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WireFusion 5 - 3D Reference

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1. H Out ports b 30150 In ports Activate Deactivate Set Position 2D Sumber Set Dimension 2D Number Export Ports Chri P SAVE Add to Favorites Layer Ctrl Stamp Background CHE Set Opacity Number Delete Navigation Password Protection Rendering Camera Lights Fause Edge Anti Aliasing Configure Enter Help Ctrl H Resume Bilinear Filtering Animations Shadow Objects Set Reflection Map Figure 37 Anti Aliasing in ports l L Ouk porks p 30 In porks Activate Deactivate Set Position 2D Number Set Dimension 2D Number Ctrl F Export Ports Save Add to Favorites ag Cut Ctrl Stamp Background Copy Ctrl C Set Opacity Number gt Delete Dielete Navigation Layer Renderer Password Protection Rendering Navigation Renderer Configure Enter manera g Help Ctrl H Lights Anti Aliasing Pause Edge 4nti Aliasing Resume Bilinear Filtering Animations Shadow Objects Set Reflection Map 25 WireFusion 5 Volume ll 3D Reference Figure 38 Edge Anti Aliasing in ports Shadow Real time shadows can optionally be added giving a more realistic feeling to your 3D scene Figure 39 Shadows are automatically updated when objects are moving i e when they are animated and they are also sensitive to the object opacity level NOTE Real time shadows are not available when importing a 3D model in 3D World mode only in 3D O
2. Wirrerustion 5 Volume 11 3D Reference Contents PINRO DW CT ON a E 1 ADUNE Manuals ausencia 1 GETING S TARDE D Gi A N 2 A a ee Oe eid eaeea tee 2 3D Tools Exporting to 43D ana VRML sai 2 SIS CENE OBJEC Tania ado a a a 4 Ie a elo A A neney eek eee emer t een nee 4 IMPOR SIMS Si Toi 4 Example Import SD model iS 5 A O A ee 7 SETTINGS PANEL aid a a 14 Renden Pane POCA o o A 14 o haini S a e a a E a 29 Camera Panel 3D ODJECEMOdE iriiria ean aeea aaraa anaa ia da 41 Avatar Panel SD WONd MOGE leiste a ekaina AE E a 47 ANIMON Eanes esana a a A a 51 KONCE AMOI s AE iaa tvauantecayimteciguenteaidiaice 53 Navigation Panel 3D Object mode ccccccccccconnnccnnnccccconnccnnnncnnonononcnnnnnononnnnnncnnnnnnnnananennns 55 Navigation Panel 3D World MOde icosoioinssiscio erica 60 NUNS AS UI i a lei abril iia 65 PO AGING RO AT 66 e acters m cane E E E 68 DY NAMIC TEXTURES eane atinartd dowel eat eens ada 70 TSXUTS Array OD CC isa ico e iia 70 EXEC ISE SWIN TOMUIO Seisdedos 72 Animated and Interactive Textures oocccccccononconcnccoconncnnnannnnnnnonancnnnononancnnonnannnnnnnonanennnoss 76 Scene OD EC onio ds aiii 79 EXCICISG Interactive Texas dates 81 OPTIMIZATION TIP Siurana e ia 86 APPENDIX arrasa 87 FS UTI Satan dad A A a 87 Supported Node S ivi tddi ri 92 OpenGL limitan Sesto 93 3D Scene Object Introduction WireFusion offers you a real time 3D solution more powerful than anything else on the m
3. In the Streaming panel enable streaming to have the presentation started quicker Appendix Appendix Features The 3D player 3D render engine included with WireFusion is very small in size and includes the following features Rendering Features e Software rendering High quality rendering capabilities that requires no special hardware or software drivers e OpenGL rendering High performance hardware rendering e Bilinear Filtering Interpolates between the bitmap pixels to create a smoother non pixelated view of close ups of textures mapped on 3D objects This way you can use smaller textures and still retain a high visual quality of the texture objects Works on both textures and reflection maps e MIP Mapping Removes aliasing artifacts on textures The artifacts occur because the texture can contain more detail pixels than the display monitor is capable of displaying in that give space MIP mapping helps alleviate this problem by precomputing scaled ver sions of the texture and letting the distance between object and camera decides which version to use e Bump Mapping A technique to simulate more details in a 3D model by using a blues cale heightmap e Glossiness Mapping A technique to achieve partial glossiness on a 3D model by using a bluescale map e Real time Shadows Realistic object drop shadows are calculated in real time Capabil ity to set light source height shadow color shadow
4. Remove Image Removes a texture image from the array Select an image and click the Remove Image but ton to delete it Fade time seconds number Sets the fade time for the image transitions in seconds O default Push first Texture at presentation startup checkbox Fires the Texture Pushed out port at presentation startup The first texture im age in the array e with index 0 will be sent 71 WireFusion 5 Volume II 3D Reference TIP Instead of pre loading all textures added to the Texture Array object use the Loading Manager Project gt Loading Manager to stream the textures you believe will not be needed directly at presentation startup By doing this you will speed up the presentation startup significantly Exercise Switch Textures We illustrate the process of adding a collection of textures to an object with this exercise We want to be able to switch between five different colors textures on a bicycle computer using a Texture Array object Step 1 Insert a 3D Scene choose 3D Object and load the bicycle computer Figure 101 Path My Documents WireFusion resources 3d_models bicycle_computer cateye wrl NA 3D Scene 1 cateye w3f E 2 H Ky gt OpenGL Preview Show Background Width 300 Height 300 Objects Rendering Navigation Loading Info Measure Object Light Camera Animation hig Name Shell S Button_left geen sh l is C Show Property In ports 2 sided Obj
5. Camera Add Animation Animation Speed Delete Field of View Generate Restrictions Rotate around scene center Set Set as Default Camera Panel Clipping Constant Shading Contour Crease Angle Default Per Object D Diffuse Diffuse Color Map Dynamic Normals Dynamic Reflection Maps E Edge Anti Aliasing Emissive Encryption Examine mode F Features Field of View Avatar Camera Fill Color Filled Faces 90 2l 14 18 95 Flat Shading Front Clip G Glossiness Glossiness Map Gouraud Shading j Import 3D models Individual Rendering K Keyboard Navigation 3D Object 3D World L Light Panel Ambient Intensity Color Enable Light Intensity Line Color Local Axis Rotation M Material Ambient Intensity Diffuse Emissive Glossiness Object Opacity Specular Matrix Animations Menu Bar Batch Convert Height OpenGL Preview Replace Save Show Background Simplygon Width MIP Mapping Activation Level Mouse Navigation 3D Object 3D World N Navigation Navigation Modes 3D Object 3D World Navigation Panel 3D Object Configuration Keyboard Navigation Mouse Navigation Navigation Friction 96 15 15 34 21 88 29 35 88 Navigation Modes Navigation Speed Navigation Panel 8D World Configuration Keyboard Navigation Mouse Navigation Navigation Friction Navigation Modes Navigation Speed Navigation Renderer Nodes Supported Unsupported Nor
6. object Compression You can set the compression ratio for your model Figure 97 All 3D data are compressed mesh data texture coordinate data and vertex animation data Generally a file size compres sion of 90 95 is achieved compared to the original uncompressed 3D file format Compression 4 Object Compression 18 32 J 4 Texture Coordinate Compression 16 32 J Original File Size 191 27 kb File Size 19 18 kb Compression 69 9 vo Figure 97 Compression settings and information 67 WireFusion 5 Volume II 3D Reference Object Compression slider Sets the object coordinates precision Lower values smaller files lower quality The default settings are normally the best Texture Coordinate Compression slider Sets the texture coordinates precision Lower values smaller files lower quality The default settings are normally the best Original File Size info Indicates the original 3D file size in kilobytes File Size info Indicates the new and compressed file size in kilobytes Compression info Indicates the compression ratio between the original file and the compressed file Info In the Info panel you get information about your 3D scene Figure 98 Object Light Camera Animation Rendering Navigation Loading Info Measure File Mame cateye wor File Size 19 18 KB Objects 11 Textures 8 Polygons 3328 Texture Memory Usage 3 427 ME Geometry Memory Usage 0 643
7. 3D Scene Object Avatar Panel 3D World mode An avatar is a digital representation of a user in a 3D world In WireFusion an avatar works much the same as a camera except that it has some physical boundaries needed for colli sion detection In the Avatar panel which is visible only when you have imported a 3D World you can add and delete avatars change their positions set Field Of View FOV set avatar restrictions avatar heights etc NOTE In order to edit settings for an avatar you first have to select the avatar in the Avatars view Figure 66 Avatars B Start Default ml Bathroorn T Hal Figure 66 Avatars view Avatars Mame 4yatar0e 1 Add Avatar Set Avatar Delete Avatar Set as Default Figure 67 Adding deleting and setting avatars Name text Sets the name of the selected avatar Add Avatar button Adds a new avatar view to your scene New ports are created in the 3D Scene for every avatar you add allowing you to dynamically set the avatar Figure 68 3D Scene gt In Ports gt Avatar gt Set lt avatar name gt 47 WireFusion 5 Volume II 3D Reference Ouk parts b In ports Activate Export Ports Ctrl P Deactivate S Stamp Background Add to Favorites ser Onecly Number Set Position 2D Number a n Ctrlts Set Dimension 2D Number Copy Ctrl C Layer x Delete Delete Mavigation b Password Protection Set Height Number Configure
8. Enter Rendering Set Radius Sumber Help Chel H Lights t Set Step Height Number Sek Ben Figure 68 Avatar in ports When an avatar has been set an event is sent out through the avatar out port 3D Scene gt Out Ports gt Avatar gt lt avatar name gt Set TIP Use the avatar Set out port when using animated avatars to get an event when the animation has fin ished Delete Avatar button Deletes a selected avatar view from your scene Set Avatar button Sets the selected avatar to the present view Set as Default button Sets the selected avatar to the default avatar e the avatar view that will be used at presentation startup Avatar Boundaries The boundaries of an avatar are used for detecting collisions with the surroundings 48 3D Scene Object T Avatar Radius O 100 T Avatar Step Height O 100 J Figure 69 Avatar boundary settings Avatar Height number Sets the avatar height over the floor Avatar Radius slider Sets the avatar radius which is used as collision distance The value reflects the per centage of the avatar height 100 same radius as avatar height Avatar Step Height slider Sets the minimum height the avatars should be able to step up on The value reflects the percentage of the avatar height 100 same minimum step height as avatar height TIP It is possible to dynamically change the properties for the avatar boundaries in your presentation during runtime
9. Show Background width 300 Height 300 Objects Rendering Navigation Loading Info Measure O Box01 Object Light Camera Animation Name Box01 O OOOO O C Show Property In ports C 2 sided Object Gops is C Show Touchsensor Ports Enable Touchsensor Touchsensor Cursor Show Object Material Wos Diffuse 2 Specular QUE Emissive QUE Headlight Ambient Intensity 15 100 Glossiness 28 100 Object Opacity 100 amera erau Diffuse Color Map Amount 100 100 Animations Opacity Map 0 Amount 100 100 Figure 118 A 3D box loaded Step 2 In the Object panel mark the Show Property In ports checkbox for the box object Figure 119 Click OK to close the dialog 2 sided Object Show Touchsensor Ports _ Enable Touchsensor Touchsensor Cursor Hand wt Show Object Figure 119 Making in ports visible 82 Dynamic Textures Step 3 Insert a Scene object Connect Scene 1 Out ports gt Scene Pushed Scene to 3D Scene 1 In ports gt Objects gt Box01 gt Set Diffuse Color Map Scene Scene 1 hi scene Pushed gt Set Diffuse Color Map Scene Figure 120 Scene object connected to the 3D Scene object Step 4 Open the Scene object s local menu and choose Explore to jump to the Scene Stage Figure 121 Pt Out ports SCE de In ports b Export Ports Ctrl F SAYE
10. 33 100 O Object Opacity 100 100 Renderer Default wt Diffuse Color Map Map button left jpg J clear j Amount 100 100 Opacity Map o Amount 100 100 J Map tL cee o Amount 50 100 Glossiness Map o Amount 100 100 Bump Map Figure 49 Material settings Import loading dialog Loads a material file mtl which will be assigned to all selected objects 34 3D Scene Object Export saving dialog Saves the current material settings to a new material file You can optionally choose to export maps to the material file Restore button Restores the material for the selected objects the original material found in the origi nal 3D file Diffuse color Sets the object diffuse color Specular color Sets the specular color which is the color of the highlight shown on objects when Gouraud or Phong shading is used The size of the highlight is set with the Glossiness slider Emissive color Sets the emissive color called Self illumination Color in 3ds Max Makes the object self illuminating Ambient Intensity slider Sets the ambient level of the object This value combined with the ambient intensity set on the lights decides the resulting general brightness of the object O minimum 100 maximum Glossiness slider Sets the shininess value Increases or decreases the size of a highlight when using Gouraud or Phong shading Increases or decreases the object ref
