All posts by Yummy

Create of the Artiste System

PCSD – CHIMERA

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CHIMERA
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The CHIMERA is a COPY/MOD ball that by default, attaches to your pelvis. When a potential invitee touches it, they will get a request for permission to animate.

You, as the dance-invitee, will get the following message after accepting permissions to animate:

:Invite Accepted. Please use ‘/99 stop’ to remove yourself from the dance leader and quit.

The HUD wearer (dance-leader) will get the following confirmation:
Invite Accepted for: coridenimore (CoriDenimore)

PCSD – SIT INVITER

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SIT INVITER (PAD)
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The Sit Inviter Pads are only available in the CLUB Version.
You get 20 of them. You only use as many as you need.  It is COPY/MOD.

Simply sit on a Sit Inviter Pad and you will get a prompt/meu to accept Animations Permissions.

Press YES and you will automatically sync up and dance in sync with the HUD wearer in a few seconds

You, as the dance-invitee, will get the following message after accepting permissions to animate:

Use PGUP/PGDN to Raise/Lower your Palette
Invite Accepted. Please use ‘/99 stop’ to remove yourself from the dance leader and quit.

The HUD wearer (dance-leader) will get the following confirmation:
Invite Accepted for: coridenimore (CoriDenimore)

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PCSD – METRONOME

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METRONOME
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Choose either left or right foot or maybe a hip-thrust. Something that accents the dance beat.

Click on the Metronome when ready.

You will see a : ‘Ready to Start Tapping’ message.

It will take 9 more taps to give a calculated BPM value.

This is called a TRY

You set the maximum tries in the 1st line of the *metronome notecard inside the Metronome

Repeat the tapping process if there is more than 1 TRY.

If, or example, there are 3 Tries, then repeat 2 more times.

After the 3rd try you will get: [04:03:57] Metronome v1.4: AVERAGE Beats Per Minute Calculated as: 55

This is your calculated BPM (Beats Per Minute) based on the average of your 3 tries

Example output for 3 Maximum Tries:

[04:11:28] Metronome v1.4: Ready to Start Tapping
[04:11:41] Metronome v1.4: Beats Per Minute This Try (1) : 68
[04:11:41] Metronome v1.4: Try #1 of 3 is Done
[04:11:42] Metronome v1.4: Ready to Start Tapping
[04:11:50] Metronome v1.4: Beats Per Minute This Try (2) : 71
[04:11:50] Metronome v1.4: Try #2 of 3 is Done
[04:11:51] Metronome v1.4: Ready to Start Tapping
[04:12:00] Metronome v1.4: Beats Per Minute This Try (3) : 72
[04:12:00] Metronome v1.4: AVERAGE Beats Per Minute Calculated as: 70
[04:12:02] Metronome v1.1: Try #3 of 3 is Done

Enter the BPM on the entry line of the animation that it applies to.
Example:

A,01,11,2,Blues_02,Blues-2,55

PCSD – SEARCH ENGINE


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SEARCH ENGINE
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This is required IF you want to use the SEARCH abilities of the PCSD HUD.

It must be either attached to your screen as a HUD
OR
rezzed somewhere in the region.

I always attach it to my screen. It is MOD so you change its size, color, texture, and transparency.

You invoke the search function using the SEARCH ICON BUTTON.

The description field in the Search-Engine has an identifier. Be sure it matches the identifier in the PCSD HUD.  Default is 1 for both.

Should you ever want to add a 2nd PCSD HUD to your screen, it will need its own Search-Engine so, i recommend using 2 for their identifiers.

WARNING: Should you ADD new ‘A’ animation entries via the *dances notecard without the Search-Engine attached or rezzed, then they will not show up if you try to search on them.  Your only recourse is to make the search-engine available then EraseAllData and re-read your initial ADD ‘A’ entries in your *dances nc.

More information below, repeated here from the FUNCTIONS page.



9 = Search – The SEARCH feature is unique to dance HUDS as it allows you to find, locate, and present a nicknamed animation thru the SearchEngine provided.  This assumes that: 1) the Search Engine is either attached or in the same region/sim at the time of SEARCHING AND was present when the animation nicknames were ADDED.  Access the MENU then press the Search Button.

It will return a full-match or find the 1st 10 near matches base don a partial search.  The search-box is CASE-SENSITIVE.

The initial partial search results always appear in the center column and in GREEN type.

