3ds Max To VRML - Exporter Tutorials: (Cut and Pasted From:)
3ds Max To VRML - Exporter Tutorials: (Cut and Pasted From:)
VRML stands for Virtual Reality Modeling Language. The "Virtual Reality" in VRML has
to do with the metaphor which it pursues: human space. That space is 3-dimensional
and defines the ways we move, percieve and communicate. Thus, VRML includes many
of the things that go into making a world: a way of describing geometry which creates
objects and spaces you can move and move around in, as well as light, texture and
sound which you can approach and view from whatever angle. It's also from this
"worldly" imitation that VRML files get their name: you call them "worlds" and their file
ending is ".wrl" The second part, "
Modeling Language", is about the process of making VRML. While much of VRML is
composed and tweaked in the text, So, VRML authors use modeling programs which
are designed to create 3D geometry in a graphical format. The models are then
translated to VRML and viewed in a VRML Browser. Browsers render the VRML turning
it into percievable space which you can navigate through and interact with. So if you've
downloaded a VRML file, the interaction you have with it is because your machine is
rendering the space on the fly. It's not some movie streaming off your Internet
connection.
geometry can be linked to the net as well as to other VRML worlds. This is along the
lines of the idea of "cyberspace", an important part of VRML
philosophy. VRML 1.0 has special capabilities like Inlining and LOD's (Level of Detail)
which allow you to optimize your world for limited bandwidth and
processing power. In additon, the VRML 1.0 Specification is a ripe nine months old and
is a stable language which has full browser support.
Polygons
You want to make your file able to be rendered in real time on an average users
machine. A maximum of 3000 in your scene is a good limit. You can get creative with
the number of polygons by implementing Anchors and LOD's .
Animations
You can do any type of transform or "morphing" animation with the 2.0 exporter.
Transform animation (translation, rotation and scale) tend to be lighter on files.
"Morphing" or Coordinate Interpolation produces larger files because each vertex must
be accounted for. Use sparingly.
Materials
You add materials as you normally would in 3ds max. "Wire" materials will export as
Indexed Line Sets.
Texture Maps
VRML will accept .gifs and .jpegs as texture maps. Texture maps also tend to produce
large files. Use sparingly.
Lighting
3ds max will export lighting to VRML.
Cameras
At least one camera in your file is necessary. Create an "entry view" for every file so
that your models will load in view and you wont have to hunt around for them. Cameras
are exported as Viewpoints in VRML. The name you give the camera is what your
Viewpoint will be called in the VRML file. Users can navigate through viewpoints in a
file, moving from one to another.
You might want to open the file in your text editor at this point as well. You can look at
the code, edit and save it and look at it again in the browser.
You will often be going back and forth between the browser, the text editor and 3ds
max.
Output Language- Select VRML 2.0, 1.0 or VRBL depending on your scene.
Initial View- Lists all cameras in the scene with the initial view on top.
Generate:
Normals - Use if you need normal info for your file. It can make a file
signifigantly larger.
Fields- Arranges layout of Fields in VRML file
Indentation- Creates indentation in the layout of the VRML file
Primitives- exports the cone, sphere, cube and cylinder as VRML primitives.
Using this feature when you have primitives in your scene can cut
down its size considerably.
Initial Navigation Info: Select the Nav Info you'd like the world to begin with.
Initial Background: Select the Background you'd like the world to begin with.
Initial Fog: Select the Fog you'd like the world to begin with. (This node
is not supported by any browsers yet)
Coordinate Interpolators:
Transform Controllers-
Once per Animation Frame - assigns a key value for each frame
Custom - Choose the frames per second. This allows you to
reduce the number of key values (and the file size)
Coordinate Interpolators-
Once per Animation Frame - assigns a key value for each frame
Custom - Choose the frames per second. This allows you to
reduce the number of key values (and the file size).
Coordinate Interpolators can create huge files.
NavigationInfo
What is it?
The NavigationInfo node describes physical characterics of the browser and the scene.
This node specifies to the viewer/browser what type of navigation to use, how fast the
navigation will be, if a headlight is on, the size parameters of an avatar, and the users
visibility limit. For more details about this node, check out the VRML 2.0 Spec.