11. imations as it is CPU intensive Light Panel A 3D scene can have multiple light sources in it Two different types of light sources are sup ported Directional Light and Omni Light Directional Lights simulates light sources that are far away from the 3D model and therefore only have a direction in the scene Omni Light illumi nates uniformly in all directions from a specific point in the 3D scene All 3D scenes have a Headlight added to them automatically A Headlight works as a Directional Light always di rected on the object from the user s point of view Figure 77 A 3D scene with three light sources red green and blue NOTE In order to edit settings for a light source you first have to select the light source in the Lights view Figure 78 Lights Y Headlight T Directional Dir ct01 T Directional DirectO2 Y Omni DirectO020 Figure 78 Lights view 53 WireFusion 5 Volume ll 3D Reference Mame Headlight Enable Light Color T Intensity 100 100 O Ambient Intensity 0 100 J Figure 79 Lights settings Enable Light text Sets the name of the selected light source Enable Light checkbox Mark this checkbox to enable activate the light Color color Sets the light source color Intensity slider Sets the light source intensity O minimum 100 maximum Ambient Intensity slider Sets the ambient light intensity Ambient intensity works for Flat Gouraud and Phong shadings
12. 0 minimum 100 maximum TIP It is possible to dynamically change the properties for light sources in your presentation during runtime by using in ports found in the 3D Scene object Figure 80 3D Scene gt In ports gt Lights 94 3D Scene Object e H Out ports In ports Activabe Export Ports Ctrl P Deactivate SNE Stamp Background Set Oparit Number Add to Favorites Pe J Set Position 2D Number 3D Sce of ou Ctra Set Dimension 2D Number Copy ctrl E Layer gt X Delete Delete Navigation Password Protection Rendering j Help Ctrl H Avatar Intensity Number Ambient Intensity Number Enable Disable Figure 80 Lights in ports Navigation Panel 3D Object mode In the Navigation panel you configure and customize navigation modes for different occa sions NOTE The Navigation panel exists in two different versions depending on if you have imported a 3D Object or a 3D World This section talks about the Navigation panel for 3D Objects Configuration Allows you to save and load configuration settings Figure 81 Configuration lt select contiquratior Figure 81 Save your navigation configurations Select Configuration option Choose between saved navigation configurations Delete Delete a saved navigation configuration 55 WireFusion 5 Volume II 3D Reference Save saving dialog Save a configuration Navigation Speed Allows you to adjust the navigation speed
13. Add to Favorites ek Cut Chrl4 Copy Ch Delete Delete Password Protection Help Ctrl H Figure 121 Explore Scene Step 5 In the empty Scene Stage insert a Keyboard object found in the Environment folder and a Text Window object found in the Widgets folder 83 WireFusion 5 Volume II 3D Reference In the Text Window dialog choose font size 20 Click OK to close the dialog Set the Text Window Target Area to the same size as the Stage dimension by selecting its icon and by pressing Alt S on your keyboard Keyboard 1 Text VWvindow 1 mi Figure 122 Keyboard and Text Window added to the Scene script area Step 6 Connect Keyboard 1 Out ports gt Key Pressed Text to Text Window 1 In ports gt Append Text Text E Keyboard 1 Text Window 1 Figure 123 Keyboard object connected to the Text Window object 84 Dynamic Textures Step 7 Press F7 on your keyboard to preview the presentation You can now enter edit the text on the cube by writing on your keyboard Figure 124 Lo Preview Show console window Figure 124 Previewing the cube TIP In the 3D Scene gt Navigation panel you can choose hotkeys for toggling between Interact mode and Normal navigation mode 85 WireFusion 5 Volume II 3D Reference Optimization Tips The performance of your 3D presentation can differ a lot depending of how you optimize it There are several aspects to consider
14. Area and Stage Figure 113 YA Demicron WireFusion Untitled 1 File Edit View Objects Project Scene Debug Profile Window Help Untitled 1 wfp 10642090095 max 320 PR PRD EE Folders A Library 3 Untitled 1 O Objects 3 Scene 1 2 Load Object 2 3D a Data O Environment a Filters 118 Logic Ol 3 Misc O Multimedia H E Widgets i Favorites E32 Layers Script and Stage Script Stage Figure 113 Inside a Scene object To access the Scene object s Script Area choose Explore from the Scene object local menu Figure 114 double click the Scene icon or click your way down in the Folders view Figure 99 Out ports pe In ports Explore Cer E Export Ports Ctrl P Save Add to Favorites 4 Cut Ctrl Copy Crrl C gt Delete Delete Password Protection Help Ctrl H Figure 114 Scene object s local menu 79 WireFusion 5 Volume II 3D Reference Lar Demicron WireFusion Untitled 1 File Edit 1909 0005 1 vices Scene 1 z ET Button 1 Flash 1 View Objects Project Scene Debug Profile Window Help Figure 115 Navigating to the Scene stage using the Folders view Everything you create in the Scene object is rendered to the Scene objects local Stage To replace your static texture with the Scene object Stage you have to connect the Scene object to the 3D Scene object TIP To preview your work in the Sc
15. Figure 82 Navigation Speed Figure 82 Navigation speed setting Zoom number Sets the zoom speed O no motion higher value higher speed Pan number Sets the pan speed O no motion higher value higher speed Rotate number Sets the rotation speed O no motion higher value higher speed TIP Negative values invert the motion Navigation Friction o Friction 100 100 Figure 83 Navigation friction setting Friction slider Sets the navigation friction value O minimum friction 100 maximum friction Mouse Navigation Modes Sets hotkeys for navigating examining the 3D object using the mouse Figure 84 56 3D Scene Object Mouse Navigation Modes Hotkeys Pan lt none gt Figure 84 Mouse navigation modes Zoom Optionally choose a hotkey to work in conjunction with the mouse for zooming the scene Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Pan Optionally choose a hotkey to work in conjunction with the mouse for panning the scene Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Rotate Optionally choose a hotkey to work in conjunction with the mouse for rotating the scene Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Interact Optional
16. Filtering 4 l COut ports 304 In ports Y activate Export Ports Ctrl F Poort ete Set Position 2D Number Save Set Dimension 2D Number 4dd to Favorites Layer ee Cut Ctr Stamp Background I Copy Ctrl C Set Opacity Number X Delete Delete Navigation Password Protection Rendering Renderer gt Navigation Rend Configure Enter camera d re aia Lighks 3 nti Aliasing Help CtrHH ous Pause Edge 4nti Aliasing Resume Bilinear Filtering Animations H Shadow d Objects b 5et Reflection Map scene Figure 29 Bilinear filtering in ports MIP Mapping checkbox Mark this checkbox to activate MIP mapping for all textures in the 3D scene MIP Mapping is a technique to remove aliasing artifacts on textures where scaled versions of the textures are pre computed and the distance between object and camera decide which ver sion to use 21 WireFusion 5 Volume II 3D Reference Figure 30 A MIP Mapping off B MIP Mapping on MIP Activation Level slider Adjusts the distance for when the MIP mapping is activated O activates closer to screen 100 furthest away from the viewer Line Color checkbox color Mark this checkbox to activate the Line Color and then click the color but ton to select a color that will be used for all lines Figure 31 Only applicable when using Wireframe or Contour renderers If not marked the lines will have the same color as the
17. Ports Ctrl P Touch Sensors P Box0i P Mouse Press Mouse Release Save d Mouse Roll Over 4dd to F ites Mouse Roll Cue ek Cut Ctrl Ps Copy Ctrl C Delete Delete Password Protection Configure Enter Help Ctrl H Figure 47 Touch sensor out ports e H Qut porks In ports b Activate Export Ports Ctrl F Deactivate ie Stamp Background Set Opacit Mumber Add to Favorites cid Set Position 2D Number of uk Ctrl Set Dimension 2D Number Copy Cr Layer Delete Delete Navigation Password Protection Rendering Configure Enter Camera Help ctreH Lights Objects Touch Sensors h BoxOl P Enable Disable Figure 48 Touch sensor in ports Enable Touchsensor checkbox Mark this checkbox in order to enable the object s touch sensor at presentation startup You can dynamically enable and disable the touch sensor using in ports Figure 48 Touchsensor Cursor checkbox Sets the mouse cursor when moving the mouse over an enabled touch sensor 33 WireFusion 5 Volume II 3D Reference Show Object checkbox Mark this checkbox to make the object visible at presentation startup marked by default Material In the Material section Figure 49 you edit material settings for selected objects You can also import and export material settings as a WireFusion Material file mtl Material Diffuse Specular Emissiwe T ambient Intensity 100 100 O Glossiness
18. Ports Enable Touchsensor Touchsensor Cursor Hand w Show Object Figure 110 Exporting ports e Then insert a Scene object to your project found in the Misc category When dropping the Scene object choose to not have a Target Area On the Scene object s Stage create the graphics logics and interactivity you would like to be shown on your PDA display Figure 111 17 WireFusion 5 Volume II 3D Reference File Edit View Objects Project Scene Debug Profile Window Help 06472 Cea nakx 2 2 BR PRE ME MC 1 MR MR 1 a i My Dynamic Texture E Calculator Display M sign SB Calculator Keypad 3 0 3 Calculator BG J h Ei Calculator m 012345678q Properties O 3 F h h Fr 4 MA OO J P ae ae PM MY al d 0 P MY al di LD y Mu dz dl Figure 111 Logics in the Scene object Connect the Scene object to the 3D Scene in port Display gt Set Diffuse Color Map Figure 112 hy Dynamic Texture scene Pushed gt Set Diffuse Color Map Scene 30 Scene 1 Figure 112 Connecting the Scene object e The presentation on the Scene object s Stage will now be visible on the PDA display in stead of the initial static texture that was mapped in the 3D authoring tool Done 78 Dynamic Textures Scene Object The Scene object is a container object It groups objects and has its own Script Area Work
19. are the index numbers for the images stored in the Texture Array and then click the Send to ShellColor button to send the value to the presenta tion Figure 117 Send to ShellColor Figure 107 Switching textures using Texture Array and JavaScript 75 WireFusion 5 Volume ll 3D Reference Animated and Interactive Textures Imagine that you would like to create a digital watch in 3D that has a working digital display A digital display that can show working time has a working stopwatch working alarms etc Or you would like to create a television in 3D which is capable of displaying movies on the dif ferent channels All this is possible with WireFusion Shortly this is how it works e Suppose you want to create a handheld computer PDA with a working touch screen Figure 108 Figure 108 An iPAQ with working calculator and interactive touch screen e You create your 3D model in your 3D authoring tool as usual Make sure that the PDA model has a separate Display object with a texture mapped to the display Figure 109 76 Dynamic Textures Name and Color Camerall Display El Figure 109 Making a separate object of the display and mapping a texture to it e After importing the 3D model to WireFusion in the 3D Scene object make the in ports for the Display object visible by marking the Show Property In ports checkbox Figure 110 Mame Display 2 sided Object Show Touchsensor
20. it possible to change the set tings for the object in the Object panel 3D Scene Object Figure 7 The Preview window Objects The Objects view displays all the objects shapes in your 3D model Figure 8 Objects are listed in the hierarchy from parent to child as they were linked in the 3D authoring tool where they were created When clicking on an object in the Objects view or in the Preview window the object gets selected making it possible to change the settings for the object in the Object panel Y 3D Scene 1 AAA 5 H Ky D gt OpenGL Preview Backside vee Battery back ae Battery Front i ae Button left s Button_right O Glass m O Hatch oe O Inside Figure 8 Objects view showing a selected object 11 WireFusion 5 Volume ll 3D Reference Groups The Groups view displays grouped objects in your 3D scene Figure 10 The group com mand combines a selection set of objects or groups into a single group Groups a g Batteries l l s O Battery_ back Battery Front a Buttons Figure 9 Grouped objects Lights The Lights view displays all the lights in your 3D scene Figure 10 Two different types of light sources are supported Directional light and Omni light All scenes automatically have a Headlight added A Headlight works as a Directional light always directed on the object from the user s point of view Lights Y Headlight Directiona
