coming up, and I was determined to make my routine my first real ‘all Artiste’ performance.

I did a short routine while initially learning the system, so technically this counts as my second ‘all Artiste’ routine.

But this will be the first one in front of a real audience.

It wasn’t easy.

When moving from one system to another, there is always a learning curve.

The Artiste system has a pretty steep one.

It does so many things that learning how each piece/part interacts with the others is sometimes overwhelming.

So I set about to learn a piece at a time.

I made my first routine (the gingerbread cookies in the oven) and felt hugely successful.

I used palettes as movers, I made things tip and rotate, I faded things in and out, I danced, I moved, I used dance groups – and it wasn’t THAT hard.

This time, it’s a solo routine.

I learned to use the Artiste rezzer – which offers so many capabilities that other rezzers don’t.

I can rezz sets, fade sets, crossfade sets, de-rezz sets – all with commands from my HUD.

And you can rezz more than 1 set at once!

I can even have the HUD tell the rezzer to kill all my rezzed items after my performance – so clean up is a snap!

For the solo, I built the set, put in the rezzer, set up my fades, run my emotes, do costume changes, run my dance sequence, open/close the curtains – but I was struggling with the movers.

After a couple of hours of banging my head against the wall and failing to get the movers to do what I wanted, I finally, out of desperation, IM’d a friend who uses it and asked for help.

She asked a couple of questions and – BAM.

We realized what the issue was.


The Artiste does rotations differently than any other system I’ve used.

Which is good, in my opinion.

But it was bad, because, although I knew that, I didn’t really understand how it worked in practice.

As an example, I used to use the HUDDLES dance HUD.

For emotes, I could insert an emote during a dance animation, and my animation would not be interrupted.

So my sequence could look like this:

dance 1|13.0|/me emotes something here|dance 1|15.0

With the HUDDLES, I would begin dance 1 and 13 seconds into the animation, the emote would fire.  I would then continue dance 1 for another 15 seconds.

When I switched to the Barre HUD, that no longer worked.

If I entered my emotes in that way, not only was there a few second lag for the emotes to fire, after 13 seconds of dance 1, rather than playing for an additional 15 seconds, the dance 1 animation would restart from the beginning and then run for 15 seconds.

Not the effect I wanted.

So, I had to learn a new way of thinking and doing things with the Barre.

Not bad, or worse, just a different way of thinking.

I thought I had adjusted my thinking with the Artiste.

I was wrong.

So I had to ‘undo’ my thinking about rotations and positions and how they work and learn a new way of doing with the Artiste.

Once I did, things went pretty quickly.

Because I was feeling so successful at accomplishing all the other pieces of my dance, I wanted to not only use palettes as movers, I wanted to use the powerful ‘sit2sit’ function of the Artiste.

This function allows you to jump seamlessly from one mover/palette to another during your routine.

Stop and take a moment and reread the sentence above.

Soak it in.

You can CHANGE MOVERS during a dance routine.

There are challenges, yes, but it IS possible.

I’ve done it.


It took hours.

And hours.

And hours.

But I did it.  (With help, of course.)

After a long, sometimes theoretical conversation with Yummy, I had another ‘aha’ moment.

I asked her how she would have approached my routine, given what I was trying to do, using the Artiste.

Her answers were eye-opening.

Because I have been so used to certain ‘can’s’ and ‘can’ts’ with the other systems I’ve used, I was unknowingly making some of those same assumptions with Artiste.

Big mistake.

I think that is why I have been so persistent at trying to learn all I can about the Artiste system.

It offers me so many possibilities – many of which I am sure I am still unaware of.

With it, I am empowered to create things I thought were impossible.

And with it, I am once again finding joy in the creation of dance. 😀

HUD Preferences

Image Source:  marketplace.secondlife.com
Image Source: marketplace.secondlife.com

While surfing my twitter feed the other day, I saw a post with someone’s screen shot.

It had a ton of windows open, but what caught my eye was the placement of the dance HUD.

It was floating around the middle right area of the screen.

I thought, ‘Wow – that is totally not at all where I would park my dance (or other) HUD.”