Assuming we selected Leni-12 as the animation we were actually looking for, when we press it, the full loadset is loaded and the result is selected and the page (1 to 3) is positioned and the results is selected in the appropriate column.  In this case, the FAST column and the 2nd entry.  Other columns will also appear for this LoadSet (Leni/Blues) IF there are also either Medium and/or Slow animations.

PCSD – INVITING

 

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INVITING
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You an invite up to 9 other dancers to dance on your HUD plus yourself for a total of 10 dancers using the PERSONAL version of the dance HUD.

You an invite up to 19 other dancers to dance on your HUD plus yourself for a total of 20 dancers using the CLUB version of the dance HUD.  The CLUB version also includes dance pads that, when sat upon, automatically invite the person to dance on the HUD wearers dance selections.

There is a button on the HUD to begin an invite from a menu.  You can also wear the Chimera that allows people to touch it and receive an invite to dance.

You have a choice of the closest 20 members within the range specified on the *dances nc.  The range below is 20 meters but you can increase or decrease it.  You will never get more than a list of 20 invitees so you may need to move closer to the people you want to invite if it is a very crowded room.

C,10,SupressInviteMsgs,no
C,11,SupressStartUpMsgs,yes
C,12,ScanRange,20

You can also suppress informational invitation messages if you feel it clutters your screen or feel they do not add any value to your experience. Yes say yes on the SupressInviteMsgs line entry.

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Cache – This button caches all your animations twice, to help avoid the slight delay-glitch later on the 1st time an animation is played.

KickOne – This button removes the selected avatar from a list of avatars that are currently dancing on your HUD.  They will stop dancing and not dance again until they are reinvited. They will also be unsit if sitting on a dance-pad.

A nice feature is that if a dancer leaves, logs out, or crashes before being KICKed,  and then the HUD-wearer logs out.  The next time the HUD-wearer attaches their HUD, it will automatically KICK any existing dancer that is NOT present in the region.

KickAll – This button removes ALL avatars that are currently dancing on the HUD-wearers dance. It essentially resets all the dancer scripts.  Each dancer will be notified. The HUD wearer is NOT removed.

RollCall – This button lists all the dancers by name that are currently dancing in sync with the HUD-wearer.

StopOne – This button will STOP the selected dancer from dancing but NOT remove them from the list of synced dancers.

StopMe – This button will STOP the HUD wearer from dancing but NOT stop the other synced dancers from dancing.

ReInviteAll – This button re-invites everyone that was last KICKed via a KickAll

ReSync – This ReSyncs all the dancers using the currently playing animation. This is handy if you are on a screen that does not have the current animation and you may have forgotten where it was or its name and you don’t want to waste time trying to search for it.

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PCSD – NICKNAMES

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NICKNAMES
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You can assign an abbreviated NickName to each actual animation name. The NickNames are what appear on the HUD screen. This allows you to have more control of the order of dances, because many dance creators have NO-MOD dances that do not allow you to rename the actual animation name.

Animations must be loaded into the HUD.  Non-Full-Perm animations can only be coped into the HUD by first rezzing the HUD on the ground.

You must know how to EDIT notecards.

You can SEARCH, LOCATE, RE-DISPLAY, and SELECT a found dance that is in your HUD, given a full or partial match by NickName

You can temporarily ADJUST the SELECTED NickName’s DANCE-SPEED (1-9), UP by 1 or DOWN by 1 and  the HUD will automatically RE-DISPLAY, changing colors and columns if need-be.

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PDSD – SPEED GRADATIONS

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SPEED GRADATIONS
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Some people only see their dances as 3 speeds. Fast, Medium, and Slow.

A more selective group may choose to use up to 9 speeds (1-9) which makes finer gradations of speed, 3 different speeds for each column,  with a potential of 3 colors in each column.

And still, another group may seek even finer gradations by using BPM. Using BPM in combination, or not, with speed, can give you up to 30 different speed gradations for a given loadset.

B ACK TO HOME PAGE

PCSD – MENUS

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MENUS
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The only Menu Option you would HAVE to use at some point is RESET.

MainMenu

RESET – This button rereads the *dances nc and can make changes to existing animations, like new SPEED, or new BPM, or new ANIMATION NAME using ‘A’ or ‘R’.   You must use a type ‘R’ if you want to change the NickName. Whenever you change the *dances notecard, you must force a re-read of it by using either RESET or EraseAllData

[Analytics] – This button brings up a sub-menu used mostly to analyze your stored data or notecard data or animations.

Cache – This button caches all your animations twice, to help avoid the slight delay-glitch later on the 1st time an animation is played.

