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Wet When Swimming โ€‹

A shirt that darkens and shines when the wearer goes into the water, and dries when they come out. Two events, two texture actions.

You need: the shirt with *TARGETS (target), a HUD (or the shirt itself) with *BUILD, *FUNCTIONS and [add-on] - Events - 1Click, and two textures: shirt_dry, shirt_wet (darker, with a higher-gloss specular map if you use Blinn-Phong).

Option 1: the HUD watches the water โ€‹

The events run on the HUD (the wearer's avatar is what enters the water), and the actions target the shirt.

  1. In the HUD project, register Entered Water and Left the Water.

  2. Entered Water โ†’ Blinn-Phong: Shirt, ALL LINKS, faces All, diffuse shirt_wet, specular shirt_wet_spec, glossiness 120.

  3. Left the Water โ†’ Blinn-Phong: Shirt, ALL LINKS, faces All, diffuse shirt_dry (specular slot empty; Remove normal/specular if not used on).

  4. Add a Sound Play splash to Entered Water if you like.

  5. Build, wear copies, go for a swim.

Option 2: the shirt is its own project โ€‹

If there is no HUD, put *BUILD, *FUNCTIONS and the Events add-on in the shirt and use $THIS as the target. Same events, same actions. Finish the shirt's project.

Extras โ€‹

  • Standing in Water โ†’ Animation float; Swimming Slowly / Fast โ†’ swim animations.
  • Add a Timer of 5 s and a second texture in Left the Water for a "drying" stage: wet โ†’ damp โ†’ dry.
  • Hats and hair: Transparency 0 on the hat in Entered Water, 1 in Left the Water.

Notes โ€‹

  • Water events need the object attached and the avatar actually in Linden water (or water high enough to submerge half the body).
  • The texture change is instant; there is no fade.