I like to have as much screen space open as possible, so I generally park my HUD’s off to the side of the screen, as out of the way as I can get them.

But then I got to wondering – where do other dancers put their HUD’s?

HUDsThis is how my screen generally looks (although I don’t normally have 3 HUD’s attached at once!).

So I can have my HUDs accessible, but they are enough out of the way that I can still see what I’m doing.

Is there a reason you place your HUD where you do?

Do you just use the default location and never move it?

I Can Make Stuff Blow Up??!!

Image Source:  pixgood.com
Image Source: pixgood.com

Well, Yummy says you can, so it must be true. 😀

I am still experimenting and learning the Artiste HUD.

It does so many things, it’s kind of hard to wrap your head around all of it at once.

So far, I’ve made a short routine using the various pieces to dance a group, move avatars around, move objects around, and set off special fx.

I’ve attended two classes so far on learning to ‘throw’ objects.

It’s a lot of information to take in.

However, Yummy is always willing to take the time to explain things.

So when she announced a class on learning to make ‘explosions,’ I immediately signed up.

The inner pyro in me is having a party as we speak.  😀


This is how I felt after finishing this routine! Image Source: www.timothysykes.com
This is how I felt after finishing this routine!
Image Source: http://www.timothysykes.com

As many of you know, I have spent the last several weeks trying to learn a new system.

I was going to call it a HUD, but it’s really so much more than that.

The Artiste is a suite of products to help you, as a performer, do more.

Is it easy?


Is it fast?


Is it rewarding?


For me, this is a trailblazing product.  With the tools provided in the Artiste suite of products, I now have so many more creative options at my disposal.

Things that, previously, I would have had to either purchase, beg, borrow, steal, or sleep with a scripter to get.  😛

I have spent the few weeks on a roller coaster – up when I was successful at something, and down again when things didn’t go right.

Sometimes the downs weren’t my fault, most times they were.

I persevered.  Pure stubbornness.  Refusal to give up.

Sometimes I would have to walk away.

But I always came back.

After finally completing a routine, I am so excited about the many tools I still have left to learn.

What I accomplished may not seem like much to some.  I am so proud of this routine – because when I watch it, I see all the successes and failures, and how much I learned along the way.

Plus, I finally get to use these ADORABLE gingerbread avatars I got from the MadPea Scrumptious Sweets hunt.  (Created by Chandra Meehan at deviousMind – the hunt is still on, so head over there and pick them up yourself.  The HUD is $100L, but well worth the price, for these avatars alone!)

I hope you enjoy this little holiday routine as much as I do.

It’s Cold Outside

Merry Christmas!

Days 11-16 with the Artiste

Image Source:  www.eventective.com
Image Source: http://www.eventective.com

This will be my last post about my first days with the Artiste.

I’ve learned a ton, but there are still hundreds of features I haven’t even touched on yet.

I hope to be posting some videos in the coming weeks to demonstrate what I’ve accomplished so far and what I hope to accomplish as time goes on.

Day 12:

I learned how to use the Director to control the curtain.  Also learned how to add the command into my autofx nc.  Decided to make an event 0 so I can fade the curtain at the beginning of the routine.  When you use an event 0, you also have to turn on AutoPrePostAutoFx in the *config nc.

Again, ran out of time to do much else.

Days 13 and 14:

I was so busy with various projects that when I snuck a few moments to work with the Artiste, I forgot to keep notes.  Sigh.

Day 15:

After realizing I forgot to keep any notes from the previous days, I sat down to try and remember all the stuff I learned.  I started working on another routine after scrapping my original idea.  I need to fade another object at the beginning of the routine, so put that fade and the curtain on event 0.  Because I added an event 0, I changed SeqOnPlay from 1 to 0 so the sequence won’t start immediately when I press play.

The routine I am working on is a duet, so I need to have each dancer doing a separate sequence.  I read through the grouping manual and figured out what command I needed on the autofx to make each dancer dance a different sequence.  The only mistake I made was to leave the number of dancers at 6, because I had the division set as HALF.  So in that case, 3 dancers do sequence A, 3 dancers do sequence B.  So I need ALT as the division with only 2 dancers.