KickOne – This button removes the selected avatar from a list of avatars that are currently dancing on your HUD.  They will stop dancing and not dance again until they are reinvited. They will also be unsit if sitting on a dance-pad.

A nice feature is that if a dancer leaves, logs out, or crashes before being KICKed,  and then the HUD-wearer logs out.  The next time the HUD-wearer attaches their HUD, it will automatically KICK any existing dancer that is NOT present in the region.

KickAll – This button removes ALL avatars that are currently dancing on the HUD-wearers dance. It essentially resets all the dancer scripts.  Each dancer will be notified. The HUD wearer is NOT removed.

RollCall – This button lists all the dancers by name that are currently dancing in sync with the HUD-wearer.

StopOne – This button will STOP the selected dancer from dancing but NOT remove them from the list of synced dancers.

StopMe – This button will STOP the HUD wearer from dancing but NOT stop the other synced dancers from dancing.

Reinvite – This button handles the unique rare situation where a person crashes and then, for some unknown reason, is not still dancing on the leaders HUD.  The HUD does not know they have crashed and think they are still on the HUD and therefore will NOT show them available for inviting. This button handles this  by showing all available avatars, within range, sorted-by distance, regardless if they were invited and accepted to dance with the dance-leader/HUD wearer, for invitation.

ReInviteAll – This button re-invites everyone that was last KICKed via a KickAll

ReSync – This ReSyncs all the dancers using the currently playing animation. This is handy if you are on a screen that does not have the current animation and you may have forgotten where it was or its name and you don’t want to waste time trying to search for it.

RESET/LOAD/ERASE

NOTE: You probably will never have to use EraseAllData. Only in emergencies or uncertainties.

Options to RESET your HUD or EraseAllData . There is also a button to re-Load&ByPass your *dances notecard.

All 3 options re-read your *dances notecard and STORE dance information inside the HUD where it will stay even after it is detached and reattached or Reset, or Re-Loaded.

EraseAllData from  the menu is the most extreme sort of start-over and DELETES all internal data stored in  your HUD …AND…also re-reads your *dances nc and stores the data into your HUD.  One practical use of EraseAllData is that it is the only way to remove a loadset. Just don’t include the loadset that you want deleted prior to EraseAllData executing.  If you choose to use this option, make sure that you have saved your initial or final *dances nc that has all the type ‘A’ add-animation entries so you can rebuild from scratch.
EraseAllData erases all the data stored in the HUD AND RESETs (re-reads) the *dances nc.

Use RESET when you only want to change existing data OR add new dances/animations OR just adjust non-‘A’ type entries (i.e. F,L,T,C,R).

Once a type ‘A’ card is read, you can remove it from the *dances nc.  It takes time to read each line in a nc.

RESET and EraseAllData from the menu will reread the *dances notecard and WILL override any temporary SPEED/BPM changes.

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[AnalyticsMenu

$Version – this displays the version identifier of the HUD as well as providing a link to the Casper Redelivery page so you can instantly get a redeliver if the latest available  version is later than your current  version.

Load&ByPass – this button is similar to a Reset, the main difference being that it does not override any temporary changes you made to BPM (using UpdateBPM) or using the AdjustSpeed (blue/red buttons) when executing a type ‘A‘ entry.

[Sequencer] – this button transfers you to the Sequencer Main Menu.  This is the same as clicking on the Sequencer-Engine. It is merely a short-cut convenience.   The Sequencer-Engine must be in the same region as you are. It can be attached  as an additional HUD or attachment or rezzed.

$ADDs – this button lists all the ‘A’ type entries that will override existing entries upon Reset or EraseAllData

Example:

A,00,01,IdleFoldedArms
A,01,01,4,Leni_01,Leni-1,0
A,01,02,6,Leni_02,Leni-2,0
A,01,03,8,Leni_03,Leni-3,0
A,01,04,2,Leni_04,Leni-4,0
A,01,05,5,Leni_05,Leni-5,0
A,01,06,7,Leni_06,Leni-6,0
A,01,07,5,Leni_07,Leni-7,0
A,01,08,5,Leni_08,Leni-8,0
A,01,09,9,Leni_12,Leni-12,133
A,01,10,2,Blues_01,Blues-1,0
A,01,11,2,Blues_02,Blues-2,0
A,01,12,2,Blues_03,Blues-3,0
A,01,13,8,BLUES_07,Blues-7,0
A,01,14,2,BLUES_08,Blues-8,0
A,01,15,2,BLUES_09,Blues-9,0
A,01,16,2,BLUES_10,Blues-10,88
A,01,17,9,Leni_19,Leni-19,145
A,02,01,5,lambada,Lamb-1,0
A,02,02,5,lambada2,Lamb-2,0|
A,02,03,5,lambada3,Lamb-3,0
A,03,01,5,Jana Bento 16,Jana-16,0
A,03,02,5,Jana Bento 17,Jana-17,0
A,03,03,8,Jana Bento 18,Jana-18,0
A,03,04,5,Jana Bento 19,Jana-19,0
A,04,01,5,Annie-K-Pop_02,Annie-02,0
A,04,02,5,Venetia-01,Venetia-01,0
A,04,03,5,Venetia-03,Venetia-03,0
A,04,04,5,Venetia-05,Venetia-05,0
A,04,05,5,Venetia-06,Venetia-06,0
DONE

DisplayName –  allows the Invite button to display available invitees by DisplayName.  It actually shows Legacy names on the buttons just like LegacyName does BUT it also lists the display names in private text to the HUD owner.  This button toggles between DisplayName and LegacyName.

1-estera.eve – Estera Evergarden
2-pihlzoo – Phil zoo
3-pc.doghous – pc Doghouse
4-valihs – Valihs
5-liijo – liijo
6-wrc87 – Will
7-nico.kiyor – .Nico Starshine.
8-franceskav – Frαnkıe
9-jasta.sobo – Jasta Sobocinski
10-resilient – Resilient

LegacyName – allows the Invite button to display available invitees by LegacyName.

$Memory – displays available memory in scripts most sensitive to memory usage into local chat

ListLoadSet –  This lists just one particular loadset. Loadsets range from 01 to 30 in private chat.

LoadSet-DanceId – Column-Speed-AnimName-NickName-BPM
02^01 = 2^5^lambada^Lamb-1^0
02^02 = 2^5^lambada2^Lamb-2^0
02^03 = 2^5^lambada3^Lamb-3^0

$Animations – this lists all the animations in the HUD in local chat

[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Cool For School
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Hands
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Jive-1
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Jive-3
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Riverdance
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Sexy slow groove dance
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: Stand
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: lambada
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: lambada2
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: lambada3
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: standing
[00:21:05] Pro-Club Speed-Dancer HUD p5.45d rel-32: tap dance

$*dances NC – this displays non-‘A’ type entries from your *dances notecard into local chat except for Idle or PlayOver types

F,01,Leni/BluesC,01,ValidateMissingAnims,no

C,02,AutoIdleOnStop,no
C,03,SupressConfirmMsgs,yes
C,04,SupressWarningMsgs,yes
C,05,ColorFaster,default
C,06,ColorNormal,default
C,07,ColorSlower,default
C,08,InitialSortOrder,SortBySpeedDesc
C,09,LoadSetOrder,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30
C,10,SupressInviteMsgs,no
C,11,SupressStartUpMsgs,yes
C,12,ScanRange,20

L,01,Leni/Blues
L,02,Lambada
L,03,Jana
L,04,Venetia

T,Left,Fast
T,Middle,Med
T,Right,Slow
A,00,01,IdleFoldedArms
DONE

Home – this takes you back to the MainMenu

UpdateBPM – This option lets you assign a temporary BPM value to a given LoadSet/DanceId entry. It will remain valid until you Reset or EraserAllData. It WILL remain valid if you update using

 

 

ListAll –  This lists all the data that is stored inside the HUD.

This lists all of the LoadSets Data. This could be as many as 900 line entries in the worst-case scenario.

LoadSet-DanceId – Column-Speed-AnimName-NickName-BPM
01^01 = 2^4^Leni_01^Leni-1^0
01^02 = 2^6^Leni_02^Leni-2^0
01^03 = 1^8^Leni_03^Leni-3^0
01^04 = 3^2^Leni_04^Leni-4^0
.
.
04^03 = 2^5000^Venetia-03^Venetia-03^0
04^04 = 2^5000^Venetia-05^Venetia-05^0
04^05 = 2^5000^Venetia-06^Venetia-06^0


 

 

BACK TO HOME PAGE

PCSD – NOTECARD (*dances)

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NOTECARD
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Notecard must be named “*dances”

The primary purpose of the *dances notecard is to: affect the order of dances presented in the HUD by easily changing the SPEED value (and/or BPM value)
AND
providing alternate names (NickNames) to animations in cases’ where animation names are NO-MOD. This allows for the assignment and reference by  shorter and/or more meaningful animation names.