21. models Read more about how to get and how to use Simplygon together with WireFusion at http www demicron com simplygon After choosing loading options a loading dialog appears and you are supposed to browse for your 3D file X3D or VRML Once the file is loaded the 3D Scene configuration dialog opens and you can preview your model and change the 3D settings Example Import 3D model We want to import a 3D bicycle computer to WireFusion Step 1 In WireFusion insert a 3D Scene object into your project Figure 2 Q 32 Texture Array El 5 Data E O Environment Figure 2 Inserting a 3D Scene object WireFusion 5 Volume II 3D Reference In the 3D Type dialog Figure 1 choose 3D Object mode When the loading dialog opens browse for your 3D model and then click Open to load it Figure 3 an TEE A 9 hi res textures te 0 cateye wri My Recent Documents My Documents SI File nare cateye wrl hy Computer Figure 3 3D Scene loading dialog TIP In order to have textures loaded properly make sure to have them located in the same folder as the 3D file or in the prefix location specified when exporting the 3D file NOTE Supported 3D file extensions are x3d x3dv wrl wrz gz wf wrl and w3f Step 2 The 3D Scene configuration dialog opens and if you can see the model in the Preview win dow then the model is probably correctly imported Figure 4 3D Scene Object YA 3D Scene 1 ca
22. not supported e MIP mapping is not supported e Anti aliasing Off Auto Edge is not supported always On e Diffuse Color Map Amount is not supported e Opacity Map Amount is not supported e 2 sided transparent objects might get artifacts e Streaming of individual 3D objects is not supported e Animated textures is not supported e Interactivity on textures diffuse color maps is not supported e Filter functions on top of 3D is not supported 93 WireFusion 5 Volume II 3D Reference 94 Index 2 2 sided Object 3 32 bit Color Depth Rendering 32 bit z Buffer 3D API 3D Object 3D Scene Import introduction user interface 3D Scene dialog Animations View Avatars View Cameras View Groups View Lights View Menu Bar Objects View Preview Settings Panel 3D Scene panels Animation Avatar Camera Info Light Loading Measure Navigation 3D Object Navigation 3D World Object Rendering 3D World A Alpha Channel Ambient Intensity Animation Fraction Animation Panel Animations Matrix Vertex Anti Aliasing Auto Edge Full Scene Off On Avatar Add Animation Animation Speed Boundaries 32 87 87 91 4 4 4 7 9 13 9 13 8 12 8 12 8 12 8 9 8 11 8 10 9 13 14 24 87 88 24 88 Delete Field of View Height Radius Restrictions Set Set as Default Step Height Avatar Panel B Back Clip Backface Culling Batch Convert Bilinear Filtering Bump Map C
23. rotating around the positive z axis Z Rotation Choose a hotkey for rotating around the negative z axis Navigation Modes Sets hotkeys for switching between navigation modes Figure 86 Navigation Modes Hotkeys oc Rotate Interact 4 Mormal Measure 6 0 Figure 86 Hotkeys for switching navigation modes Zoom Choose a hotkey to use for switching to Zoom mode where only zooming is possible Pan Choose a hotkey to use for switching to Pan mode where only panning is possible Rotate Choose a hotkey to use for switching to Rotate navigation mode where only rotation is possi ble Interact Choose a hotkey to use for switching to Interact mode Used when an interactive Texture object has replaced a texture 59 WireFusion 5 Volume II 3D Reference Normal Choose a hotkey to use for switching back to Normal navigation mode i e where the se lected Mouse Navigation Modes for zooming panning rotating and interacting are enabled see page 56 Measure Choose a hotkey to use for switching to Measure mode TIP It is possible to control the navigation by a series of in ports found in the 3D Scene object Figure 87 These ports are useful if you want to create a graphical user interface for navigation 3D Scene gt In ports gt Navigation l Muk ports F m In ports b Activate Export Ports Ctrl F Deactivate Save Stamp Background Set Opacit Mumber Add to Favorit
24. through a series of in ports found in the 3D Scene object Figure 68 3D Scene gt In ports gt Avatar Avatar Animation When switching avatars using the Avatar in ports Figure 68 you can choose to have the avatar glide between the current viewpoint and the selected avatar viewpoint Avatar Animation Enable Figure 70 Avatar animations Enable checkbox Mark this checkbox to enable avatar animation for the selected avatar 49 WireFusion 5 Volume II 3D Reference Speed number Sets the animation speed i e the speed for moving from the current view to the selected avatar view Avatar FOV 1 Field of Views 34 175 Figure 71 Field of View The Avatar Field of View FOV adjusts the amount of the scene that is visible in the viewport The effect of changing FOV is similar to changing the lens on a camera Figure 72 A Figure 72 A FOV 50 B FOV 90 Avatar Restrictions With the avatar restrictions you set look up and look down constrains for the selected avatar Figure 73 Avatar Restrictions Enable Look Up Down Restrictions o Look Up Angle 90 160 o Look Down Angle 90 150 A Figure 73 Avatar restriction settings 50 3D Scene Object Enable Look Up Down Restriction checkbox Enables avatar restrictions for looking up and down Look Up Angle slider Sets the avatar look up restriction O degrees full restriction 180 degrees no re striction Look Down An
25. tools Simplygon Simplygon is a high quality polygon reduction and polygon repair tool that effectively will optimized your 3D models Read more about how to get and how to use Simplygon together with WireFusion at http www demicron com simplygon WireFusion 5 Volume ll 3D Reference gt OpenGL Preview Previews the 3D scene in a separate window using OpenGL acceleration Show Background Shows the Stage background in the preview window Width number Sets the Target Area width and also the Preview window width in pixels Height number Sets the Target Area height and also the Preview window height in pixels Preview In the Preview window you can navigate your 3D model in software mode and test your set tings instantly in real time without the need of leaving the 3D Scene dialog You navigate the 3D model by using the mouse or the keyboard and navigation settings are done in the Navi gation panel The Preview window has the same width and height as the Target Area for the 3D Scene and the same background color as the Stage The Preview window always displays a camera or avatar view A WireFusion 3D scene always contains a camera or avatar even if you have not added one before exporting the 3D model from your 3D authoring tool WireFusion will add one for you When clicking an object in your 3D model a red boundary box is shown in the Preview win dow Figure 7 indicating that the object is selected and making
26. way of lighting the objects without specifying light sources If chosen all light sources in your 3D scene are de activated fect 3D Scene Object NOTE A Reflection Map has to be loaded when using the Reflection renderer else you will not get any ef Figure 20 Reflection Wireframe alternative Displays the model as wireframe with no shading applied Figure 21 PURA UY N A VA y z WY ql JA N i EF MA A p M ll ih iva i i i j J Whi i KW W hin I h i ii y A Figure 21 Wireframe WireFusion 5 Volume II 3D Reference Contour alternative Displays the contour of the model with no shading applied Figure 22 Cd _ _ gt j a a ee OM ra A al i 4 4 A f i po AS i 7 k N i A Figure 22 Contour TIP The different renderer types as listed above can be dynamically changed in your presentation during runtime by using in ports found in the 3D Scene object Figure 23 3D Scene gt In ports gt Rendering gt Renderer E Gut ports b In ports d Activate Export Ports Ctrl F Deactivate Save Stamp Background Add to Favorites aek Opacity Number Set Position 2D Number a Cut cid Set Dimension 2D Number Copy CHC Layer X Delete Delete Navigation gt j Renderer Constant S
27. while developing your 3D presentation Some have already been mentioned above but we will enlighten the most important issues here and also give some general tips NOTE Make sure to read the section Optimizing Your Presentation in the WireFusion Reference Manual which deals with some general optimization tips for WireFusion presentations NOTE Make sure to read the section Optimizing found in the 3D Modeling guide Here are some tips on what to consider after you have imported your 3D model to the Wire Fusion 3D Scene object Reduce and repair polygons with Simplygon either before importing the 3D model to WireFusion or directly from inside the 3D Scene dialog Use Crease Angle to give your low polygon models a smoother look For better quality use generated normals instead of the Crease Angle function NOTE Using generated normals result in larger final file size 86 In most cases the anti aliasing option Auto is best suited Use Edge Anti Aliasing for smoother edges Use Bilinear Filtering for smooth textures and reflections Use MIP Mapping for smoother textures at different distances Use the MIP Activation Level to trim the MIP Mapping for your 3D model In the Navigation panel adjust the speed for zoom rotation and pan and use the Friction slider for a smoother navigation and hence a better user experience In the Camera panel add camera restrictions for easier navigation and hence better user experience
28. D authoring tool 38 3D Scene Object A B Cc e m Figure 54 A box B bump map C box with bump map applied Glossiness Map The glossines map affects where specular highlights appear using a bluescale image Figure 56 Glossiness Map Map issiness_mapl jpg o Amount 100 100 U Figure 55 Glossiness map settings Map Shows the glossiness map file if any loading dialog Loads a new glossiness map Supports JPEG PNG and GIF format Clear button Removes the current glossiness map 39 WireFusion 5 Volume II 3D Reference Amount Slider Sets the strength for the glossiness map O no glossiness map 100 full glossiness map NOTE It is not possible to load and apply a glossiness map to an object if no texture was mapped to the object before importing the 3D model to WireFusion You need to define texture mapping in your 3D author ing tool ilill E Figure 56 A box B glossiness map C box with glossiness map applied Smoothing There are two different methods to get smooth shapes in WireFusion either you export nor mals from your 3D authoring tool or you use the built in crease angle function Crease Angle 0 Figure 57 Smoothing settings Use Existing Normals checkbox This checkbox is only active if you have exported normals from your 3D authoring tool By default no normals are used in your mode
29. ME Engine Memory Usage 5 704 ME Total Memory Usage 9 774 MB Figure 98 Information about your 3D scene File Name Shows the 3D file name File Size Shows the 3D file size after the WireFusion lossless compression 68 3D Scene Object Objects Shows the number of individual objects in your 3D scene Textures Shows the number of individual texture files in your 3D scene Polygons Shows the total number of polygons 3D scene consists of Texture Memory Usage Shows how much system memory that is consumed by textures Geometry Memory Usage Shows how much system memory that is consumed by geometry Engine Memory Usage Shows how much system memory that is consumed by the 3D engine Total Memory Usage Shows how much system memory that the total 3D scene is consuming 69 WireFusion 5 Volume II 3D Reference Dynamic Textures Most Web3D technologies today are only capable of handling static textures or possibly re place a static texture with another texture WireFusion on the other hand has an advanced and dynamic texture architecture that allows you to easily replace and animate textures You can replace any texture with a GIF animation MPEG movie Adobe Flash animation or with another WireFusion presentation You can even have interactive textures allowing users to e g paint and write on your textures Texture Array Object There is a special object in WireFusion dedicated for easy switching of static
30. Out Stop The Zoom out stop feature allows you to set a stop for the camera when zooming out The default setting is set to infinity Set button Sets the zoom out limit for the chosen camera and for the present camera view as seen in the Preview window Release button Releases zoom out limit for the chosen camera Enable X Restrictions checkbox Enables camera restrictions for rotation around the X axis Use X rotation sliders to set angles Enable Y Restrictions checkbox Enables camera restrictions for rotation around the Y axis Use Y rotation sliders to set angles X Rotation slider Sets the camera rotation restriction around the X axis in the downward direction Only applicable if World Axis Rotation is chosen 180 degrees no restriction 0 degrees full restriction X Rotation slider Sets the camera rotation restriction around the X axis in the upward direction Only applicable if World Axis Rotation is chosen 0 degrees full restriction 180 degrees no restriction Y Rotation slider Sets the camera rotation restriction around the Y axis in the rightward direction Only applicable if World Axis Rotation is chosen 180 degrees no restriction 0 degrees full restriction Y Rotation slider Sets the camera rotation restriction around the Y axis in the leftward direction Only applicable if World Axis Rotation is chosen 0 degrees full restriction 180 degrees no restriction 46