1) First create a scene with all the objects and materials that are needed. To the right,
we have created a simple world for you to use as an example.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to
ideal viewing points of the model which they might not otherwise explore.
10) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the NavigationInfo node.
11) Then specify what Type of navigation and movement you want in the scene. 3ds
max offers the list of:
WALK, EXAMINE, FLY, NONE.
As of this writing VRML browsers only support WALK and EXAMINE viewers. Test them
out in an exported file to see which suits your scene the best.
12) The Headlight places a directional light in the direction the user is looking. Unless
there are other lights in the scene, make sure you check the box for the Headlight--or
else you will see nothing in the browser window.
13) Experiment with the navigation Speed--which is how fast the user travels through
the scene. The default speed is a bit slow so a higher speed will help the file, ex.
speed=5.
14) You can specify the user's Visibility Limit--the furthest distance a user can see.
Objects will not be visible after this point. To see everything in the scene set the
Visibility Limit to zero.
15) You can also specifiy the user's dimensions with the Avatar parameters
(avatarSize). The avatarSize gives physical dimensions in the world which relate mostly
to Collision Detection issues.
Collision-This is the distance between the user and a piece of geometry, with collision
detection applied to it, before collision is detected.
Terrain-This is the height to stay above a surface when travelling along a terrain.
Step Height-This is the hightest piece of geometry that can be travelled over without
colliding.
17) In the Icon Size box, you can designate a larger or smaller icon size for the NavInfo
node. This is only for the 3ds max file and has no bearing on the VRML file.
18) Now you have entered all possible information for the 'NavInfo' node. If you need to
go back, after leaving the Creation panel, and alter any of the parameters, then go to
the 'Modify' panel and adjust.
19) Now you have successfully implemented the NavigationInfo node into your file.
20) To check, go to the 'Selection' menu! NOTE: You can name your NavigationInfo
node in the same way as every other object in 3ds max in the 'Name' field.
21) Now skinny on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your =file.
22) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
23) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
Here are the official Fields and Events, for the NavigationInfo node in the VRML text,
according to the VRML2 Spec:
NavigationInfo {
eventIn SFBool set_bind
exposedField MFFloat avatarSize [ 0.25, 1.6, 0.75 ]
exposedField SFBool headlight TRUE
exposedField SFFloat speed 1.0
exposedField MFString type "WALK"
exposedField SFFloat visibilityLimit 0.0
eventOut SFBool isBound
}
TimeSensor
What is it?
The TimeSensor node assists in coordinating animations and timing sound files. With
this node, you can specify beginning and ending times of the particular event, looping
and level of user activity. For more details about this node, check out the VRML 2.0
Spec.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
10) If you want an animation to occur within a subgroup, but not to the entire parent
group then follow these directions to implement the TimeSensor before moving on to
the Parent group.
11) For example, if you want a particular subgroup to animate and loop AND the parent
group to animate but not loop, then you must place the TimeSensor into the lowerlevel
grouping first before adding an additional TimeSensor to the Parent group.
12) OTHERWISE just plan that if you want any animation or sound files in subgroups,
you will have to 'Open' the top level group, do the animation and add the TimeSensor,
and then 'Close' the group while objects in the original group are still selected.
13) For the TimeSensor node go to the 'Creation' panel and choose 'Helpers' Under
'Helpers' use the pull down the menu and choose VRML 2.0. Then choose the Object
Type 'TimeSensor'.
14) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the TimeSensor.
16) Now you can choose loop--and the animation will run continuously, start on load--
the animation will begin once the file is loaded, startTime & stopTime--where you
correspond TimeSensor times to animation frames to provide for smooth animation.
17) In the Icon Size box, you can designate a larger or smaller icon size for the
TimeSensor node---but this is only for the 3ds max file and has no bearing on the VRML
file.
18) Now you have entered all possible information for the 'TouchSensor' node. If you
need to go back, after leaving the Creation panel, and alter any of the parameters, then
go to the 'Modify' panel and adjust.
19) Now you have successfully implemented a TimeSensor into your file.
20) To check, go to the 'Selection' menu! NOTE: You can name your TimeSensor in 3ds
max in the 'Name' field.
21) Now go to 'File' and choose 'Export'. The Exporter knows that you are referring to
the file that is open and requests that you name your file.
22) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
23) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
24) Check out a more elaborate sample file that demonstrates the TimeSensor.
Here are the official Fields and Events, for the TimeSensor node in the VRML text,
according to the VRML2 Spec:
TimeSensor {
exposedField SFTime cycleInterval 1
exposedField SFBool enabled TRUE
exposedField SFBool loop FALSE
exposedField SFTime startTime 0
exposedField SFTime stopTime 0
eventOut SFTime cycleTime
eventOut SFFloat fraction_changed
eventOut SFBool isActive
eventOut SFTime time
}
For more details about this node, check out the VRML 2.0 Spec.
1) First create a scene with all the objects, materials and NavigationInfo that are
needed. Decide which parts will be moving and animate those objects.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) Go to the 'Creation' panel and choose 'Helpers' Under 'Helpers' use the pull down the
menu and choose VRML 2.0. Then choose the Object Type 'TouchSensor'.
10) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the TouchSensor.
11) Select the Pick Trigger Objects button and pick the object that you want the user to
click to start an animation or sound file (note: the trigger can be any object).
12) Select with your mouse OR press the keyboard letter 'H'. The selected objects will
appear in the 'Pick Trigger Objects' box. And don't forget to turn off the 'Pick Objects'
button by pressing it again.
15) In the Icon Size box, you can designate a larger or smaller icon size for the
TouchSensor node---but this is only for the 3ds max file and has no bearing on the
VRML file.
16) Now you have entered all possible information for the 'TouchSensor' node. If you
need to go back, after leaving the Creation panel, and alter any of the parameters, then
go to the 'Modify' panel and adjust.
18) To check, go to the 'Selection' menu! NOTE: You can name your TouchSensor in
3ds max in the 'Name' field.
19) You may also want to implement a TimeSensor. A TimeSensor is needed if you
want the animation or sound to start immediately on loading the file, loop or if the events
should stop at specified times.
20) Now Skinny on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
21) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
22) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
23) Check out a more elaborate sample file that demonstrates the TouchSensor.
Here are the official Fields and Events, for the TouchSensor node in the VRML text,
according to the VRML2 Spec:
TouchSensor {
exposedField SFBool enabled TRUE
eventOut SFVec3f hitNormal_changed
eventOut SFVec3f hitPoint_changed
eventOut SFVec2f hitTexCoord_changed
eventOut SFBool isActive
eventOut SFBool isOver
eventOut SFTime touchTime
}
1) First create a scene with all the objects, materials and NavigationInfo that are
needed. To the right, we have created a simple world for you to use as an example.
2) NOTE: The placement of the 'Background' node does not depend on any other
VRML node. Therefore you can specify these parameters anytime after your world is
created.
3) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
4) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
5) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
6) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
7) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
8) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
9) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
10) Now for the Background node, go to the 'Creation' panel and choose 'Helpers'.
Under 'Helpers' use the pull down the menu and choose VRML 2.0. Then choose the
Object Type 'Background'.
11) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the Background node.
13) The Sky is actually an infinite sphere that holds the objects. In the Sky panel there
is:
Colours- you can choose 1, 2 or 3 colours. Click on the colour patch to modify it to
your colour choice with the 3DSMax Material Editor.
Angle- colour 1 is the base colour and the 2nd and the 3rd colours merge at the
base of an angle off the North Pole (straight up from the browser). Try
playing
around with multiple colours to see a blending effect, but 1 colour still does
the trick.
14) The parameter's for the Ground are the same as with the Sky. Except that the angle
of the 2nd and 3rd colours merge off at an angle coming from the opposite end, at the
South pole. Therefore if you want more than one colour, you must specify the angle for
these.
15) In the Images box you can define a set of images with .gifs or .jpegs by specifying
the URLs. --panorama style for the Background.
16) In the Icon Size box, you can designate a larger or smaller icon size for the
Background node---but this is only for the 3ds max file and has no bearing on the VRML
file.
17) Now you have entered all possible information for the 'Background' node. If you
need to go back, after leaving the Creation panel, and alter any of the parameters, then
go to the 'Modify' panel and adjust.
18) Now you have completed implementing a Background into your file!
