Glossary β
Action β One command inside a function: apply a texture, play a sound, wait, and so on. Actions
Add-on β An extra script that enables a feature (events, PBR, timersβ¦). The Scripts
Alpha β Transparency of a face, 0 (invisible) to 1 (opaque).
Alpha mode β How a texture's transparency is rendered: none, blending, masking, emissive.
Animesh β A rigged mesh object that plays animations on its own skeleton. Object Animation
AO (animation overrider) β Something that replaces default avatar animations. Events make any wearable one. Walk & Run Animations
Asset β A texture, material, sound, animation, object or other inventory item scanned into the panel. Assets
Attach β Wearing an object on the avatar or as a HUD.
Blinn-Phong β The classic Second Life texturing: diffuse, normal and specular maps. Blinn-Phong
Branch β The success or failure part of a condition. Conditions
Build β Sending the project from the panel to the HUD. Save, Build, Finish!
Bulk Edit β Replacing one target with another in every action. Bulk Edit
Button β A prim (Prim Mode) or drawn area (UI Mode) that runs a function when clicked.
Channel β A private chat channel a target listens on. Stored, encoded, in the target's description.
Command β A named signal a HUD sends to a target with its own project. Send Command
Condition β A comparison that chooses between two branches. Conditions
Creation panel β The web page where you build the project.
Diffuse β The main color texture in Blinn-Phong.
Event β A trigger that runs a function without a click. Events
Face β One of the textureable sides of a prim, numbered 0β7.
Finish β Cleaning the HUD for distribution. Save, Build, Finish!
Full bright β A face rendered without lighting.
Function β A named list of actions, run by a button, an event or another function. Buttons and Functions
Glow β A bloom effect on a face.
Group β A folder for organizing functions in the panel. Groups
Helper function β A function not tied to a button, called with Activate Function. Helper Functions
HUD β Heads-Up Display: an object attached to the screen rather than the body.
Link / linkset β Prims joined into one object. The root is link 1.
Link name β The name of a prim inside a linkset; how actions choose parts. Link Names
Local / World β Coordinates relative to the root prim vs. the region.
Memory β The unit budget of a project. Memory
Normal map β A texture that fakes surface bumps.
ORM β Occlusion/Roughness/Metallic packed texture used by PBR.
PBR β Physically based rendering materials (glTF) in Second Life. PBR Custom
Phantom β An object with collisions turned off. Ghost Object
Prim β A primitive object; the building block of everything.
Prim Mode β Buttons are linked prims. Prim Mode
Quick Swap β Changing a texture from the function list without opening the action. Quick Swap
Rez β Placing an object in the world from inventory.
Root prim β The main prim of a linkset (crown icon in the panel).
Specular map β A texture controlling shininess in Blinn-Phong.
Sync β Making several objects listen on the same target channel. Synchronizing Targets
Target β An object the HUD controls, with *TARGETS inside. Targets
$THIS β The object running the function, or the clicked button. Targets
UI Mode β Buttons drawn on a texture in a 2D editor. UI Mode
UUID β The unique key of an asset or avatar (36 characters).
Variable β A stored value with a name and a type. User Variables
Vector β Three numbers <x, y, z>: a color, a position, a rotation or a size.