31. Select objects with same Diffuse color F same Texture same Opacity Figure 45 Select Objects are rules Select all objects radiobutton Mark this option to select all objects in the 3D model Select objects with same Material radiobutton Mark this option to select all objects in the 3D model that has the same material settings as the selected object Select objects with same Diffuse color checkbox Mark this option to select all objects in the 3D model that has the same diffuse color as the selected object Select objects with same Texture checkbox Mark this option to select all objects in the 3D model that has the same texture as the selected object Select objects with same Opacity checkbox Mark this option to select all objects in the 3D model that has the same opacity value as the selected object Group button Groups multi selected objects into a group Delete button Deletes selected objects or groups 31 WireFusion 5 Volume II 3D Reference Show Property In ports checkbox Mark this checkbox to display in port options for the selected object in the 3D Scene object These ports can be used to dynamically change object s properties in your presentation during runtime Figure 46 3D Scene gt In ports gt Objects gt lt object name gt lt Out ports Export Ports Save Add to Favorites Cut I Copy Delete Password Protection Configure He
32. arket today You will get one of the smallest 3D engines available and one of the most advanced when it comes to features quality and performance WireFusion 3D has enormous capabili ties and possibilities which you soon will discover As the WireFusion technology is based on Java you will reach the major part of all Internet users worldwide without the need of a browser plug in no matter which platform or browser they are using WireFusion is also one of the most affordable solutions available today espe cially when taking into account the time it takes to develop a complex 3D presentation The visual interface and visual programming found in WireFusion allows you to quickly create and deliver advanced and robust presentations even as a non programmer A 3D API available in the Enterprise and Educational editions only allows advanced users to control X3D VRML nodes and fields in the 3D models giving the option to dynamically manipulate parameters and settings The capability to dynamically add replace and remove 3D models and textures to from a running 3D scene makes it possible to create for example large and advanced 3D configurators The idea with WireFusion is that you create your 3D models in any third party 3D authoring tool capable of exporting to X3D or VRML you then import the models to WireFusion where you can manipulate the models in a variety of ways You can also seamlessly integrate your 3D models with other media types su
33. b ject mode Shadow Shadow On Color ER T Opacity 70 100 O Blur 10 100 1 Glualiby 3 5 T Height Intensity 100 100 Light Source Shadow Plane Height 1970 64306 Height oO 7 Position oo Size 796 099548 Figure 39 Shadow options 26 3D Scene Object Shadow On checkbox Mark this checkbox to turn real time shadows on Color color Sets the shadow color Opacity slider Sets the shadow opacity Blur slider Sets the shadow blurriness Quality slider Sets the quality of the shadow 1 lowest quality fastest 5 highest quality slowest Height Intensity slider Adjusts the shadow intensity with respect to the height of the model O lowest inten sity 100 highest intensity Light Source group By default the light source used for calculating the shadow is placed straight above the model at a suitable height automatically calculated by WireFusion Both the light source height and its x and z position can be set Height number Sets the light source height above the shadow plane A default value is automati cally calculated by WireFusion X Position number Sets the light source x position Z Position number Sets the light source z position 27 WireFusion 5 Volume II 3D Reference Shadow Plane group By default the shadow plane is added directly below the lowest object in the 3D model Height number Sets the height from the shadow plane to the lowest objects in
34. ch as MPEG movies GIF animations slide shows MP3 audio and even with Adobe Flash NOTE WireFusion does not use Sun Microsystems Java3D The WireFusion 3D technology is an in house developed technology Please send comments and feedback regarding this manual or the software to contact demicron com About this Manual This manual explains how to use the various 3D features found in WireFusion Because the program is so flexible it does not attempt to provide you with a total description but instead to give you enough information to understand the features and the ideas how to create sophisti cated 3D presentations NOTE This manual does not explain how to work in general with the WireFusion tool but how to work with 3D For more general information about the WireFusion tool please read the reference manual WireFusion Volume I TIP To learn how to use 3D in WireFusion read the hands on 3D tutorial Getting Started Volume II WireFusion 5 Volume II 3D Reference Getting Started General Creating WireFusion is capable of importing 3D models specified in the ISO standard 3D formats X3D and VRML which can be exported from the major part of all 3D authoring tools on the market today All major 3D scanners also have the possibility to export to VRML and so do also 2D to 3D conversion software like e g Realviz ImageModeler Even though there is no preset limit in WireFusion of how large your 3D scenes can be or how many
35. cified which allows you to make sure every object receives the right material feeling e Combine Standard Texture Mapping with Reflection Map The reflection maps are added on top of the standard textures e Phong Shading Performs shading calculations for each screen pixel This shading cor rectly shows highlights on glossy objects and generally gives the object a smoother look compared to the Gouraud shading e Gouraud Shading Calculates the lighting for each polygon vertex The resulting colors are interpolated over the polygon surface to give it a smooth appearance e Wireframe A wireframe representation of the 3D model no textures are displayed e Contour Only the contour of the 3D model is displayed textures are displayed e Constant Shading No lighting is performed e Flat Shading Calculates the lighting for each facet and gives it a constant color e Individual Rendering A default renderer and an optional default reflection map are ap plied to the scene but individual shading methods and reflection maps can be specified and applied for each individual object e Navigation Renderer The optional navigation renderer allows one to choose a different renderer than your default renderer while navigating your 3D models or 3D worlds Anti Aliasing e Full Scene Anti Aliasing Aliasing is caused by the sampling of smooth data onto a screen consisting of discrete pixels The result is the visible
36. d animation Loop at Startup checkbox Mark this checkbox if you want the animation to loop at presentation startup NOTE When using Loop at Startup you cannot control the duration of the animation It uses the default di rection time from your 3D file To both auto start an animation and control it use a Progressor object Animation Fraction slider Sets the animation fraction to the value indicated by the slider Use this slider to pre view your animation or to set a starting point for your animation O start 100 end NOTE In order to run an animation you need to send numbers between 0 100 to the Set Animation In port found in the 3D Scene object Figure 76 This is usually done by connecting a Progessor object or a Slider object to the 3D Scene object 3D Scene gt In ports gt Animations gt lt animation name gt gt Set Animation Fraction Number 4 Out ports b H Export Ports Ctrl P Deactivate igh Stamp Background Add to Favorites Set Opacity Number Set Position 2D Number 06 Cut CtrHX set Dimension 2D Number Y Copy Ctrl C Layer gt Delete Delete Navigation gt Password Protection Rendering Configure Enter Camera gt Help cert _Lights Figure 76 Animation in ports 52 3D Scene Object Dynamic Normals checkbox Mark this checkbox if you want WireFusion to calculate new normals for each animation frame Dynamic normals should only be used as an option when having mesh an
37. e mode Units choice Select the unit to display the measuerment Choose between the metric and imperial system Scale Factor number Sets the scale factor to calibrate the measurement Font choice Choose a font Font Style choice Choose a font style Font Size number Sets the font size Cursor choice Choose a cursor Line Color color Sets the line color Background Color color Sets the background color Border Color color Sets the border color Loading In the Loading panel you control the streaming and the compression of the 3D model Streaming When streaming a 3D model you can control the order the objects shapes should be streamed by using up and down arrows Figure 96 66 streaming Object Shell Object Backside Object Button_leFt Object Button_right Object Battery Front Object Battery back Object Glass Animation Hatch POS INTERP Stream object textures last Figure 96 Streaming settings Enable Streaming 3D Scene Object checkbox Mark this checkbox to enable streaming of the model The objects and animations will be streamed in the listed order To reorder the objects mark an item and then click the up and down arrows Stream object textures last checkbox Mark this checkbox to have the textures streamed last after the objects have been loaded If not checked each texture will be streamed together with its corresponding
38. ecific 3D authoring tool for information regarding model creation and X3D VRML export TIP It is highly recommended to read the WireFusion 3D Modeling guide 3D Tools Exporting to X3D and VRML Below is a selection of popular 3D tools capable of exporting to X3D and VRML that can be used together with WireFusion e Amapi e AutoCAD e Autodesk 3ds Max e Autodesk AliasStudio e Autodesk Inventor e Autodesk Maya e Autodesk Mechanical e Autodesk VIZ 3D Scene Object e Blender e Carrara e Chief Architect e Cinema 4D e LightWave 3D e Matlab e Microstation e Plasma e Poser e Pro ENGINEER e SketchUp e Thinkdesign e thinkiD DesignXpressions e trueSpace e and many more Requires a third party exporter TIP If your 3D authoring tool does not support X3D or VRML export then you can use a conversion tool like e g PolyTrans or Deep Exploration They are capable of importing and converting most 3D formats on the market WireFusion 5 Volume II 3D Reference 3D Scene Object Introduction When working with 3D in WireFusion you will notice that you will soend quite a lot of time in the 3D Scene object The 3D Scene is the WireFusion object that imports your X3D VRML files and also where you make all the 3D settings Importing 3D Models When you are done creating in your 3D authoring tool and have exported your 3D model to either X3D or VRML then it is time to import the 3D file to WireFusion Whe
39. ect Y Hatch C Show Touchsensor Ports C Enable Touchsensor e Touchsensor Cursor L LCD frame v Show Object Loo Shell Material Groups Diffuse Specular Emissive Es A 0 Ambient Intensity 100 100 a Glossiness 33 100 0 Object Opacity 100 100 Lights i 1 Se Headlight Renderer Default v Reflection Map J ctear_ Diffuse Color Map Cameras A 0 Amount 100 FE Camera01 Default Opacity Map Map 0 Amount 100 Animations Bump Map a J Computer TIMER Map D Amount 50 Glossiness Map v Figure 101 3D Scene dialog with bicycle model loaded Step 2 In the Object panel mark the Show Property In ports checkbox for the shell object Figure 102 Click OK to close the dialog 72 Navigation Loading Info Measure Light Camera Animation Mame Display 2 sided Object Show Touchsensor Ports _ Enable Touchsensor Touchsensor Cursor Hand wt Show Object Figure 102 Making in ports visible Step 3 Le Dynamic Textures Insert a Texture Array object When the dialog opens load five textures blue jpg green jpg purple jpg red jpg and yellow jpg Figure 103 Path My Documents WireFusion resources 3d_models bicycle_computer shell colors Set the fade time to 1 second Click OK to close the dialog Li Texture Array 1 E o b
40. en using the Left Button Right Button Left Right Button or Mouse Move Keyboard Navigation Sets hotkeys for navigating the 3D world using the keyboard Figure 92 Keyboard Navigation Hotkeys Walk Forvvard alk Backyard Step Lett Step Right Look Lp Look Dower Turn Lett Turn Right Figure 92 Keyboard navigation settings Walk Forward Choose a hotkey for walking forward Walk Backward Choose a hotkey for walking backward Step Left Choose a hotkey for sideways movement to the left Step Right Choose a hotkey for sideways movement to the right Look Up Choose a hotkey for looking up Look Down Choose a hotkey for looking down Turn Left Choose a hotkey for rotating to the left 63 WireFusion 5 Volume II 3D Reference Turn Right Choose a hotkey for rotating to the right Navigation Modes Sets hotkeys for switching navigation modes Figure 93 Navigation Modes Hotkeys Walk 1 Look Around 2 Side Step 3 Interact Normal 5 Measure Figure 93 Hotkeys for switching navigation modes Walk Choose a hotkey to use for switching to walk mode where only walking is possible Look Around Choose a hotkey to use for switching to look around mode where only looking around is pos sible Side Step Choose a hotkey to use for switching to sideways movement mode where only sideways movements is possible Interact Choose a hotkey to use for switching to interact mode U