19) To check, go to the 'Selection' menu and look for it! NOTE: You can name your
Background node in 3ds max in the 'Name' field.
20) Now move on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
21) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
22) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
23) Check out a more elaborate sample file that demonstrates the Background node.
Background {
eventIn SFBool set_bind
exposedField MFFloat groundAngle []
exposedField MFColor groundColor []
exposedField MFString backUrl []
exposedField MFString bottomUrl []
exposedField MFString frontUrl []
exposedField MFString leftUrl []
exposedField MFString rightUrl []
exposedField MFString topUrl []
exposedField MFFloat skyAngle []
exposedField MFColor skyColor [ 0 0 0 ]
eventOut SFBool isBound
}
ProximitySensor
What is it?
The ProximitySensor node is a trigger event activated by the user getting within certain
distance from an object. Once the user is within specified box parameters an event will
generate as determined by you, the author. For example, if the user gets close to the
object it may animate, other objects may animate, a sound file may be launched, etc.
For more details about this node, check out the VRML 2.0 Spec
1) First create a scene with all the objects, materials, NavigationInfo and animation that
are needed.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
10) Then go to your scene and drag the mouse anywhere. You will see an icon of a
hand that signals to you that you have placed the ProximitySensor.
11) Select the Pick Action Objects button. The action objects are the objects that have
an event that will occur due to the user coming within the proximity you designate. The
events can be animation, cameras, anchors or sounds.
12) You can either select the objects with your mouse OR press the keyboard letter 'H'
and the 'Selection' menu pops up. From the 'Selection' menu select your animated
objects and these will appear in the Pick Action Objects box. Now don't forget to turn off
the 'Pick Action Objects' button by pressing it again.
14) To alter the parameters of the ProximitySensor, adjust the width, length, and height
of the bounding box. Also the box easily moves around to surround
the objects that are the focus of the trigger. NOTE: the bigger the box, the further out
the user will be when the ProximitySensor is set off. If you are out of the creation panel,
you will need to go to the 'Modify' panel. The same panel for the node will appear as
before.
15) Next choose the object linked to the event that will occur as the user gets within the
distance parameters. This will either be the animated object or any of the VRML helpers
(i.e. sound, anchor).
16) In the Icon Size box, you can designate a larger or smaller icon size for the
ProximitySensor node---but this is only for the 3ds max file and has no bearing on the
VRML file.
17) Now you have successfully implemented a ProximitySensor into your file.
18) To check, go to the 'Selection' menu! NOTE: You can name your ProximitySensor in
3ds max in the 'Name' field.
19) Now choose 'File' and choose 'Export'. The Exporter knows that you are referring to
the file that is open and requests that you name your file.
21) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
22) Check out a more elaborate sample file that demonstrates the ProximitySensor.
Here are the official Fields and Events, for the ProximitySensor node in the VRML text,
according to the VRML2 Spec:
ProximitySensor {
exposedField SFVec3f center 0 0 0
exposedField SFVec3f size 0 0 0
exposedField SFBool enabled TRUE
eventOut SFBool isActive
eventOut SFVec3f position_changed
eventOut SFRotation orientation_changed
eventOut SFTime enterTime
eventOut SFTime exitTime
}
Anchor
What is it?
The Anchor node creates a link in a VRML file. The link is embedded in an object . The
Anchor will take the user to another file, be it a wrl, text or graphics or to another
Viewpoint. This node is activated by the user setting off an event, such as clicking on a
particular object or getting within a ProximitySensor in the scene. For more details about
this node, check out the VRML 2.0 Spec
1) First create a scene with all the objects, materials and NavigationInfo that are
needed.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) Now go to the 'Creation' panel and press the 'Helpers' button and select Anchor.
10) With your mouse drag in any Viewport and the 'Anchor' icon will appear.
11) Select the Pick Trigger Objects button and choose the geometry that will trigger an
anchor jump. Either select the objects with the mouse OR press the keyboard letter 'H'.
The selected objects will appear in the 'Pick Trigger Objects' box. And turn off the 'Pick
Trigger Objects' button by pressing it again.
12) In the Description box you can put in a text description of the anchor. The
description will appear at the bottom of the browser in the status bar telling the user that
Anchor is established. Currently the CosmoPlayer browser does not support the
Description.
