Get 1Click Maker

Glossary ​

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, timers…). 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 0–7.

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.