41. ene object press F8 on your keyboard or choose Scene gt Preview Scene from the WireFusion main menu Once the Scene object is connected to the 3D Scene object you can choose when and how to replace the static texture In the Scene object s Properties view you can choose to push the Scene contents at the presentation startup by choosing True Figure 116 or you can choose to push it at any given time by triggering the in port Push Scene Figure 117 General Info settings Push at Startup Target rea Figure 116 Texture Properties view scene Type 80 4 Out ports SCE E In ports Explore Ctrl E Export Ports Ctrl F SAYE Add to Favorites ek Cut Ctrl Copy Ctrl Delete Delete Password Protection Help Ckrl H Figure 117 Scene in port Exercise Interactive Texture Dynamic Textures Activate Deactivate 2D Sumber Layer F Set Position Stamp Background Set Opacity Number We illustrate the process of creating an interactive texture with this simple exercise We will replace the static texture of a 3D box with a Scene object on which we will be able to write a text Step 1 Insert a 3D Scene object choose 3D Object and load a 3D box with a texture on it Figure 118 Path My Documents WireFusion resources 3d_models boxes box wrl 81 WireFusion 5 Volume II 3D Reference YA 3D Scene 1 box w3f E B Ky gt OpenGL Preview
42. es ee Set Position 2D Sumber ot Cut Ctrl Set Dimension 2D Number Copy Ckrl Z Layer X Delete Delete Navigation Zoom Password Protection Rendering Pan b Configure Enter Lights Rotate P Help cren era Mode Objects Figure 87 Navigation in ports Navigation Panel 3D World mode In the Navigation panel you configure and customize navigation modes for different occa sions NOTE The Navigation panel exists in two different versions depending on if you have imported a 3D Object or a 3D World This section talks about the Navigation panel for 3D World Configuration Allows you to save and load configuration settings Figure 88 60 3D Scene Object Configuration lt zelect contiquration Figure 88 Save your navigation configurations Select Configuration option Choose between saved navigation configurations Delete Delete a saved navigation configuration Save saving dialog Save a configuration Navigation Speed Allows you to adjust the navigation speed Figure 89 Navigation Speed Figure 89 Navigation speed setting Walk number Sets the walk speed O no motion higher value higher speed Look Around number Sets the look around speed 0 no motion higher value higher speed TIP Negative values invert the motion Navigation Friction o Friction 100 100 Figure 90 Navigation friction setting 61 WireFusion 5 Volume ll 3D Reference Friction slider Set
43. f the screen and behind a certain far dis tance is removed Most importantly it also makes sure that detail halfway inside and halfway outside the view will be correctly displayed e Multiple Colored Dynamic Light Sources Two types of light sources are handled Direc tional and Omni which both can be dynamically changed position color intensity during runtime 87 WireFusion 5 Volume II 3D Reference Shading e Reflection By mapping a texture with a view of the virtual surrounding onto 3D objects using a reflection vector calculated from the surface normals and the camera position you simulate the reflections of the surrounding from the objects This can be used to in crease the metallic feel of glossy objects and also provides a way of lighting the objects without specifying light sources The following features are supported for reflection maps e Bilinear Filtering Interpolates between the bitmap pixels to create a smoother non pixelated view of close ups of the seen reflections This way you can use smaller textures and still retain high quality reflections e 8 bit or 24 bit High Resolution Bitmaps Use GIF PNG or JPEG images with any width and height e Dynamic Reflection Maps Replace a reflection map with a WireFusion Texture and modify animate it in real time Not Supported in Standard edition e Per Object Specification of Reflection Map Each individual object can have its own map spe
44. gle slider Sets the avatar look down restriction O degrees full restriction 180 degrees no restriction Animation Panel In the Animation panel you can preview animations made in your 3D authoring tool Anima tions in WireFusion are running from O percent to 100 percent Supported animation types are object translation object scaling object rotation camera translation camera rotation camera target translation light source translation and mesh animations NOTE You do not create animations from inside WireFusion you do that in your 3D authoring tool before exporting your 3D file You then trigger and control your animations from WireFusion There is also support for hierarchical animations in WireFusion When an animation is speci fied on an object consisting of a hierarchical object structure the animations are separately controllable for each sub object This means that specifying an animation like the waving of a hand you can run each finger s animation separately NOTE In order to edit settings for an animation you first have to select the animation in the Animations view Figure 74 Animations MA Computer TIMER A Battery TIMER Hatch TIMER Figure 74 Animations view 91 WireFusion 5 Volume II 3D Reference Name Battery Animation Loop at Startup O Animation Fraction O 100 J Dynamic Normals Figure 75 Animation settings Name text Sets the name of the selecte
45. hading Password Protection Rendering Flat Shading Configure Enter Camera Navigation Renderer Help Ctrl H Lights b Anti Aliasing b Gouraud Shading Edge Anti Aliasing Phong Shading Bilinear Filtering p Reflection Shadow b wireframe Reflection Map Texture Contour Figure 23 Renderer in ports Reflection Map Applicable if the Reflection method is selected in the Renderer Type menu see above loading dialog Loads a default reflection map Supports JPEG GIF or PNG format with any width and height It is however recommended to use sizes to the nearest lower power of 2 18 3D Scene Object Clear button Removes the loaded reflection map NOTE A loaded reflection map will be included in the published presentation even if it is not used There fore make sure to remove the map Clear if you do not use Reflection as renderer type Reflection maps are usually static but in WireFusion you can dynamically switch reflection maps in a presentation during runtime You can even have animated reflection maps For do ing this you need either the Scene object or the TextureArray object not available in the Free ware edition In order to switch the default reflection map you have to connect to a 3D Scene in port Figure 24 3D Scene gt In ports gt Rendering gt Reflection Map Scene Mut portks P ENE In ports 3 Activate Export Ports Ctrl P iS Set Position zD Sumber Save Set Dime
46. ield Of View FOV value for the selected camera in degrees The FOV ad justs the amount of the scene that is visible in the viewport The effect of changing FOV is similar to changing the lens on a camera Figure 64 1 minimum 175 maximum A Figure 64 A High perspective FOV 80 B low perspective FOV 20 Camera Animation When switching camera views using the Camera in ports Figure 60 you can choose to have the camera glide between the current view and the selected camera view 44 3D Scene Object Enable checkbox Mark this checkbox to enable camera animation for the selected camera Speed slider Sets the animation speed i e the speed for moving from the current view to the se lected camera view Camera Restrictions Sets zoom and rotation constrains for the selected camera Figure 65 Camera Restrictions oom lh Stop Zoom Qut Stop Enable X Restrictions 0 X Rotation 179 180 0 X Rotation 179 180 Enable Y Restrictions 0 Y Rotation 179 180 0 Y Rotation 179 180 Figure 65 Camera restriction settings Zoom In Stop The Zoom in stop feature allows you to set a stop for the camera when zooming in The de fault setting is set to the world center Set button Sets the zoom in limit for the chosen camera and for the present camera view as seen in the Preview window Release button Releases zoom in limit for the chosen camera 45 WireFusion 5 Volume II 3D Reference Zoom
47. image Figure 52 Opacity Map Map lpacity_ mapl0 gif o J clear 100 Amount 100 Figure 51 Opacity map settings Map Shows the opacity map file if any loading dialog Loads a new opacity map Supports JPEG PNG and GIF format Clear button Removes the current opacity map Amount Slider Sets the strength for the opacity map O turns the map off 100 applies all of the map NOTE It is not possible to load and apply an opacity map to an object if no texture was mapped to the object before importing the 3D model to WireFusion You need to define texture mapping in your 3D authoring tool B A 37 WireFusion 5 Volume II 3D Reference Figure 52 A Textured box B Alpha channel map C Textured box with the alpha map applied Bump Map The bump map makes an object appear to have a bumpy or irregular surface using a blues cale image Figure 54 Bump Map o Amount 50 100 J Figure 53 Bump map settings Map Shows the bump map file if any loading dialog Loads a new bump map Supports JPEG PNG and GIF format Clear button Removes the current bump map Amount Slider Sets the strength for the bump map O no bump map effect 100 maximum bump map effect NOTE It is not possible to load and apply a bump map to an object if no texture was mapped to the object before importing the 3D model to WireFusion You need to define texture mapping in your 3
48. ks or registered trademarks of Microsoft Corporation Pen tium is a trademark of Intel Corporation OS X is a trademark of Apple Computer All other trademarks are the prop erty of their respective owners 97
49. l User Interface The 3D Scene object differs quite a lot from the other WireFusion objects with its extensive configuration dialog The dialog almost looks and works like a small program There are two different appearances of the 3D Scene dialog depending on if you have im ported a 3D Object or a 3D World Both appearances allow you to preview your 3D models to make settings to them and to work with cameras lights animations etc In the below sections we will describe the user interface and the different views in the 3D Scene dialog Figure 5 WireFusion 5 Volume II 3D Reference Menu Bar Preview Settings Panel Objects C Show Property In ports C 2 sided Object C Show Touchsensor Ports 7 Enable Touchsensor Touchsensor Cursor Mand 2 Show Object Material sags a Cameras EA Camerad Defaut Cameras Avatars Animations m po me fee Dz Figure 5 3D Scene dialog Menu Bar The Menu Bar consists of Replace Save and Batch Convert buttons Width and height for the 3D Scene Target Area and Preview window are also set here Preview The 3D model is previewed in this window The size of the Preview window is set in the Menu Bar Objects The Objects view displays all the objects shapes in your 3D model Groups The Groups view displays all object groups in your 3D model Lights The Lights view displays all the light sources in your 3D scene Cameras 3D Object mode The Ca
50. l DirectO1 Directional Dir ect02 Y Omni DirectO20 Figure 10 Light sources When clicking on a light source icon the light source gets selected making it possible to change the settings for the light in the Light panel Cameras 3D Object mode The Cameras view which is visible in the 3D Object mode displays all the cameras in your 3D scene Figure 11 The default camera e the camera used at presentation startup is denoted with Default To switch camera view in the Preview window click a camera icon After being selected you can change settings for the camera in the Camera panel 3D Scene Object Cameras 5 Start Default E Front E Back Figure 11 Cameras view Avatars 3D World mode The Avatars view which is visible in the 3D World mode displays all the avatars in your 3D scene Figure 12 The default avatar i e the avatar used at presentation startup is denoted with Default To switch avatar view in the Preview window click an avatar icon After being selected you can change settings for the avatar in the Avatar panel Avatars B Start Default sE Bathroorn SE Hel Figure 12 Avatars view Animations The Animations view displays all existing animations in your scene if any Figure 13 When clicking on an animation icon that animation gets selected making it possible to change the settings for the animation in the Animation panel Animations HA Computer TIMER ee Batte
51. l checkbox unmarked but you can op tionally use the normals for selected objects by marking this checkbox 40 3D Scene Object Crease Angle slider Sets the object crease angle in degrees between 0 and 180 degrees Overrides the Crease Angle settings done in the Rendering panel Camera Panel 3D Object mode In the Camera panel which is visible only when you have imported a 3D Object examine mode you can add and delete camera views change their positions set Field Of View FOV set camera restrictions etc NOTE In order to edit settings for a camera you first have to select the camera in the Cameras view Figure 58 Cameras 5 Start Default E Front 4 Back Figure 58 Cameras view Cameras Delete Camera Set as Default Figure 59 Adding deleting and setting cameras Name text Sets the name of the selected camera Add Camera button Adds a new camera view to your 3D scene New ports are created in the 3D Scene for every camera you add allowing you to dynamically set the camera Figure 60 3D Scene gt In Ports gt Camera gt Set lt camera name gt 41 WireFusion 5 Volume II 3D Reference Muk porks Sn In ports b Activate Export Ports Ctrl P Deactivate Stamp Background Save Add to Favorites ae RUNDE Set Position 2D Sumber g Cut aire Set Dimension 2D Sumber Copy Ctrl Layer Fa Delete Delete Navigation gt Password Protectio
