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Pop Max
Pop Max

Implementing VRML nodes into 3ds max files.(Anchor, Inline, Sound, LOD, Billboard)

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.

Create the scene and add Cameras

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: 3ds max to VRML

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) 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.

17) To check, go to the 'Selection' menu! and NOTE: You can name your particular Inline in 3ds max in the 'Name' field.

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

}

Sound and AudioClip

What are they?

The Sound node specifies locational and spatial coordinates for sound in a VRML 2.0 world which calls an AudioClip (audio data). The AudioClip node calls specific audio data that is referenced by other nodes such as the Sound node. For more details about this node, check out the VRML Audio Tutorial and VRML 2.0 Spec. Create the scene and add Cameras

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.

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) 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 VRML file loads the sound file will start immediately.

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.

Min Front, Min Back, Max Front, Max Back-With these parameters, you can specify the area for the sound. The area is demonstrated by two ellipsoids, a larger red and smaller blue. Outside the red ellipsoid the sound is inaudible, between the two is a fall-off point where the volume varies and inside the blue ellipsoid the sound is at full volume.

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 'Selection' menu select the AudioClip.

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

}

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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.  at further distances, so detail at that distance is unnecessary, and by eliminating unnecessary detail the file will be smaller and load quicker. For more details about this node, check out the VRML 2.0 Spec.
Create the scene and add Cameras

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.How to implement a LOD into a 3ds max file:

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  letter 'H'. The selected objects will appear in the 'Pick Objects' box. To turn off the 'Pick Objects' button, press it again.

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.  This is good when you want the user to always face a particular piece of geometry. For more details about this  node, check out the VRML 2.0 Spec.

Create the scene and add Cameras

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.

How to implement the Billboard into a 3ds max file:

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 Object Type 'Billboard'.

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.

13) The object rotates around the center of the Billboard icon. This way the geometry is camera-aligned in the browser.

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

}

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