Whenever a value in the notecard is changed, you MUST either Reset or EraseAllData from the menu  in order make the changes take effect.  Reset is used to read in new values without affecting existing pre-loaded values.

Currently, there are 6 types of line entries

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1-LoadSet Names
2-Titles
3-Dances
4-Configs
5-First LoadSet
6-Sequences

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‘F’ – First LoadSet
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This entry tells the HUD which loadset (01-30) to load 1st upon a Reset or EraseAllData or Load. Only the numeric portion (01-30) is considered. The name,3rd parameter,  (i.e. Leni/Blues) is only there for you as a helpful reminder and has no effect on anything.

Example:  F,03,Leni/Blues

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CONFIGS
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Config entries begin with a ‘C’

Sample below:

C,01,ValidateMissingAnims,no
C,02,AutoIdleOnStop,no
C,03,SupressConfirmMsgs,yes
C,04,SupressWarningMsgs,yes


C,05,ColorFaster,default
C,06,ColorNormal,default
C,07,ColorSlower,default
C,08,InitialSortOrder,SortBySpeedDesc
C,09,LoadSetOrder,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30
C,10,SupressInviteMsgs,no
C,11,SupressStartUpMsgs,yes
C,12,ScanRange,20
C,13,AutoTransfer,yes

/* Initial SortOrder: SortBySpeedDesc, SortByNameAsc, SortByDanceIdAsc
/* ColorFaster,ColorNormal,ColorSlower:
/* default,blue,aqua,teal,olive,green,lime,yellow,orange,red,maroon,fuchsia,purple,white,silver,gray

Explanations:

1ValidateMissingAnims – yes or no – this is handy to try out and experiment with lots of animation entries without having to have the actual animation loaded.  By specifiying  ‘no‘, you AVOID a lot of WARNING messages that you do not have an actual animation that corresponds to type ‘A’ entry.  Normally you would have this value set to ‘yes

2AutoIdleOnStop – yes or no –  Set this value to ‘yes’ if you want the STOP button to automatically play a random IDLE animation upon 1st press. Upon 2nd press, playing animations will STOP.
If it is no, then STOP button does NOT play a random IDLE animation and works normally as you would expect a STOP button to perform

3 –  SupressConfirmMsgs – yes or no – When set to yes, you will not receive CONFIRMATION messages of successful ADDITIONS, OVERRIDES, or REPLACEMENTS

4 –  SupressWarningMsgs – yes or no – When set to yes, you will not receive WARNING messages of of non-critical information
Examples: “WARNING: First character of NICKNAME is a SPACE and may give unexpected alphabetical Sort results for:

5 –  ColorFaster – the default color for ColorFaster is RED. You can change this to a different color if you like:
default,blue,aqua,teal,olive,green,lime,yellow,orange,red,maroon,fuchsia,purple,white,silver,gray

6 –  ColorNormal – the default color for ColorNormal is WHITE . You can change this to a different color if you like:

7 –  ColorSlower– the default color for ColorSlower is BLUE. You can change this to a different color if you like:

8InitialSortOrder: The 3 Choices are SortBySpeedDesc, SortByNameAsc, SortByDanceIdAsc.  The default is SortBySpeedDesc

9 –  LoadSetOrder – This entry allows you to change the order that loadsets scroll. Default is 1,2,3…30.  This allows you to easily change the order without having to renumber the loadsets.  Example: If you had 6 loadsets, you could load them in reverse order by specifying:  6,5,4,3,2,1,7,8,9,10…30.  You can also just specify 6,5,4,3,2,1.

10 –  SupressInviteMsgs – This prevents informational messages regarding the success or failure or status of invites to be sent to you as HUD wearer.

11 -SupressStartUpMsgs – This prevents informational messages regarding the startup procedure. If there are problems, then setting this to ‘no‘, may reveal some unexpected erroneous behavior upon startup from a Reset or EraseAllData operation

12 – ScanRange – This limits the distance from the HUD wearer to prospective Invitees when inviting others to dance using the HUD invite button.  This has no bearing when using the included dance pads or dance chimera.

13 – AutoTransfer – When ‘yes’ this will automatically TRANSFER all sequences from your Sequencer-Engine upon Reset or EraseAllData on your Main HUD.  (Be sure that your Sequencer-Engine was reset after any last changes).  It will validate that all animations in the sequences exist in the Main HUD

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LoadSet Names
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Format is:

L,01,Disco
L,02,Latin
L,03,Rock

Each LoadSet can contain from 01 to 30 dances

You must have at least 1 animation/dance for each LoadSet
They must be in order, be unique, with no missing loadsets in-between, and the loadset number must be 2 digits long.