52. lection when a Reflection Map is used O no reflection 100 full reflection Object Opacity slider Sets the opacity level of the object O transparent 100 opaque Renderer option Sets an individual renderer for the selected object Choose between Default Con stant Flat Gouraud Phong Reflection Wireframe or Contour Default uses the same ren derer type as chosen in the Rendering panel 35 WireFusion 5 Volume II 3D Reference Reflection Map Shows the reflection map used for the selected object if any loading dialog Loads a reflection map for the selected object This map is only used when Reflection is chosen as renderer type Clear button Clears the loaded reflection map Diffuse Color Map Diffuse Color Map o Amount 100 100 J Figure 50 Diffuse color map settings Map Shows the object diffuse map file if any loading dialog Loads a new diffuse color map Supports JPEG PNG and GIF format Clear button Removes the current diffuse map Amount Slider Sets the opacity for the diffuse color map O transparent 100 opaque NOTE It is not possible to load and apply a diffuse color map to an object if no texture was mapped to the object before importing the 3D model to WireFusion You need to define texture mapping in your 3D author ing tool 36 3D Scene Object Opacity Map The opacity map is used to make an object partially transparent using a bluescale
53. lp Ctrl P Ctrl x Ctrl C Delete Enter Ctrl H gt b Activate Deactivate 2D Number 2D Number Set Position Set Dimension Layer Stamp Background Set Opacity Number Navigation Rendering Camera Lights Pause Resume Animations Objects Figure 46 Objects in ports 2 sided Object v v vv vw b Show Object Hide Object Set Diffuse Color Set Specular Color Set Emissive Color Set Ambient Intensity Set Glossiness Set Object Opacity Set Diffuse Color Map Amount Set Opacity Map Amount Set Bump Map Amount Set Glossiness Map Amount Set Diffuse Color Map Set Opacity Map Set Bump Map Set Glossiness Map Set Reflection Map checkbox Mark this checkbox to make the object faces two sided Show Touchsensor Ports checkbox Mark this checkbox to show touch sensor ports of the selected object When marked in port and out port options are displayed in the 3D Scene object Figure 47 3D Scene gt Out ports gt Touch Sensors gt lt object name gt Figure 48 respectively 3D Scene gt In ports gt Touch Sensors gt lt object name gt 32 Color Color Color Number Number Number Number Number Number Number Scene Scene Scene Scene Scene Default Constant Shading Flat Shading Gouraud Shading Phong Shading Reflection wireframe Contour 3D Scene Object Gut ports Mouse Events P In ports d Camera SP oo T Il mall Il Export
54. lue jpg i Je oreen ipg 2 O purple jpg ES Push first Texture at presentation startup Figure 103 Textures added to the TextureArray 73 WireFusion 5 Volume II 3D Reference Step 4 Connect Texture Array 1 Out ports gt Texture Pushed Texture to 3D Scene 1 In ports gt Objects gt Shell gt Texture Texture Texture Array 1 30 Scene 1 Figure 104 Texture Array connected to the 3D Scene Step 5 We will use JavaScript to send index numbers from an HTML page into the presentation in order to switch between the different textures stored in the Texture Array Insert an External Link object found in the Environment folder Name the Link Name to ShellColor Figure 105 Click OK to close the dialog ff External Link 1 Link type Call presentation Ala e e Add linked TextField to HTML code C Add linked Button to HTML code CE C Do not add Widget ta HTML code Figure 105 ExternalLink object Step 6 Connect External Link 1 Out ports gt Number received from JavaScript Number to Texture Array 1 In ports gt Push Texture Number 74 Dynamic Textures il External Link 1 Texture Array 1 30 Scene 1 Figure 106 External Link object connected to the Texture Array object Step 7 Press CTRL F7 on your keyboard to preview the presentation in the browser which is re quired as JavaScript communication is used Enter a number between 0 and 4 which
55. ly choose a hotkey to work in conjunction with the mouse for interacting with a tex ture i e when a Texture object has replaced a static texture map Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Measure Optionally choose a hotkey to work in conjunction with the mouse for switching to measure mode Choose between using the Left Button Right Button Left Right Button or Mouse Move Keyboard Navigation Sets hotkeys for navigating examining the 3D object using the keyboard Figure 85 57 WireFusion 5 Volume II 3D Reference keyboard Navigation Hotkeys orn Ir oom Out Pan Lett Pan Right Pan Ug Pan Dower X Rotation X Rotation Y Rotation Do Rotation Z Rotation Z Rotation Figure 85 Keyboard navigation settings Zoom In Choose a hotkey for zooming in Zoom Out Choose a hotkey for zooming out Pan Left Choose a hotkey for panning left Pan Right Choose a hotkey for panning right Pan Up Choose a hotkey for panning up Pan Down Choose a hotkey for panning down X Rotation Choose a hotkey for rotating around the positive x axis X Rotation Choose a hotkey for rotating around the negative x axis Y Rotation Choose a hotkey for rotating around the positive y axis 58 3D Scene Object Y Rotation Choose a hotkey for rotating around the negative y axis Z Rotation Choose a hotkey for
56. mals Dynamic Use Existing O Object Opacity Object panel Object Panel 2 sided Object Bump Map Diffuse Color Map Enable Touchsensor Glossiness Map Material Opacity Map Select Show Object Show Property In ports Show Touchsensor Ports Smoothing Touchsensor Cursor Opacity Map OpenGL Limitations OpenGL Preview Optimization Overlapping Transparent Surfaces P Perspective Correction Phong Shading Polygon reduction Preview R Real time Shadows Reduce polygons Reflection Reflection Map Renderer Constant Contour Default Flat Gouraud Per Object Phong Reflection 19 53 16 16 89 88 10 Wireframe 17 T Rendering panel A a Texture Object Anti Aliasing 24 Navigation Renderer 19 T ee peal i 19 Rendering Options 20 En SOS Shadow 96 Introduction 70 Visibility Limit 28 ells de Rendering Panel 14 OS Renderer 14 Enable Touchsensor 33 Replace 9 Show Touchsensor Ports 32 Rotation Mode Touchsensor Cursor 33 Local Axis 43 U ici i Use Existing Normals 40 S UV Texture Mapping 89 Save 9 V W Selecting objects 30 Settings Panel 14 Wale moge 4 Shadow Vertex Animations 89 Blur 97 Wireframe 17 88 Color 97 Visibility Height Intensity 27 Pront Clip 29 Light Source 97 Visibility Limit 28 Opacity 97 World Axis Rotation 43 Plane 28 YE 91 Quality 97 Supported Nodes 92 Size 98 Unsupported Nodes 92 X Position 2 X Z Position 27 Show Background 10 X3D 91 Simplygon 9 Supported Nodes 92 Smoothing 40 90 Uns
57. meras view displays all the cameras in your 3D scene 3D Scene Object Avatars 3D World mode The Avatars view displays all the avatars in your 3D scene Animations The Animations view displays animations if any Settings Panel The Settings Panel consist of eight panels that give you access to all the settings of the 3D models Rendering Object Camera Avatar Animation Light Navigation Measure Loading and Info Menu Bar The Menu Bar is located directly under the 3D Scene window s title bar Figure 6 LX 3D Scene 1 cateye w3f cy H Tat gt OpenGL Preview Show Background width 300 Height 300 Figure 6 The 3D Scene Menu Bar Replace Loads and replaces the existing 3D model with a new or updated model The new model can optionally keep the old material camera light and touch sensor settings This feature requires that your new model has not changed too much compared to the old model and that you ha ve not changed the names of the objects shapes hl Save Saves the current 3D model to the WireFusion 3D format w3f Textures used in the model are saved to the same location as the saved 3D file Wi Batch Convert Enterprise edition only A batch mode process to convert several X3D VRML models at the same time to the WireFusion 3D format w3f Textures used in the models are saved to the same location as the converted X3D VRML files O Simplygon Loads selected objects into the mesh optimizing
58. n Rendering j Configure Enter Camera a Set Zoom Fraction Sumber Help Ctrl H Lights P Set CameraD1 Objects AAA Touch Sensors Figure 60 Camera in ports When a camera has been set an event is sent out through the camera out port 3D Scene gt Out Ports gt Camera gt lt camera name gt Set TIP Use the camera Set out port when using animated cameras to get an event when the animation has finished Delete Camera button Deletes a selected camera view from your scene Set Camera button Sets the selected camera to the present view Set as Default button Sets the selected camera to the default camera i e the camera view that will be used at presentation startup 42 3D Scene Object Camera Control Camera Animation Enable e World Axis Rotation Local Axis Rotation Speed 100 0 Field of views 34 Figure 61 Camera control settings World Axis Rotation radiobutton Choose this option to rotate the camera around the world center and the world axis Figure 62 rather than the local camera axis when navigating Figure 62 Camera rotation around world axis Local Axis Rotation radiobutton Choose this option to rotate the camera around the world center and the local camera axis Figure 63 rather than the world axis 43 WireFusion 5 Volume II 3D Reference Figure 63 Camera rotation around local camera axis Field of View slider Sets the F
59. n ports Activate Export Ports Ctrl P il bi Set Position 2D Number Save Set Dimension 2D Number Add to Favorites Layer eb Cut Cria Stamp Background Copy Ctrl C Set Opacity Number gt Delete Delete Navigation Password Protection Rendering Renderer J Constant Shading Configure Enter Camera Navigation Renderer b Flat Shading Lights ks Anti Aliasing b Gouraud Shading Help Ctrl H an Pause Edge Anti Aliasing Phong Shading Resume Bilinear Filtering k Reflection Animations b Shadow b Wireframe Objects b Set Reflection Map scene Contour Figure 26 Navigation Renderer in ports Rendering Options Contains general rendering options Figure 27 Rendering Options Bilinear Filtering MIF Mapping o MIP Activation Level 100 100 J Fine coor B F Piara Firar O O Defaull Crease Angle O 150 J Figure 27 Rendering Options 20 3D Scene Object Bilinear Filtering checkbox Mark this checkbox to activate Bilinear Filtering smoothing for all textures and reflection maps in the 3D scene Figure 28 Bilinear Filtering creates a smoother non pixelated view of close ups of the textures mapped on 3D objects A B Figure 28 A Bilinear Filtering off B Bilinear Filtering on TIP The bilinear filtering can be dynamically turned On or Off in your presentation during runtime by using in ports found in the 3D Scene object Figure 29 3D Scene gt In ports gt Rendering gt Bilinear
60. n you drop the 3D Scene object in the Script Area you will be prompted with a dialog with some loading options Figure 1 i 3D World Walk Camera Options MW Generate default camera Center camera targets Reduce polygons using Simplygon A Figure 1 3D Type dialog 3D Object Examine The 3D Object mode is used to examine 3D models as a whole allowing the user to zoom pan and rotate camera views 3D World Walk The 3D World mode is used to navigate the 3D model as a virtual world allowing the user to walk and look around in the model by controlling an avatar 3D Scene Object NOTE The appearance of the 3D Scene dialog differs slightly depending on if you have loaded a 3D Object or a 3D World Generate default camera Select this checkbox to add a default camera to your 3D scene The camera is automatically positioned so that your entire scene will fit into the viewport Rotate camera around scene center Select this checkbox to automatically adjust the camera rotation around the 3D scene bound ing box center Reduce polygons using Simplygon Select this checkbox to load the 3D model into the mesh optimizing tool Simplygon before loading it into the 3D Scene object Simplygon is a high quality polygon reduction and polygon repair tool that effectively will optimized your 3D
61. nce between the viewer and the 3D model Figure 41 and Figure 42 Back Clip number Specifies the back clipping distance You can hence have an object disappear in the distance NOTE There are no exact values for the clipping as it depends on the size of the 3D model You have to test it out for yourself A B Figure 42 A Front clipping B no front clipping Object Panel In the Object panel you specify and change object related settings such as material settings texture settings smoothing NOTE In order to edit settings for an object you first have to select the object either by clicking the object in the Preview or by selecting it in the Objects view Figure 43 29 WireFusion 5 Volume II 3D Reference lr 3D Scene 1 cateye waf 3 H i D gt OpenGL Preview Objects 3 Backside aus Battery back i s Battery Front 3 Button_left 4 Button_right Glass 3 Hatch oe 3 Inside pes O LCD N B Figure 43 Object view General Settings Mame Shell Show Property In ports 2 sided Object Show Touchsensor Ports Enable Touchsensor Touchsensor Cursor Hand wt Show Object Figure 44 General object settings Name text Sets the name of the selected object or the selected group Select dialog Allows to multi select objects after certain rules Figure 45 30 3D Scene Object Select objects with same Material