Started discussing with Yummy things I could ‘add’ to the routine.  I wanted to add some lighting and had tried making a few lights with some palettes.  However, I ended up frustrated because it wouldn’t stay the color I was setting it to, and I couldn’t figure out why.  Turns out there is a default color setting parameter in the palette nc – once I changed that to ‘none,’ it worked perfectly.

I had also tried to make smoke using the palette’s built-in function.  I couldn’t get it to work.  After talking to Yummy, there was a problem in the code somewhere, so she found it and fixed it.  An updated palette later – voilá – smoke.  🙂  After reading through the updated manual, I also discovered that I could use one palette for both fire and smoke.  The fire is an animated texture (also built-in to the palette), and the smoke is a particle effect, so I can do both with only one palette.  Nifty!

When I couldn’t get the built-in smoke effect to work, I decided to make some myself.  Part of the Performer Series is a coupon for a free particle generator.  I have tried several, but this one is pretty easy to use/learn.  It also has a few ready-to-go effects, including smoke.  So I got the script, and dropped it in the palette (I deleted the 11-01B particle script in the palette, because it’s no-mod, and substituted my script).  Did the same thing with a fire particle effect, and added the start/stop commands to my autofx.

I tried to show Yummy what I was trying to do, but I couldn’t get the particle effects to fire.  Apparently there was a another bug, so she headed off to fix that.

I decided to go back to the palette manual and see what other ‘tricks’ I could add to the routine.  Decided to add in a ‘tip’ it.  I still need to go back and work on the events timing, because everything isn’t gelling the way I want it to.  The curtain is a slow fade, and other things are happening before it completely fades out, which isn’t what I want.

Day 16:

Today was a very frustrating day.  I added in my ‘tip’ command.  For some reason, it tipped me 180 degrees instead of 90.  So, I reset the palettes, and it worked fine.  I decided to try and film some short, quick, how-to videos on using the palettes to make smoke and fire.  I was filming on a platform and kept getting a weird script error.  Turns out it was because I had the anchor rezzed below – it was trying to let me know the palettes were too far away.  Doh!

Got the smoke video made.  Tried to film the fire one, but was having no luck.  So Yummy came to trouble-shoot.  While she was doing that, I decided to work on the routine again.  After about 20 failed attempts to get the curtain to fade, I am ready to pull my hair out and throw the HUD across the room.

Yummy to the rescue – again.  She realized that I had a problem with my events.  After reviewing my events and autofx, discovered I was giving the HUD conflicting commands.  So I deleted one of the commands and tried again.

No curtain fade.

It worked yesterday, what I have done since then to screw it up?  Then Yummy asked if I was logged into the Director.  Sigh.

No.  So, I logged into the Director and crossed my fingers it would work this time.


I was getting so frustrated, so Yummy said to give her some time to see if there was a bug.  After a day of failures, I decided to log out and work on other projects.

However, I was determined to figure it out, so I logged back in several hours later to try again.  Yummy had left a message that she had found the problem and was working on a fix.  I will need an updated HUD, so I will wait until tomorrow.  I am going to get this!!

Days 7-11

Image Source: www.facebook.com
Image Source: http://www.facebook.com

Okay, it probably seems crazy to lump that many days together.  Unfortunately, that pesky thing called RL kept me from accomplishing as much as I wanted for several days.

On Day 7, I was still trying to work out emotes/emoting.  I tried using the adhoc method first, using the dialog boxes to enter my emotes, and things seemed to work just fine.

I went back through the manual again, just to refresh my memory.  The HUD will always use the MaxGroups Override value if it is NOT zero and it is less than the MaxGroups value.  You can adjust the emote lead-time with the HUD menu – [EXTRAS]>[AutoTiming]>EmoteLead.  Then use increase/decrease to adjust the lead time.  Remember the 5/6 (or 1/2, 2/3, 3/4, etc) rule!  Lead time MUST be smaller than the smallest event time.  (You can set the lead time to zero.) If you want to skip an emote for an event, simply enter one space on that emote line.