13) To jump to another URL, check the Hyperlink Jump box, and then fill in the URL box
with the URL to which the anchor will be linked.
14) In the Parameter box, enter any additional information to be read by the browser. All
information should be in the form of 'keyword=value'. For example, if you wanted a new
browser to open with the linked file then the parameter would be 'target=_blank'. NOTE:
The parameter must be written in lower case for it to work successfully. For more
information see the VRML 2.0 Spec.
15) You can also fetch a .wrl file or put a .wrl in the Bookmarks folder. This folder refers
to .wrl's you have placed in there, otherwise it fetches HTML documents.
16) If you decide link to another world, not only can you link to this world, you can also
link to particular viewpoints within that world by adding '#viewpointname' to the end of
the URL.
17) In the Camera you can 'Set Camera', and can create an Anchor that jumps to a
viewpoint--this is optional.
18) In the Icon Size box, you can designate a larger or smaller icon size for the Anchor
node---but this is only for the 3ds max file and has no bearing on the VRML file. It is
basically to adjust how well you can see the icon in the 3ds max interface.
20) Now go on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
21) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
22) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
23) Check out a more elaborate sample file that demonstrates the Anchor node.
Here are the official Fields and Events, for the Anchor node in the VRML text, according
to the VRML2 Spec:
Anchor {
eventIn MFNode addChildren
eventIn MFNode removeChildren
exposedField MFNode children []
exposedField SFString description ""
exposedField MFString parameter []
exposedField MFString url []
field SFVec3f bboxCenter 0 0 0
field SFVec3f bboxSize -1 -1 -1
}
Inline
What is it?
The Inline node groups other VRML objects or scenes by calling URLs from the World
Wide Web to create one composed world. There are several benefits when using this
node. An Inlined file loads quickly and the user can see the world loading almost
immediately. This occurs because there are separate files for VRML objects. Therefore
those files can be used repeatedly as they are not constrained to one world. For more
details about this node, check out the VRML 2.0 Spec.
1) First create one scene with all the objects, materials and NavigationInfo that are
needed for a basic VRML file and export it to a .wrl file. To the right, we have created a
simple world for you to use as an example.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) Now you must also create another scene which will include only objects. Note: the
objects between the two scenes are going to be combined and therefore need
coordinate systems that match so that the geometry fits together appropriately.
10) With the first file go to the 'Creation' panel and choose 'Helpers'. Under 'Helpers', at
the pull down arrow, choose 'VRML 1.0/2.0/VRBL' and then choose the Object Type
'Inline'.
11) Now go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the Inline node.
12) In the URL field enter the URL of the second file you created. The inlined file must
be a .wrl file.
13) You can also add wrl files or pull wrl files to inline from the 'Bookmark' directory.
14) In the Icon Size box, you can designate a larger or smaller icon size for the Inline
node.
NOTE: The inlined scene replaces the icon and assumes its location, rotation and scale.
And the icon can be moved, rotated and scaled like any other piece of geometry.
15) Now you have entered all possible information for the 'Inline' node. If you need to go
back, after leaving the Creation panel, and alter any of the parameters, then go to the
'Modify' panel and adjust.
16) Now you have successfully implemented an Inline node into your file.
18) Now Skinny on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
19) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
20) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
Here are the official Fields and Events, for the Inline node in the VRML text, according
to the VRML2 Spec:
Inline {
exposedField MFString url []
field SFVec3f bboxCenter 0 0 0
field SFVec3f bboxSize -1 -1 -1
}
1) First create a scene with all the objects, materials and NavigationInfo that are
needed. AND have a sound file (ex. .wav file) ready to be implemented.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) You need to implement an AudioClip into your file in addition to the Sound node. The
order of implementation does not matter.
10) For the AudioClip, go to the 'Creation' panel and choose 'Helpers' Under 'Helpers'
use the pull down the menu and choose VRML 2.0. Then choose the Object Type
'AudioClip'.
11) Now go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed an AudioClip node.
12) Then in the URL box fill in the URL for the sound file you had prepared/recorded
earlier.
