The Alice Scene Editor: Facilitation Guide
The Alice Scene Editor: Facilitation Guide
Summary
This facilitation guide is intended to guide the instructor through the introduction of the Alice
virtual world concepts and skills, provide exercise options for participants to apply the scene
editing skills, and provide assessment and debriefing options for the end of the lesson. This
should be one of the early lessons in any Alice curriculum. Scene building in Alice is a key step
in the process of creating any animation or interactive project. It can be offered as a stand-
alone lesson in scene building where the product of this lesson does not carry forward to the
next lessons using a broad range of supplied exercises and projects around scene building. It
can also be used to kick of a longer project based curriculum where the scene built during this
lesson is later used as a starting point for building upon them in later lessons. Look for specific
exercises and projects that are designed to be used in this way. This lesson and supporting
materials cover most of the scene editor functions but not all. We selected a set that we
thought would be a solid basis for upcoming lessons and scene customization. You can modify
this lesson to be shorter by removing some of the later scene editor skills such as camera
manipulation or extend the lesson by adding in more advanced skills found on Alice.org such as
setting vehicle properties or scene properties.
Learning Objectives
Lesson Overview
● Introduction
● Lesson on the Alice Scene Editor
● Student Work Session
● OR Step-by-Step Work Session
● OR Guided Student Work Session
● Assessment
● Debrief / Students Share Work
Skills Overview
This project was developed for use with Alice 3. The following Alice 3 skills will be learned
through the lesson and additional resources for them are linked to in the How to Resources
section of the associated webpage for this guide and also linked to in the tutorial exercise again
linked to on the webpage associated with this guide. Optional educational activities can be
incorporated based on their relevance to the required steps for the project.
Alice Basics
Creating a New Scene
Switching between the Editors
Saving a World
Object Manipulation
Adding an Object to a Scene
Positioning an Object
Turning Objects
Scaling Objects
Manipulating Sub Joints (Object Parts)
Scene View Manipulation
Using the Camera Controls
Change the Camera View
Using Camera Views
Prep + Materials
Classroom Resources
Computer Access
Each participant should have his or her own computer for the duration of the project. It is also
possible to allow pairs of students to work together at a shared computer.
Presentation + Lecturing
Ideally, you should be able to present the lesson ppt in front of the class. Depending on your
approach, you may also want to be able to show Alice and be able to demonstrate and guide
the class through the exercise. You can also print and distribute these materials if needed.
Supporting Materials
You may want students to have access to the How To… resources that accompany this lesson
and are linked to on the webpage associated with this guide. This can be achieved by insuring
they have access to the Alice.org website and can play the videos or by downloading and
making the videos accessible in another way. You may also wish to download, print, and
distribute the accompanying How To... quick reference guides that can be found on the
relevant How to webpage. These materials can be downloaded in .doc format to combine
several into one hand out.
Software Requirements
This lesson requires each computer to have Alice 3 installed and available.
Time
The lesson is designed to take 45m-90m, depending on:
● The inclusion of the lesson presentation
● Time spent on going over skills training
● Time spent on optional learning activities
● Complexity of exercises or projects assigned
● Time spent debriefing
Suggested Process
Introduction
Tell the students that they will be shown how to create a virtual 3D scene in the Alice
development environment. Describe the class activity and discuss the skills they will acquire in
the process. Optionally you can show them a constructed Alice scene.
Option 1
Run completely through the supplied power point slides to give an overview of the editor, the
concepts, and the skills lessons. More detailed talking points are provided below for
highlighting key concepts while giving the presentation.
Option 2
Integrate application demos or the more in depth How To… videos into the presentation at the
relevant topic moments. The level of detail and time spent on the skills details may be
determined by how you plan to integrate the exercise component (see below), accessibility of
the supporting materials to the whole class, and the skill level of your students.
Exercise Facilitation
There are several options for how to allow the participants to explore the scene builder and
apply the new skills.