You can change the max # of events in 2 ways – using the HUD menu to change the maxgroupsoverride, or changing that parameter in the *config nc.  You can have the HUD send the emotes directly to local chat, or send to you (it says it sends to your IM box, but it just displayed mine in local chat to owner only).  [AUTOS]>SendtoIM or SendToChat.  If you use the *config nc, you can also change the channel for the chat relay, as well as shout/say, and the send to IM/send to open chat on/off.

Announcements – these are similar to emotes, only they are meant to be sent over their own channel to display text in a different context.  (Examples – announcer, MC, narrator, bubble chat, etc.)  Announcements can be entered via nc for via the HUD.  You simply create a regular emote-detail set and assign its name to AutoAnnounceTitle, set an AutoAnnounceLeadTime, and switch AutoAnnounce to on.  You can set the channel as well so it matches the receiving object (like the message board).  Change the parameters in the *config nc.

The message board (which is now part of the Performer’s Series) lets you send lines of text up to 48 characters long.  Default channel is 8 – it only listens to the owner or object owned by the owner.  Up to 4 lines at a time can be displayed.  Entering a 5 tells the board to ‘clear’ itself.

Line format: EventNo,LineNo,%Text        Example: 1,1%Hello. How are you?

To select an emote and make it an announcement – [EXTRAS]>[RELOAD]>EmoteDetails>Announce.  Select the emote detail set you want, if you need to change the active set, then change mode to Announce.

In order to use emotes, it’s often advisable to use a lead-time.  There are also lead times for AutoAdorn, AutoFX, AutoRex, and AutoPose.  All lead times MUST be less than or equal to the specific or calculated interval and less than or equal to the smallest custom interval.

Lead time is the number of seconds before, not after, that an action takes place prior to the actual event time.  An event time marks the time that an item (or group of items) is removed/stripped.  You can specify ‘none’ for a given strip round.  You can also disable AutoStrip, but the events will still fire as if it was enabled.  You should get an error if the lead time rule is not obeyed.

So after reading through everything, I tried my hand at an emote nc.  I created a nc titled *lamentemotes.  I loaded it into the HUD, added it to the emotetitles nc, changed the timing of the events to 5 secs, added an event #4, then reset the HUD.  Let’s see what happens. 🙂

Well, it fired the first emote.  I thought the lead times were wrong, but the lead times are set to zero for emotes, so I can’t figure out why the rest of the emotes are not firing.  I didn’t have an emote for event #2, so I had used the blank space like the instructions said.  I deleted that line and reset the HUD to see if that was the problem.

Grrr.  It’s still only firing the first emote.  Added an END command to the end of the emotes.  Chat from the HUD shows that it is still reading the *emRedDemo emote nc, so I’m not sure what’s going on.  After I reset the HUD, the chat showed it read the *lamentemotes nc, so maybe I just needed to do the reset.

Nope.  Still just showing the first emote.

At this point, I ran out of time and decided to come back the next day and see if I could figure it out.

So, now it’s Day 8.

I still can’t get the emotes to fire correctly.  I looked at the maxgroupsoverride, maxgroups, events, and orders01.  Everything seems fine.  I did increase the maxgroups from 3 to 20 and did the same for maxgroups override, just to be safe.  Still doesn’t work.

Then I realized I had the events set up wrong.  I had them all listed at 5 secs (duration) rather than as a timeline (elapsed).  I changed the events to 2, 5, 10, and 15 instead of 2, 5, 5, 5 and it worked perfectly.  Yay!!!

Yummy has a new version with fixes/improvements and some new pieces in it, so I will be getting that all organized later.  She wants to show me how to use my HUD to play the song, rather than through a stream.  I don’t understand how that’s going to work, so it should be interesting. 🙂

Got the new box of stuff and got everything set up so I could try to play the music through the HUD.  We had some initial issues with getting the Director set up and getting it to recognize me.  A little frustrating, but we eventually got it working.

Ran out of time again, so on to Day 9!