Invalid:
L,01,Disco
L,03,Rock

Invalid:
L,01,Disco
L,03,Rock
L,02,Reggae

Invalid:
L,01,Disco
L,03,Rock
L,01,Reggae

Invalid:
L,01,Disco
L,2,Rock
L,03,Reggae

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TITLES
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Format is:

T,Left,Fast
T,Middle,Medium
T,Right,Slow

The designation of Fast, Medium, and Slow are just suggested examples of the column-selection bar as reminders of what the general speed of a column is, but can be anything you want the column titles to say

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DANCES
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Format is:

A,00,01,IdleAnimation1
A,00,02,IdleAnimation2
A,00,03,IdleAnimation3

Idle Animations always have a LoadSet of 00.

Clap/PlayOverAnimation uses a LoadSet of 99
A,99,01,HandClap

Action: A, R, D, L, C, T, S
LoadSet: 00 is used for IdleAnimations

LoadSet: 01-30 (a number between 01 and 30) This allows for 30*30 dances = 900
Dance Id: 01-30 (a number between 01 and 30)
Speed: 1,2,3,4,5,6,7,8,9
Real DanceName: (real animation name)
Nickname: any name you want but should not be too long. You will see if it is cut off on the display panel.
BPM (beasts per minute, if you know it, else just put a zero (0)

Examples:

A can be used to ADD new dance enry or CHANGE an existing dance entry but CANNOT be used to change a NICKNAME. You must use ‘R’ for REPLACE.

A,01,01,4,Leni_01,Leni-1,0
A,01,02,6,Leni_02,Leni-2,0
A,01,03,8,Leni_03,Leni-3,0
A,01,04,2,Leni_04,Leni-4,0
A,01,05,5,Leni_05,Leni-5,0
A,01,06,9,Leni_12,Leni-12,0
A,01,07,1,BLUES_09,Blues-9,0

A,01,03,0,Leni_03,Leni-3,0 — this 0 (zero) in speed makes this dance INVISIBLE (not show up)

R,01,03,3,Cha_Cha_Latin_Club_23,Latin23,120 — this REPLACES an existing dance that has 01 as LoadSet and 03 with a new speed of 3 and a new nickname of Latin23.

Dances with a speed of 7, 8 , or 9 will show up in the LEFT-MOST column
Dances with a speed of 4, 5, or 6 will show up in the MIDDLE column
Dances with a speed of 1, 2 , or 3 will show up in the RIGHT-MOST column

It is suggested that when you are just starting out, that you use a speed of 8 for FAST dances, 5 for MEDIUM dances, and 2 for SLOW dances

Dances will be sorted by speed, with highest numbers on top, and lowest numbers at the bottom and will be color coded by speed.  Dances with the same speed (1-9)  example: all 5’s, will be further sorted descending by BPM is there is a BPM

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SPEED GRADATIONS
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Some people only see their dances as 3 speeds. Fast, Medium, and Slow.

A more selective group may choose to use up to 9 speeds (1-9) which makes finer gradations of speed, 3 different speeds for each column,  with a potential of 3 colors in each column.

And still, another group may seek even finer gradations by using BPM. Using BPM in combination, or not, with speed, can give you up to 30 different speed gradations for a given loadset.

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DELETING a DANCE
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You cannot DELETE a dance by editing and resetting but you can keep it from showing up by editing its speed to 0 (zero).

To permanently remove dances from the database would require using EraseAllData button from the menu.

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NICKNAMES
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You can assign an abbreviated NickName to each actual animation name. The NickNames are what appear on the HUD screen. This allows you to have more control of the order of dances, because many dance creators have NO-MOD dances that do not allow you to rename the actual animation name.

Animations must be loaded into the HUD.  Non-Full-Perm animations can only be coped into the HUD by first rezzing the HUD on the ground.

You must know how to EDIT notecards.

You can SEARCH, LOCATE, RE-DISPLAY, and SELECT a found dance that is in your HUD, given a full or partial match by NickName

You can temporarily ADJUST the SELECTED NickName’s DANCE-SPEED (1-9), UP by 1 or DOWN by 1 and  the HUD will automatically RE-DISPLAY, changing colors and columns if need-be.

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