● Play the more general How To… videos or demonstrate the skills and then allow
participants to then follow the step-by-step directions for the module,
● Or demonstrate the exact steps from the exercise to the class and then have
them do the step demonstrated.
A guided facilitation guide is provided below with more details. The session would follow this
basic flow:
Assessment (Optional)
You can use the supplied bank of assessment questions, challenges, and exercises to quiz your
students on the retention of their new skills. These materials are provided in a separate
document that can be downloaded from the webpage associated with this guide. A word
document has been provided to allow you to customize as needed.
Class Regroup + Summary
We recommend regrouping as a class to discuss challenges and successes, and to offer
feedback, both among the participants and about the curriculum itself. There are provided
reflection questions found below.
What is an Object?
Classes and Objects. How Alice uses the Gallery to organize the classes that can be used in a
virtual environment
These step-by-step directions are for the guided facilitation option 3 that uses the Scene Editor
Tutorial as a basis for the hands-on experience for the session. They can be followed in
addition to having first gone through the whole ppt lesson.
Media
● Play the video: Scene Editor Overview
● OR Demonstrate selecting a template and navigating to the Scene Editor
Talking Points
● A scene is created in Alice by selecting a template, either a Blank Slate or a Starter
World from the Select Template Dialog box.
Media
● Play the video: Adding an Object
● OR demonstrate opening and adding an object from the Gallery
Talking Points
● An object can be dragged and placed in the Scene from the Gallery
● OR click on the thumbnail image, and the object will be added to a predefined location
in the scene.
● A dialog box to name the object will appear whether the thumbnail image is clicked or
dragged into the scene.
o Predefined names are suggestions by Alice.
o Multiple objects of the same class will be differentiated by numbers at the end
of the name (for example queenOfHearts, queenOfHearts2, queenOfHearts3,
etc.) unless the user provides more useful names, which we would suggest.
o Rule #2, camelCase, is not a rule of the Alice language. camelCase is
the convention of writing compound words or phrases with no spaces
and an initial lowercase or uppercase letter, with each remaining word
element beginning with an uppercase letter:
● Whenever an object is added to the scene, the name of that object appears in the object
tree
o it will generally be the active object in the scene, as shown by the default handle
ring which surrounds it in the scene, and that
o it will be the selected object in the object menu, and
o its properties will be displayed in the properties panel.
● In the object panel, the selected objects x, y, z coordinate location in the scene will be
displayed, as well as its size values.
Media
● Play the video: Moving Objects in the Scene Editor
● OR Demonstrate the different techniques for moving and turning an object in the Scene
Talking Points
● Alice 3 provides mouse handles for the repositioning and reorienting objects in a scene
o In the Properties Panel the Default handle style can be used for changing an
objects position or turn the object horizontally
o The Translation handle style can be used for changing an objects position
o In the Properties Panel the Default and Translation handle styles can be used for
changing an objects position
o The Rotation handle style can be used for changing an object’s orientation
● Using the Position x, y, z coordinates in the Properties Panel supports more precise
positioning and alignment of objects
o Clicking and dragging in a 3D environment can be deceiving, particularly when
trying to align objects.
o Understand that the coordinate axis is based on orientation of the Scene
(ground).
o If the camera is looking directly at the center of the ground (0, 0, 0):
- Positive x is to the left as seen by the camera, and negative x is to the right as
seen by the camera.
- Positive y is up as seen by the camera, and negative y is down as seen by the
camera,
- Positive z is away from the camera, and negative z is toward the camera.
● Using the one-shots menu also supports more precise positioning and alignment of
objects
o Select object name from object menu
o Select procedures from one-shot menu
Students will be able to reorient objects by using turn and roll handles and one shot
procedures.
Media
● Play the video: Turning Objects in the Scene Editor
● OR Demonstrate the different techniques for turning an object in the Scene
Talking Points
● All Alice objects have an orientation (forward, backward, left, right, up, down)
o When they move, turn, or roll in a direction, it is based on their orientation, not
the viewpoint of the camera or the user.