62. nsion 2D Sumber Add to Favorites Layer b ef Cut Ctr Stamp Background Copy Ctrl C Set Opacity Number Delete Delete Navigation b Password Protection Rendering J Renderer 4 Navigation Rend b Configure Enter Camera d ne ny ewer ere Light Anti Alilasing b Help CHHH S an Pause Edge Anti Aliasing b Resume Bilinear Filtering b Animations Shadow b Objects b Set Reflection Map Scene Figure 24 Reflection Map in port Navigation Renderer Optionally you can choose to switch render method while navigating a 3D model by using the Navigation Renderer Figure 25 Navigation Renderer Type Disabled Activate on Animations Figure 25 Navigation Renderer WireFusion 5 Volume ll 3D Reference Type Choose the type of renderer that will be used while navigating the 3D model Choose be tween Disabled Constant Flat Gouraud Phong Reflection Wireframe and Countor Dis abled means that the Navigation Renderer is turned off Activate on Animations checkbox Mark this checkbox to automatically use the Navigation Renderer when anima tions are running If not marked the default renderer will be used when animations are run ning TIP The different types of navigation renderer as listed above can be dynamically changed in your presen tation during runtime by using in ports found in the 3D Scene object Figure 26 In ports gt Rendering gt Navigation Renderer wer 4 H Gut ports I
63. ob jects diffuse colors A we _ ka il ie m fi ii k R I a Fi wv Po A f j 8 Figure 31 A Line Color Off Lines have the same color as the objects diffuse color B Line Color On All lines have the same color Filled Faces checkbox Mark this checkbox to fill the polygons faces with the same color as the objects diffuse colors Figure 32 Only applicable when using the Wireframe or Contour renderers 22 3D Scene Object Figure 32 Filled faces Fill Color checkbox color Mark this checkbox to activate the Fill Color and then click the color button to select a color to be used to fill the faces Figure 33 Only applicable when using Wire frame or Contour renderers and when the Filled Faces checkbox is marked Figure 33 Fill Color activated Default Crease Angle slider Sets a default crease angle in degrees for all objects in your model Figure 34 minimum 0 degrees maximum 180 degrees NOTE Crease angles can optionally be set for individual objects see Object Panel page 29 23 WireFusion 5 Volume II 3D Reference A B Figure 34 A Crease Angle 0 B Crease Angle 70 Anti Aliasing Aliasing is caused by the sampling of smooth data onto a screen consisting of discrete pixels The result is the visible stair stepping or jaggies at the edges of the object polygons Anti aliasing is the method to remove this and results in sm
64. objects shapes and polygons you can use in your models you should always try to make the models as simple as possible when creating them in your 3D authoring tool By reducing the number of objects and polygons the final rendering performance increases and the file size gets smaller This will of course increase the user experience so try to find a good balance between size and quality while creating the models There is a built in Crease Angle smoothing method in WireFusion which helps to improve the smoothness of objects and hence removes the need of high polygon models WireFusion also supports LOD Level of Detail which can be used to construct an object that alters its geometric complexity or level of detail based on how close the camera is to the object Further you do not create 3D animations inside WireFusion you create them directly in your 3D authoring tool You can make object mesh animations morphing and you can animate cameras and light sources everything is included with the X3D VRML export and supported by WireFusion Then you can control the animation time program animation events and cre ate touch sensors from inside WireFusion The philosophy is to let you stay in your favorite 3D authoring tool as long as possible to cre ate models and animations there Then you import the models to WireFusion for final tuning and to add interactivity and logic before publishing to the web NOTE Consult the user manual for your sp
65. ontrol over the Animation Animations can be time driven but there is also the possibility to fully control the fractional progress of the animation e Matrix Animations Animation of the position rotation and scale of objects e Vertex Animations Animation of each vertex position morphing 89 WireFusion 5 Volume II 3D Reference Dynamic Normals When an object is morphed using vertex animations you need to recalculate the vertex normals in real time to make sure the lighting is correctly displayed Material Properties Animation Specify animations for any material property e g opac ity object color glossiness etc Light Animation Specify animations for light source direction position color and inten sity Camera Animation Specify animations to move the camera views or animate between existing view and a predefined camera view Hierarchical Animation Control When animations are specified for an object consisting of a hierarchical object structure the animations are separately controllable for each sub object Smoothing Crease Angle Object smoothing can be achieved using a built in crease angle function Generated Normals Generated shape normals from your 3D authoring tool can op tionally be used for individual objects Streaming Object Streaming Objects can be streamed into the presentation and appear according to a defined streaming order Texture Streaming Y
66. oother edges and sharper images Figure 36 Three modes of anti aliasing are supported On Off and Auto automatic switch ing between On and Off Figure 35 Since anti aliasing is a processor intensive operation the Auto option is preferred where the anti aliasing method is temporarily turned off when animations are running when interacting with the model or if a texture animation is running Anti Sliasing Con ott Auto Edge Figure 35 Anti Aliasing options On radiobutton Full scene anti aliasing is always On even if an animation is running if the 3D model is moved or if parameters are changed Off radiobutton Full scene anti aliasing is always Off Auto radiobutton Full scene anti aliasing is automatically turned Off when the 3D model is moved when an animation is running or parameters are changed i e animations through in ports else it is turned On Edge checkbox Mark this checkbox to turn edge anti aliasing on Edge anti aliasing will be applied to edges of objects and will result in smoother object contours 24 A Figure 36 A Anti Aliasing Off B Anti Aliasing On 3D Scene Object TIP The anti aliasing settings can be dynamically changed in your presentation during runtime by using in ports found in the 3D Scene object Figure 37 3D Scene gt In ports gt Rendering gt Anti Aliasing Figure 38 respectively 3D Scene gt In ports gt Rendering gt Edge Anti Aliasing
67. opacity shadow blur shadow quality height intensity and height to the shadow plane The real time shadows are automatically updated during object animations mesh animations and object opacity animations e Anti Aliasing Aliasing is caused by the sampling of smooth data onto a screen consist ing of discrete pixels The result is the visible stair stepping or jaggies at the edges of the object polygons Anti aliasing is the method used to remove this and results in smoother edges and sharper images e 256 Levels of Transparency e Overlapping Transparent Surfaces When two transparent surfaces are overlapping they will be correctly combined on the screen This means transparent objects like glass cups are correctly displayed e 32 bit Color Depth Rendering Ensures high image quality e True 32 bit z Buffer The z buffer method is a way that ensures that only the closest objects are displayed by preventing background objects from overwriting foreground ob jects on the screen 32 bit precision ensures that virtually all scenes are correctly dis played e Backface Culling A way of making sure that parts of the object that face away from the observer is not processed which speeds up the rendering e 3D Clipping Clips objects against the 3D view frustum which is the pyramid shaped view created by looking at the 3D world through a screen This means any detail not in view including detail virtually seated in front o
68. ou can choose to let the textures start streaming after all objects have finished loading or start streaming when its associated object is loading Animation Streaming Have animations objects streamed into the presentation Streaming Order The order of streamed objects and animations are fully controllable Navigation 90 Examine Mode Study an object by rotating Zooming and panning it Walk Mode with Collission Detection Walk in virtual 3D rooms and 3D worlds Support for collision detection between avatar and surroundings walls 5 Different Modes of User Interaction You can allow the user to interact in any of the following modes Zoom Pan Rotate Interact and Normal Keyboard Controlled Navigation Specify hotkeys for Zoom Pan and Rotation True 6 DOF Degrees Of Freedom No restrictions as to where and how you translate camera positions and object positions Configurable Mouse Navigation Use left right or both mouse buttons to navigate Add optional hotkeys Navigation Renderer The optional navigation renderer allows one to choose a different renderer than your default renderer while navigating your 3D models or 3D worlds Navigation Friction Capability to add adjustable friction to the navigation giving a smoother user experience Works for both mouse and keyboard navigation Camera Restrictions Optional camera rotation restrictions and zoom in and zoom out restrictions T
69. re detail pixels than the display monitor is capable of displaying in that give space MIP mapping helps alleviate this problem by precomputing scaled ver sions of the texture and letting the distance between object and camera decides which version to use e Texture Opacity Defines how much the texture will contribute to the color of the object 256 levels e Alpha Channel An alpha channel image GIF PNG or JPEG can be used to control the shape of the texture The alpha channel has 256 levels of transparency e Dynamic Texture Architecture Unique object architecture allows textures to contain video Adobe Flash animations interactive 3D and 2D and built in logic Even alpha channels can be animated programmed and interactive Not supported in Standard edi tion e Perspective Correction Perspective correction increases realism by taking into account the depth of an object when applying the texture map This provides the appearance that texture details near the viewer are larger than the detail found further away and ensures that parallel lines such as railroad tracks converge in the far distance e Sub Pixel Precision Sub pixel precision of the texture mapping ensures the texture is more correctly placed on a 3D object which is noticeable when changing the view by e g rotating the object e 8 bit or 24 bit High Resolution Bitmaps Use GIF JPEG or PNG images with any width and height Animation e Full C
70. reFusion BooleanFilter IntegerSequencer BooleanToggle BooleanTrigger Time Trigger BooleanSequencer IntegerTrigger e The ROUTE formalism is supported All ROUTEs between two supported nodes are han dled e The PROTO statement is supported e The DEF keyword and USE statement is supported Unsupported Nodes Nodes that are not supported in WireFusion AudioClip Background Billboard Box Collision Cone Cylinder CylinderSensor ElevationGrid Extrusion Fog FontStyle Movie Texture PlaneSensor ProximitySensor Script Sound Sphere SphereSensor Spotlight Text VisilibitySensor 92 Appendix OpenGL Limitations The OpenGL support in WireFusion is under ongoing development and the ambition is to have the same functionality and connectivity with the rest of the WireFusion environment as with the software engine and also to support at least the same rendering features as found in the software engine Below is a list of limitations in the OpenGL implementation found in WireFusion 5 0 0 e OpenGL accelerated Java Applets Java Components and Java Applications in full screen are not supported e The Reflection and Phong renderers are not supported in OpenGL mode e Line Color Filled Faces and Fill Color not supported in the Wireframe and Contour ren dering modes e Bump mapping is not supported e Glossiness mapping is not supported e Shadow plane is not supported e Navigation Renderer is not supported e 3D measurement is
71. rs TIMER ee Hatch TIMER Figure 13 Animations view Settings Panel The Settings Panel is described in more detail under the 3D Scene Settings Panel page 14 13 WireFusion 5 Volume II 3D Reference Settings Panel The Settings Panel consist of eight panels Figure 14 that give you access to all the settings of your 3D scene Rendering Object Camera Avatar Animation Light Navigation Measure Loading and Info i Mavigatior Loading Info Measure Object Light Camera Animation Figure 14 Settings panel Rendering Panel In the Rendering panel you set some general settings for your model you choose for exam ple the default shading method and whether to use anti aliasing bilinear filtering MIP map ping real time shadows etc Renderer Sets the default renderer for your 3D model Figure 15 TIP In the Object panel you have the option to set the shading method for each individual object in your 3D scene Renderer Type Reflection Reflection Map multi_lights jog Figure 15 Choosing renderer type Type Choose the default renderer type for your 3D scene Choose between Constant Flat Gouraud Phong Reflection Wireframe and Contour Constant alternative No lighting is performed Figure 16 Object surfaces are 100 illuminated Use ful with texture mapped surfaces when the texture image is preferred to reproduce on the ob ject as close to the original color as possible for example when