13) Other parameters to fill in are: Description, Pitch, Loop--which means that the sound
file will play continuously, and Start on Load--so that when the
14) Instead of starting on load, you can implement a TouchSensor to be a trigger that
will start the sound.
15) To check that the AudioClip is actually there, go to the 'Selection' menu! NOTE: You
can name your AudioClip in 3ds max in the 'Name' field. Now you are finished
implementing the AudioClip and need to move on the Sound node.
16) So go back to the 'Creation' panel and choose 'Helpers'. Under 'Helpers' use the
pull down the menu and choose VRML 2.0. Then choose the Object Type
Sound.
17) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed a Sound node.
18) In the Sound node parameters roll-out you can specify the Intensity, Priority,
Spatialize: min front, min back, max front, max back.
Intensity-This sets how loud the sound will be and 1.0 is full volume.
Priority-This is specific for a scene with multiple sound files. Relative importance is
given to each of the files. The value of 1 is most important and 0 is least important.
Spatialize-Without this box checked the sound will be ambient. Spatialized sound
makes the audio 3D coming from a source with a specific location within the scene.
19) Select the Pick AudioClip button and select the audioClip with your mouse OR press
the keyboard letter 'H' and the 'Selection' menu pops up. From the
20) Now you have implemented a Sound node into your file.
21) To check that the Sound node is actually there, go to the 'Selection' menu! NOTE:
You can name your Sound node in 3ds max in the 'Name' field.
22) Now Skinny on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
23) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
24) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
25) Check out a more elaborate sample file that demonstrates the Sound node.
Here are the official Fields and Events, for the Sound node in the VRML text, according
to the VRML2 Spec:
Sound {
exposedField SFVec3f direction 0 0 1
exposedField SFFloat intensity 1
exposedField SFVec3f location 0 0 0
exposedField SFFloat maxBack 10
exposedField SFFloat maxFront 10
exposedField SFFloat minBack 1
exposedField SFFloat minFront 1
exposedField SFFloat priority 0
exposedField SFNode source NULL
field SFBool spatialize TRUE
}
LOD
What is it?
The LOD (Level of Detail) node allows for different levels of detail and complexity in an
object which is directly related to the user's distance from the object. At closer
distances, an object with greater detail is loaded. The purpose of the LOD node is to
lower loading time with files by working with human eyesight. We can't see details well
1) First create a scene with all the objects, materials and NavigationInfo in the greatest
of detail. To the right, we have created a simple world for you to use as an example.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) Decide how many levels of detail (LOD) you want for a particular object. There will be
one more 'level' than specified Range (distance).
10) In this case create 2 modifed versions of the original object in the same location.
The two other versions can either be the same model with less face counts (less detail)
or an entirely different object that will appear in the same place, but at a further
distance. With a different object you can create a type of morphing.
11) Then go to the 'Creation' panel and choose 'Helpers' Under 'Helpers' in the pull
down choose 'VRML 1.0/2.0/VRBL' and then choose the Object Type LOD.
12) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the LOD node.
13) Next select the Pick Objects button and choose all of the geometry that will be part
of the LOD sequence. Either select the objects with the mouse OR press the keyboard
14) Once the objects are picked, a default Distance of zero is given to them. Therefore
you will need to change them. Highlight the object and the Distance in the scroll panel
can be changed. Highlight each object and assign increasing distances. For example,
detailed_model 100 (loads first)
less_detailed_model 150
even_less_detailed_model 200
15) 3ds max automatically determines Range and Levels from this information. Levels
are how many objects are involved in the LOD sequence. Range is the number of
different distances not counting the initial range that loads with the file.
16) In the Icon Size box, you can designate a larger or smaller icon size for the LOD
node---but this is only for the 3ds max file and has no bearing on the VRML file.
17) All possible information for the 'LOD' node has been entered now. If you need to go
back, after leaving the Creation panel, and alter any of the parameters, then go to the
'Modify' panel and adjust.
18) Now you have successively implemented the LOD node into your file.
19) To check, go to the 'Selection' menu! NOTE: You can name your LOD in the same
way as every other object in 3ds max in the 'Name' field.
20) Now Skinny on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
21) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
22) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
Here are the official Fields and Events, for the LOD node in the VRML text, according to
the VRML2 Spec:
LOD {
exposedField MFNode level []
field SFVec3f center 0 0 0
field MFFloat range []
}
Billboard
What is it?