● Every object has a pivot point (around which it moves and rotates).
o The pivot point of an object is usually where it stands on the ground
● Moving an object in Alice means changing its position in the Scene
o Moving objects typically do not change the orientation of an object
● Turning and rolling an object in Alice means changing its orientation in the Scene
o Turning or rolling objects typically does not change the position of an object
Media
● Play the video: Using Camera Controls to Change Camera Views
● OR Demonstrate the different techniques for positioning a camera in the Scene
Talking Points
● Alice is a single-camera system
● At the bottom center of the scene editor view are three camera controllers.
o The most common use of these controllers is to set the camera's point of view
● Clicking and holding an arrow will manipulate the location of the camera appropriately.
o Clicking and dragging in the direction of the arrow will speed up the camera
movement,
o Clicking and dragging in between two arrows will combine the camera
manipulations.
● The left-hand controller moves the camera up, down, left or right using the camera’s
point of view.
o Changes the position of the camera in the scene, but not its orientation
● The middle arrow controller allows you to turn the camera left or right or move the
camera forward or backwards.
o The turn right or left controls change the orientation of the camera in the scene,
but not the position of the camera.
● The right controller turns the camera forward or backward.
o Again, this changes the orientation of the camera in the scene, but not its
position.
● The Camera Marker section of the Properties Panel creates reference points for camera
viewpoints when the camera is moved around in the scene
o Click on Add Camera Marker… button to add a marker at the current position of
the camera
Media
● Play the video: Changing and Using Different Camera Views
● OR Demonstrate the different techniques for turning an object in the Scene
Talking Points
● Alice is a virtual 3D environment, and it may seem that objects are in alignment (left to
right, front to back, bottom and top), when in fact they are not aligned at all.
● Camera view drop-down menu at the top of the Scene View Panel provides different
viewpoints for the Scene Editor
o The Starting Camera View represents the camera viewpoint that will be used
when running the program.
o The Layout Scene View attempts to give a view of the scene with a better
perspective of the objects in the scene and their relationship to each other.
o The TOP view presents an overhead view of the Scene
o The SIDE view presents a camera viewpoint that faces the center point of the
ground, from the ground's right side
o The FRONT view the camera viewpoint faces the center point of the ground,
from the ground's front
● Appropriate camera controls are available in each of the viewpoints, allowing the view
to be modified as needed.
o Changing the camera position in each viewpoint has no effect on the starting
camera view settings.
o While viewing the scene from the other camera views you can still manipulate
objects as you could from the starting camera view
o When using the other viewpoints, the starting scene camera is visible as an
object in the scene.
- It is now possible to move the starting camera similarly to any other object in
Alice. Be careful not to do so by accident.
Media
● Play the video: Manipulating SubJoints (Object Parts)
● OR demonstrate the different techniques for manipulating an objects joints and
subparts
Talking Points
● A 3D model class defines objects having an internal skeletal system consisting of joints.
o These joints are connected to one another by the subparts (for example an
object's head, arms, and legs.)
o Therefore, a sub-part of an object is positioned and moved by rotating the joints
of the skeletal system
● The joints of objects have their own orientation, and they will move, turn and roll based
on that orientation.
o The joint acts as its pivot point for rotation of the subpart.
▪ Two kinds of rotational motion:
● Turn: forward, backward, left, right
● Roll: left, right
▪ It is possible to Move a joint,
● does not disconnect the subpart from the object
● causes a distortion (which might be interesting)
o The orientation of a joint will often not have the same orientation as the object
o The limb of an object (a leg, for example) often contains numerous joints, which
will have the same orientation
● Sub-parts of an object can be positioned in the Scene editor by selecting the appropriate
joint from the Object menu.
o Select the object in the Object Menu
o Pull the mouse cursor over the right arrow to open a cascading menu of joints.
o Alice automatically displays the rotation handles around the selected joint.
● It is also possible to use the one-shots menu to manipulate the joints of an object