72. s the navigation friction value O minimum friction 100 maximum friction Mouse Navigation Modes Sets hotkeys for navigating the 3D world using the mouse Figure 91 Mouse Navigation Modes Hotkeys wak Side Step lt none gt Figure 91 Mouse navigation modes Walk Optionally choose a hotkey to work in conjunction with the mouse for walking for ward backward and left right Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Look Around Optionally choose a hotkey to work in conjunction with the mouse for looking around left right and up down Choose between using the Left Button Right Button Left Right But ton or Mouse Move Works when Navigation Mode Normal is used Side Step Optionally choose a hotkey to work in conjunction with the mouse for sideways movements Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used Interact Optionally choose a hotkey to work in conjunction with the mouse for interacting with a tex ture i e when a Texture object has replaced a static texture map Choose between using the Left Button Right Button Left Right Button or Mouse Move Works when Navigation Mode Normal is used 62 3D Scene Object Measure Optionally choose a hotkey to work in conjunction with the mouse for switching to measure mode Choose betwe
73. sed when an interactive Texture object has replaced a texture Normal Choose a hotkey to use for switching back to normal navigation mode i e where the selected Mouse Navigation Modes for walk look around side step and Interacting are enabled see page 62 Measure Choose a hotkey to use for switching to Measure mode 64 3D Scene Object TIP lt is possible to control the navigation by a series of in ports found in the 3D Scene object Figure 94 These ports are useful if you want to create a graphical user interface for navigation 3D Scene gt In ports gt Navigation a Qut ports b In ports b Activate Ctrl P Deactivate Export Ports Stamp Background SAYE Set Opacit Sumber Add to Favorites maid Set Position 2D Sumber of Cut Ctrl Set Dimension 2D Number Copy Cr Layer gt C Delete Delete Navigation Walk Password Protection Avatar Look Around P Configure Enter Rendering Mode Lights Help Cer H Figure 94 Navigation in ports Measure In the Measure panel you make settings for the 3D measurement Measurement Mode Hotkey Units Scale Factor Font Serif lla T Font Style Regular Font Size 12 Cursor Default Line Color Text Color Background Color E Border Color Figure 95 Measure settings 65 WireFusion 5 Volume II 3D Reference Measurement Mode Hotkey Choose a hotkey to use for switching to measur
74. stair stepping or jaggies at the edges of the object polygons Anti aliasing is the method used to remove this and re sults in smoother edges and sharper images Two modes of anti aliasing are supported On Off and Auto automatic switching between On and Off e Edge Anti Aliasing Fast real time edge anti aliasing for smooth edges even when moving the model or running object and texture animations Material Material settings can be applied and saved to the objects Groups of objects can have the same material applied simplifying material adjustments The following material properties can be specified 88 Appendix e Diffuse Color e Specular Color e Emissive Color e Ambient Intensity e Glossiness e Object Opacity e Texture Opacity e Renderer e Reflection Map e Glossiness Map e Bump Map Texture e UV Texture Mapping Polygon vertices are assigned coordinates in the texture which in turn will be interpolated over the surface to assign a texture value to a screen pixel This is the most flexible way of mapping e Bilinear Filtering Interpolates between the bitmap pixels to create a smoother non pixelated view of close ups of textures mapped on 3D objects This way you can use smaller textures and still retain a high visual quality of the textured objects Works on both textures and reflection maps e MIP Mapping Removes aliasing artifacts on textures The artifacts occur because the texture can contain mo
75. textures on your 3D models it is called Texture Array The Texture Array object as the name implies stores an array of images which can be sent to a 3D Scene object and replace any texture map You can choose to replace a diffuse color map an opacity map a bump map a glossiness map or even a reflection map Normally the Texture Array object is used when creating configurators where the users can switch between collections of textures for a specific object For example it could be used to change textures on a sofa Figure 99 or to change colors on a mobile phone Figure 99 Different textures on a sofa User Interface The Texture Array is an easy object to use Images are loaded in an array where each image is associated with an index number The first image in the array has index 0 the second im age has index 1 the third image has index 2 and so on Figure 100 70 Dynamic Textures Li Texture Array 1 blue pa z o green jpg 8 purple jpg redding Add Image Push first Texture at presentation startup Figure 100 Texture Array dialog Add Image loading dialog Adds a new image to the array Supported formats are JPEG GIF and PNG Use the Up and Down arrows to sort the loaded images All texture images have a unique Index number found in the left column which is used when requesting the texture To replace an image double click the small preview image
76. teye w3f x 2 H Ky gt OpenGL Preview Show Background Width 300 Height 300 Objects Rendering Navigation Loading Info Measure Backside Object Light Camera Animation i Battery_back i A oo Battery_front Name Shell brew Button_right i z O Glass C Show Property In ports 2 sided Object F Hatch C Show Touchsensor Ports C Enable Touchsensor E O LCD frame Show Object Lon Shell Material A Groups Diffuse E Specular al Emissive ea ee 0 Ambient Intensity 100 100 0 Glossiness 33 100 0 Object Opacity 100 100 Lights l J Ye Headlight Renderer Default v Reflection Map O EIEE Diffuse Color Map En E x 0 Amount 100 100 FE Camera01 Default Y 0 Amount 100 100 J 0 Amount 50 100 Opacity Map Animations Bump Map Glossiness Map v Figure 4 3D Scene configuration dialog NOTE If you do not see the 3D model in the Preview window then there might be something wrong with your 3D file or it contains X3D or VRML features that are not supported in WireFusion When something is wrong then the Objects view is normally empty Another alternative is that you have not added a camera to your scene before exporting and that your model simply can not be seen by the default created camera If that is the case then try to navigate the Preview window until you can see your mode
77. the 3D model Size number Sets the shadow plane size A default value is automatically calculated by WireFu sion You might need to increase the shadow plane size if animations move objects far away from the main model TIP The real time shadows can be dynamically turned on and off in your presentation during runtime by us ing in ports found in the 3D Scene object Figure 40 3D Scene gt In ports gt Rendering gt Shadow A Out ports F In ports Activate Export Ports Ctrl F Deae Set Position 2D Number Save Set Dimension 2D Sumber Add to Favorites Layer ee Cut Chris Stamp Background Copy Ctrl C Set Opacity Sumber Delete Delete Navigation b Password Protection Rendering T Renderer Navigation Rend Configure Enter Camera b pip ion Renderer Light 5 Anti Allasing b Help CtreH 2 a Pause Edge Anti Aliasing b Resume Bilinear Filtering p Animations Shadow b n Objects Set Reflection Map Scene Orr Figure 40 Shadow in ports Visibility Limit The Visibility Limit sets the visible boundary of the 3D scene Figure 41 All parts of the 3D scene nearer than the front clip distance or farther away than the back clip distance will be removed This feature is useful when working with large 3D scenes such as 3D worlds Visibility Limit Front Clip 0 05 Back Clip 30000 Figure 41 Visibility Limit 28 3D Scene Object Front Clip number Specifies the front near clipping dista
78. upported Nodes 92 Crease Angle 90 Z Generated Normals 90 Specular 35 z Buffer 87 Streaming 90 Sub Pixel Precision 89 Publication date November 7 2007 The author and the publisher make no representation or warranties of any kind with regard to the completeness or accuracy of the contents herein and accept no liability of any kind including but not limited to performance merchant ability fitness for any particular purpose or any losses or damages of any kind caused or alleged to be caused di rectly or indirectly from this book All rights reserved 2007 Demicron AB Solna Sweden World rights reserved No part of this publication may be stored in a retrieval system transmitted or reproduced in any way including but not limited to photocopy photo graph magnetic or other record without the prior agreement and written permission of the publisher This product and related documentation are protected by copyright and distributed under licenses restricting its use copying distribution and decompilation No part of this product or related documentation may be reproduced in any form by any means without prior written authorization of Demicron and its licensors if any Trademarks Demicron and WireFusion are trademarks of Demicron AB Acrobat Photoshop Flash Dreamweaver are registered trademarks of Adobe Systems Incorporated Java SunSoft are trademarks of Sun Microsystems Inc Windows 2000 Windows XP Windows Vista are trademar
79. using baked textures 3D Scene Object Figure 16 Constant shading Flat alternative Calculates the lighting for each facet and gives it a constant color Figure 17 No smoothing information is displayed Use this mode to provide a faceted look to your geometry Figure 17 Flat shading Gouraud alternative Calculates the lighting for each polygon vertex Figure 18 The resulting colors are interpolated over the polygon surface to give it a smooth appearance Gouraud shading removes the faceted look of objects but highlights on glossy objects may be deformed and bright or dark intensity streaks called Mach bands may appear on the surface WireFusion 5 Volume II 3D Reference Figure 18 Gouraud shading Phong alternative Performs shading calculations for each screen pixel Figure 19 To get the nor mal used for the shading calculation you interpolate the vertex normals over the polygon sur face This shading correctly shows highlights on glossy objects and generally gives the object a smoother look compared to Gouraud shading Figure 19 Phong shading Reflection alternative By mapping a texture showing the surrounding of a 3D scene onto 3D objects using a reflection vector calculated from the surface normals and the camera position you simulate reflections of the surrounding on the objects Figure 20 This can for example be used to increase the metallic feel of objects and can also be used as a
80. wo Camera Rotation Modes Choose to rotate cameras around the world axis or the local camera axis Multiple Cameras Specify multiple cameras and let the user switch between their view points Can optionally be animated and have configurable animation speed Appendix Miscellaneous e 3D API A 3D API allows advanced users to control parameters X3D VRML nodes and fields in a 3D model using the Java object 3D objects can also be dynamically added removed to a running scene Not supported in Standard and Professional edition e 3D Measurement Measure point to point distances on 3D models e Encryption Encrypts the 3D model to protect from unauthorized alterations e Compression Features All 3D data are compressed generally achieving 90 95 file size compression compared to the original xX3D VRML file format e Compresses mesh data e Compresses texture coordinate data e Compresses vertex animation data X3D and VRML Support WireFusion supports the two open ISO standard 3D formats X3D and VRML 2 0 97 Both X3D and VRML are file formats for describing interactive 3D objects and 3D worlds They were designed for the use on the Internet intranets and on local client systems A very brief description of how X3D and VRML work would be to say that the formats consist of a set of nodes where the nodes are the fundamental components of the 3D file Nodes are abstrac tions of various real world objects and concepts E
81. xamples include spheres lights and mate rial descriptions Nodes contain fields and events Messages may be sent between nodes along routes NOTE You need no knowledge about X3D or VRML in order to use or create 3D contents for WireFusion You only need to know how to export to X3D and VRML from your 3D authoring tool For those who are in terested to know more about X3D and VRML please visit the Web3D Consortium www web3d org The X3D format is the successor to VRML and is a considerably more mature and refined standard than its predecessor The VRML format and soon also the X3D format is included in most 3D tools today making it possible for you to work and create your 3D contents in your favorite 3D tool before entering WireFusion 91 WireFusion 5 Volume II 3D Reference Supported Nodes The X3D and VRML support in WireFusion is not complete The nodes supported are a sub set of the nodes in X3D and VRML The following X3D and VRML 97 2 0 nodes are supported in WireFusion Anchor Appearance Color ColorInterpolator Coordinate Coordinatelnterpolator DirectionalLight Group ImageTexture IndexedFaceSet IndexedLineSet Inline LOD Material NavigationInfo Normal Normallnterpolator OrientationInterpolator PixelTexture PointLight PointSet Position Interpolator ScalarInterpolator Shape Switch TextureCoordinate TextureTransform TimeSensor TouchSensor Transform Viewpoint The following X3D Event Utility Nodes are supported in Wi

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