On Day 9, I didn’t have time to do diddly squat with the HUD.  😦

Day 10 dawned, and I decided to scrap the idea I’d been working with as a routine, because I’d hit a wall.  Played around with a few ideas, and decided on one.  Yummy wants some help with the Dance Diva stuff she is working on (just to be a ball-sitter, really – except she says there are no balls, so I’m not really sure what I’ll be doing, lol).  After reading a little bit of the manual about the Dance Diva, I realized I needed to make some of the old sequences I’d been planning to use into separate nc’s to use with the HUD.  Decided to get up bright and early on Day 11, because the rest of Day 10 was spent on that darn RL stuff again!

Day 11 – well, you know what they say about the best laid plans.  I had no time at all on Day 11 to work with the HUD.

Big sigh of disappointment.  😦

Day 6 with the Artiste HUD

Image Source:  the24daychallengeexperiment.wordpress.com
Image Source: the24daychallengeexperiment.wordpress.com

Continuing the trend for day 5, I had to work on several other projects and did not have the time to spend with the Artiste until pretty late in the evening.

However, I wanted to try a few more things, so I sat down to work.  I started looking over my notes from the previous days.

I need to remember that there is an option to trigger the palette as a mover directly from the sequence nc, so that both the dance sequence and the mover start immediately, rather than having that initial 2 second delay because of events.

I also made a note to go back at some point and test whether I can change the names of the moves in the palette nc.  I can’t remember if Yummy said you can or not, or if it’s better just to use the names the palette generates when you use DumpMoves.

Yummy also notified the group that she will be adding some pieces of the Director series of products into the Performer’s series, so I should be getting a few new pieces, the message board and Dance Diva.  Yay!  More stuff to learn and play with!

It’s VERY IMPORTANT to remember to RESET the HUD any time you make a change to the *config nc.  I’ve neglected to do that a few times, and it causes no end of problems.

With the little time I had, I decided to go back and refresh myself about events.

There are two methods for events – duration and elapsed.  Duration is like the HUDDLES and Barre – you say how long you want each event to last.  Elapsed is like the ‘timeline’ of SpotOn – you start at zero and end at however long your routine is.  You specify which method you want to use on the *events nc.  I think I will stick with elapsed, since I am used to that one.

The only thing that happens exactly ON the event is an auto-strip or auto-adorn, according to the manuals.  So does that mean the other stuff uses the lead-times?  (I know lead-times are going to confuse me.)  You can also add multiple things to happen on each autofx line (and autorez), within the 255-character limit.  So you can make multiple things happen at once, something I definitely need to be able to do!

I think strip-rounds (adorns/removes) go on the *orders01 nc.  There are 20 rounds listed there as default, so that should be plenty.

In addition to the two methods for events (duration and elapsed), you can also specify a method for calculating your events.  The three methods to calculate are calculated, specific, and custom.  (You can set this from the HUD menu – [EXTRAS]>[EVENTS].)

Calculated events are for when you know the length of your routine/song and you want to experiment with the number of events (called the Event Count).  It’s called calculated because the HUD will divide the show length by the number of events (both of which you set) and come up with a calculated interval/duration for each event.

Show length and event count can be found on the *config nc.  You can also specify the event count through the HUD menu (but not show length).  It is ok to leave ‘calculated events’ on, even if you are not using that method.  The ‘event count’ only matters if you are using calculated.  (Remember that MaxGroups determines the number of strip-rounds, not event count – so it probably makes sense to make your event count equal your MaxGroups.)

The specific method is really the most useful for testing moves.  Set each event to a specific interval (like 5 secs) and then run through your routine quickly.  Specific is just evenly spaced events as a duration you specify – 5 secs, 7 secs, 10 secs, etc.  You can specify the interval using the HUD menu or on the *config nc.

Custom events lets you set a different duration for each event (if that is what you want).  You can specify custom events using either the duration or elapsed methods.  Custom events are created using the *events nc.  Some examples:

TRACE, off                                                                         TRACE, off
ELAPSED                                                                           DURATION
1,intro, 21                                                                          1,intro, 21
2,exterior,43                                                                     2,exterior,22
3,striphigh,66                                                                   3,striphigh,23
4,verse,90                                                                         4,verse,24
5,chorusp,115                                                                  5,chorusp,25

Both of these methods will have events happen at the same time in the routine.  The difference is how you set your timings using elapsed versus duration.

