D3 Drums - Full Documentation

[D3 Drums - Complete Documentation]   [Features]  [Pricing]  [Testimonials]  [Revision History]

  1. Sit on the Drums

  2. Accept the HUD and Drumsticks.   Wear all of it.
  3. Start Hitting buttons.  ENJOY !!

The Buttons
Menu Functions
Adding Your Own Textures
Riser Functions - Moving The Drums
Add Your Riser To The Drums
Using A RezBox
Using The Lights


The Buttons

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A looping "base" animation.   Animates your entire body

A "one-shot" version of an animation.  These are meant to be played on top of a looping base animation.  They animate your entire body, run once and then end.   Its a cool way to throw variety into your performance.

A 5-in-1 button.  These buttons allow you to hit a specific area of the drumset, or do various breaks and rolls.   The button is divided into 5 separate sections.  Each section triggers a different animation.  Generally speaking, the gentler animations are on the right side of the button, increasing in intensity as you move toward the left side of the button.

Control the drum built-in pyros. smoke, flames, and explosion.   Note that the smoke will react to the color of the lighting fixture that comes with the drums.. or with other OD Stage Lighting products.

Spin the drumset around in circles.  There are 7 different sorts of spins.   The arrow button induces a "random" spin pattern.

This panel controls the drumstick functions.   Glow, fire, and spinning.
You can do short and long spins on left or right hand stick... or both.
[0] - hide the sticks
[1] - show the sticks

Click here for the HUD menus.   More About Menus

Menu Functions

Sit on the drums and touch them to get the drum menu.
FlatToGround Rotate the drums so they are flat to the ground.   This is a handy way to get the drums back "flat" if you accidently rotate them around and need to straighten them back.
Adjust Avatar
Adjust the sit position of the avatar.  Up/Down In/Out
Hardware
[BtmHeadOff] Hide the bottom drum head and rim hardware on the tom drums
[BtmHeadOn]
Show the bottom drum head and rim hardware on the tom drums
[KickHeadOff] Hide the front kick drum head
[KickHeadOn] Show the front kick drum head
[HW-White] Turn stands a light chrome color
[HW-Black]
Turn stands a glossy black color

Texture
[DrumTexture]
Choose a texture for the drums
[DrumInside]
Choose a texture for the inside surface of the drums.  This is useful when you have hidden the
[Shine] Adjust the shine of the outer drum surface
[InsideShine] Adjust the shine of the outer drum surface.  This is useful when you have hidden the bottom drum heads (and/or the front kick head) and want to have a different shine inside than outside
[BottomHead] Choose a texture for the bottom drum head.
[TopHead] Choose a texture for the top drum head.
[KickHead] Choose a texture for the kick drum head.
[SeeThru] Choose a drum transparency. 
[Bright] [BrightOn]  The drums are full bright all the time reguardless of ambient lighting.
[BrightOff]  The drums respond more naturally to ambient light including sunlight and stage lighting and colors.

Sounds
To play drum sounds, wear the RiffPod sound module (included in the drum package).  The RiffPod is an invisible attachment.  You will get a menu of sounds to choose from.  The RiffPod must be worn on your body (not on a HUD position) to be heard by other avatars.
Unlock Allows you to drop a texture into the drums.  See "Texturing" for more details.    Only works for the owner.

Clicking the [D3] logo at the top of the HUD, activates the HUD menu.

Adding Your Own Textures

Graphics Templates

Use one of these templates to create your own drum head textures that will work perfectly every time.

OD Mk2 DrumHead Template.psd          (Photoshop)

OD Mk2 DrumHead Template.pspimage     (Paint Shop Pro)

Riser Functions - Moving The Drums

You can make the drums follow a riser, or any other object in your stage.   Insert a script into your object.  When you want to call the drums to that position, issue a certain script command.  There are different ways to do it. 
Make the drums follow only the "Z" (Height) of an object.
llSay(9999, "z^" + (string)llGetPos());
Make the drums follow X,Y,Z position of an object.  This will snap the drums to the same center point location as your object
llSay(9999, "pos^" + (string)llGetPos());

Make the drums follow X,Y,Z position, and rotation of an object.  This will snap the drums to the same center point location as your object and turn the drums in the same orientation as your object.
llSay(9999, "posrot^" + (string)llGetPos() + "^" + (string)llGetRot());

Adding A Riser To The Drums

There are some things to think about when adding a riser to the drums. There are a couple of ways to accomplish it. (1). Use the above movement commands to move the drums, and write a script that will also listen to those commands and move your riser along with the drums. This will probably require you to either "offset" the z coordinate to compensate for the "center" of your riser, or, easier.. make an invisible root prim for your riser and place it at the same location as the root prim of the drums.

(2). Build your riser, non-scripted, and contact Ortho Vargas. pass a full permission version of the riser to him. He can link it to a version of your drums and pass you back a working model. In this scenario you need to use the above movement commands to make the drums move.

Using A RezBox

Even though the drums are no-mod, it is possible to use them in any RezBox.

Using The Lights

The lighting fixture is a separate object from the drums.  When you rez the lights they will auto-snap to the drums for a few seconds.  This aligns them perfectly to the drums.  The lights can also be used in a rezzbox as they are mod.

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