The Billboard node allows you to modify the coordinate system of selected objects so
that they constantly rotate around the local z-axis to face the viewer.
1) First create a scene with all the objects, materials and NavigationInfo that are
needed.
2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the
VRML file, but the file will still work without Viewpoints. NOTE:
The more Viewpoints the better in VRML files. The different browsers have various
navigation abilities and restraints, therefore the Viewpoints are the one consistent way
the user can view the file.
3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose
'Target' as the Object Type.
4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on
the keyboard. And there you are from the Cameras point of view.
6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.
7) Also it is good to name your Cameras. The Camera name is what the user sees in
the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01,
Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.
8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal
viewing points of the model which they might not otherwise explore.
9) For the Billboard node go to the 'Creation' panel and choose 'Helpers'. Under
'Helpers' use the pull down the menu and choose VRML 2.0. Then choose the
10) Then go to your scene and drag the mouse anywhere. You will see an icon that
signals to you that you have placed the Billboard node.
11) The Screen Alignment option in the parameter rollout, keeps the Billboard-linked
geometry aligned when the viewer changes navigation position.
12) NOTE: this linking step is different than all others!--Go to Select and link in the
toolbar, then select the object you want linked to the Billboard node. You can do this
with either with mouse or press the keyboard letter 'H' and the 'Selection' menu pops
up. From the 'Selection' menu select the objects. There is no 'Pick Objects' bar as in all
the other node panels.
14) In the Icon Size box, you can designate a larger or smaller icon size for the billboard
node.
15) It is necessary to rotate the icon to the position wanted in the file. The default setting
is facing upside down, and so the geometry linked to it will be perpendicular to how it
looks in 3ds max. Therefore it is necessary to change the rotation of the icon.
Now you have entered all possible information for the 'Billboard' node. If you need to go
back, after leaving the Creation panel, and alter any of the parameters, then go to the
'Modify' panel and adjust.
16) Now you have successfully implemented a Billboard into your file.
17) To check, go to the 'Selection' menu! NOTE: You can name your Billboard node in
3ds max in the 'Name' field.
18) Now slide on over to 'File' and choose 'Export'. The Exporter knows that you are
referring to the file that is open and requests that you name your file.
19) So first choose '.wrl' file type Then name your file, i.e. 'SuchAndSuch.wrl'
20) Suggestion: Because you might need to go back to the 3ds max file and adjust part
of your world, it is a good idea to keep the filename between to two files the same.
21) Check out a more elaborate sample file that demonstrates the Billboard node.
Here are the official Fields and Events, for the Billboard node in the VRML text,
according to the VRML2 Spec:
Billboard {
eventIn MFNode addChildren
eventIn MFNode removeChildren
exposedField SFVec3f axisOfRotation 0 1 0
exposedField MFNode children []
field SFVec3f bboxCenter 0 0 0
field SFVec3f bboxSize -1 -1 -1
}
Optimize Modifier:
Good for reducing the poly count.
Normal Modifier:
Reversing the normals of objects can create interesting effects in VRML. Try reversing
the normals of a sphere and spinning it around in your browser.
EditMesh Modifier:
Used constantly for detailed polygon work. Detaching faces as separate objects and
optimizing them separately can give you a lot of control of complexity.
Boolean:
Booleans can create massive numbers of polygons in files and should be used very
carefully. If you're finding a huge polycount and you've used a Boolean, it's probably the
culprit.
Hiding Objects:
The VRML exporter gives you the choice to export hidden objects. This is useful if you
want to isolate geometry or animations in a larger file and test them out separately.
Animation:
Generally, VRML has a non-linear narrative. Whereas in 3ds max you're usually making
a scene where one thing happens after the other for output to film or video, a VRML file
might have multiple animations happening at once that you link sensors to. They will
play in whatever order the user triggers them in the VRML file. This can get confusing in
a 3ds max scene. The trackview is particularly useful here to see what's going on.
Wire materials:
Applying a "wire" material to an object will make the geometry export as a wireframe.
Wireframes render much faster than faces in VRML - less pixels per frame. This can
mean much smaller file size for models and animations.