You can use the HUD menus to change some event-based parameters – name, duration, and event count.  You can change custom durations on the *events nc or through the HUD.  There is an anomaly is you try to use an event #0 (for things like opening the curtain and logging into the tip jar, for example).  It will cause the timings to be off.  So, I may try to avoid using an event #0 to avoid the issue.

At this point I feel like I have a good handle on events, so I’m moving on to emotes.

My next step is to follow the manuals and create some adhoc emotes.  I read a bit about emoting on Day 4, but didn’t really have time to test through any of it.

You create adhoc emotes from the HUD menu ([EXTRAS]>[RELOAD]>EmoteDetails.  This will bring up a dialog box where you can enter the text of your emotes. Press AddEmote, get the pop-up box, click inside the white area, and type your emote.

Use the Next> button to see the adhoc emotes.  Use the ListEmotes button to send your emotes to local chat.  I created 3 short emotes and tested them out.  Success!

You can also create a nc with your emotes and load it into the HUD.  For example, I created a nc titled *emLament to write out all my emotes (this is also called an emote-detail set).

An emote-detail set can have up to 10 emote lines, one for each strip-round.  You can create 11 emote-detail sets.  (Handy if you are performing more than 1 act during a show.)

Make sure that the title of your emote nc is listed on the *emotetitles nc in the HUD.  You specify which emote detail-set you want to use via the HUD menu – {EXTRAS]>RELOAD>EmoteDetails.  Then click on the desired emotedetail set button.

The number of MaxGroups should equal the number of emotes you have.  You can set this using the HUD – [EXTRAS]>[AutoTiming].  Press MaxGroups0 and then increase/decrease until it equals the number of your emotes.

There are three orders nc’s in the HUD – you select which one of them you want to be the active order.  *orders00 is used to create a new order using the HUD.  *orders01 and *orders02 are the other nc.

AutoEmoting can send lines of text up to 253-characters long, one line per strip-round (event) to open chat (which is always shouted?), to your IM box, or both.  You can enter emotes via nc’s or the HUD.  Each emote line must begin with the event (group) # then a comma.  You can omit events that have no emotes.  The max line length is 255, but if you go over, you will NOT get an error.  So be sure to check your emotes carefully to make sure they aren’t getting cut off.

Whew!  That’s a lot of stuff to remember.  However, I ended the day feeling pretty good about my success with the emoting.

On to the next challenge!

Days 4 & 5 – No Time!

Image Source:  www.dailyhiit.com
Image Source: http://www.dailyhiit.com

It’s now Day 4 with my new Artiste HUD.  Because I have the Release Candidate, there are things that are still being refined, so as Yummy makes changes, I get updated stuff.

Today I got a new controller and a new palette.  I was testing them out and was going a little too fast.  I didn’t realize the pop-up menu would pop up again after I hit a button, so I ended up hitting reset by mistake.  Which derezzes all your markers and means you have to start all over.  Ugh.  So after three unnecessary resets, I slowed down and got it all working correctly.  I learned that there is a remember button on the controller – it will remember the last set of markers you rezzed.  However, remember does not work after a reset.

I feel like I have a good handle on the palette as mover, so I’m moving on to emoting.  Decided to read through the emoting book again.

There are two ways to save emotes with the HUD.  You can do a set of ‘adhoc’ emotes, which you enter using the menu from the HUD.  However, these ‘adhoc’ emotes don’t get saved anywhere, so if you reset the HUD before you save them, they are gone.  The *emotetitles notecard tells the HUD which notecard to use for emotes.  So you create a new notecard for each ‘detail set’ of emotes.  But in order for the HUD to play them, they have to be listed on the *emotetitles notecard.

The HUD comes with some example notecards for emotes.  To keep it simple when starting, use one emote for each event (which means you can have up to 20 emotes – guessing I won’t need near that many).  The emotes are limited to 255 characters per line, as usual.  I think I remember reading that you don’t get an error if you go over, it will just cut off your emote.  Shouldn’t be an issue for me, since I test everything several times beforehand.

I ran out of time on Day 4 to finish all the testing that I wanted to.

On Day 5, I had other projects to finish and had no time at all to work with the Artiste.

On to Day 6!