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IMO 1.5 User's Guide
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1. Each node type has a particular icon that is associated with it in the Scene Tree e E marks the transformation node e _aredicon represents a negative transformation This is a transformation with the negative values in the scale fields Such a transformation generally produces a mirror image of the original surface e represents an ordinary polygonal shape an IndexedFaceSet VRML node These shapes may be simplified and converted to SplineFaceSet e fl SplineFaceSet VRML extensions in Cortona ew Primitives Box Cone Cylinder ElevationGrid Extrusion Sphere and Text These shapes cannot be simplified e i Ifanode refers to a previously defined node the link mark appears above the node icon On the left of the node icon there is a check box that can be marked to select shapes see Selecting shapes in the Scene Tree A text field on the right of the icon displays a node name You can rename the node see Renaming nodes When you click the right mouse button anywhere in an item MO displays a menu of common commands at the mouse pointer see Scene Tree Commands Renaming nodes Using the Scene Tree you can rename a node with the appropriate renaming of all its instances clones 17 Scene Tree Window 4 Shaped D To change the name of the tree node 1 Click the node name then press F2 You can also click it twice 2 Type the new name in the text box and then press ENTER or press E
2. Hl Ly mirrors 5 1 t rbumph Pe Convert To Splines Mt rbumpe an Convert To Facesets gt Ls rfrim i wl Lz light Detect Ribs HM la silver 99 Edi Material Hd v te thandle W tL under Merge All I Le wb F Convert the selected shapes to splines F Crease Angle Tuning r Toyota HiLux wel Internet Model Op Bl Prepracess model Ctrl F MTL btires ERR Optimize Chrl T c bns Auto Chi i C ts chrome 5 te fbumpc pr Convert To Splines Ute glass a Convert To Facesets H te handlel CL te handle S MESS Angle Tuner k Ctrl H O ts hlight Detect Bibs H ts letters 99 Edit Material E ts frim au D mid lta lana Merge All 10 7 Mt mire wx Crease Angle Tuner Er M You can convert a polygonal model to its spline representation in order to improve the surface quality Note Spline representation is only supported by ParallelGraphics Cortona VRML client other VRML browsers will show it as a polygonal model Tune the crease angle for selected shapes to achieve a smooth look Working with IMO Crease Angle Tuner x Drag the slider or enter the crease angle value in degrees then click To achieve a smooth look to your model vau can tune the Apply to P inertes dip 3D View window crease angle of the selected shapes A shape with higher crease angle looks smoother Editing Finally you can clean up the optimi
3. e Click the edge on the 3D View window while holding down the CTRL key To disable the selection control click it again Edit Vertices Provides commands to edit vertices of the polygonal mesh of selected shape This allows you to select the vertex or a group of vertices in the 3D View and move them around by using the Vertex manipulator controls To enter the Edit Vertices mode ue e a Click Edit Vertices on the Edit toolbar or on the Edit menu point to Edit Mode and choose Vertices 28 Optimization and Conversion To show the Vertex manipulator controls and move vertex e Click the vertex in the 3D View This shows the vertex controls yellow boxes in each direction When you position the mouse pointer over the control the box is colored in red When you drag the center of the manipulator the vertex is moved in the plane of your screen When you drag the Vertex manipulator control the vertex is moved in the corresponding direction Note If multiple references to the shape are used in the model you can select the vertex for any shape but the vertex controls appear only for the definition When you edit the vertex the references always reflect the changes of its definition To select a group of vertices e Click vertices in 3D View one by one The vertex controls appear in the center of this group To cancel the selection e Click anywhere on an empty part of the 3D View To delete the vertex e Select i
4. 2 Start Material Editor by clicking Material Editor from the Action menu 3 You can modify a current material or specify a new one by using the Material Editor controls or by selecting a material from the material library To select a readymade material select the category of the material library that contains the material you want to assign click the material icon in the Sample Collection window The selected material appears in the Material Preview 4 Click Apply to display changes in the 3D View window Click OK Notes e When you change the material s properties MO updates the scene in the 3D View only when you click the OK button e To display changes in the scene immediately select the Auto Apply check box To save the current material e Click the Save button This saves the material into the User Defined Colors category library To delete the material from the User Defined Colors category e Select the material you want to delete by clicking its icon in the Sample Collection window press Delete There is no way to delete materials from other categories Note When specifying a new material by using Material Editor controls you can press Page Up Page Down Home lt End gt and arrow keys to move the slider Designing Materials This topic provides suggestions for ways you can use MO to design materials The Material Editor gives you a number of controls in material design In general when you create
5. The Choose Optimization Ratio dialog then appears At this stage you can choose the desired polygon count of the previously selected shapes by dragging the slider The modifications can also be made separately for every one of the selected shapes Just select the shape in the Scene Tree or 3D View window set up the polygon count you want and then deselect this shape to prevent further modification All changes will be immediately shown in the 3D View and you can test the simplified shapes using the common navigation s commands and changing the model view on the View toolbar You can also tune the crease angle for the selected shapes An efficient way to complete this step for the group of selected shapes is to do the following drag the slider to the right until all of the shapes look correct in the 3D View window CTRL click the shapes you do not want for further optimization in order to deselect them and so on 6 When you finish click Close Note Both the optimization and editing process in MO are performed only with the unique geometry Because of this fact the Choose Optimization Ratio dialog shows information about the unique polygon count See Also Crease Angle Tuner otep by step optimization Using this option allows the user to go through the optimization process automatically e Open a model and choose AUTO from the Action menu Preprocessing and optimization with predefined options will be performed for all shapes 2
6. to achieve a smooth look to your model you can tune the crease angle of the selected shapes If the angle between the geometric normals of two adjacent faces is less than or equal to the specified value for the crease angle parameter the edge between the two adjacent faces is smooth shaded Otherwise the appearance of rendered surface is calculated so that a lighting discontinuity across the edge is produced The figure shows an edge on view of two faces and the angle between their normals N1 MZ rd I A high crease angle parameter can reduce the number of polygons necessary to create a smooth look but note that if you look at an angle edge on you can often see it clearly even if it is smooth shaded from the front In the case of SplineFaceSet the crease angle determines how close the newly formed spline surface follows the vertices of a base mesh definition A named node that can be referenced by the name later in the same file In VRML it is a DEF statement See Instance descendant nodes The descendants of a node are all of its children nodes DXF DXF is an acronym for the Drawing Interchange Format DXF files are used to import and export objects to and from AutoCAD and other programs that support this file format MO supports DXF compatible with AutoCAD v 12 When importing a model in DXF file format the following types of entities are converted to IndexedFaceSet nodes of VRML 3DFACE 3D POLYLINE polygon m
7. During preprocessing abutted shapes with the same material are joined to the single shape and closely E Ctrl F ERS Optimize Ctrl T spaced vertices are combined Auto Ctrl A Na _ ey Dna rd ne Note It is strongly recommended to pr Convert To Splines preprocess the model before optimization g Convert To Facesets 2 MR CER Number of shapes So Crease Angle Tuner Ctrl M Before preprocessing 33 Detect Fribe After preprocessing 27 Poor P ee Edit Material Number of vertices K Before preprocessing 40244 X Merge All After preprocessing 39859 Preprocess Selected Facesets E Working with IMO Optimization Toyota HiLux wrl Internet Model Opti Mi Ed Select the shapes to be optimized and E start the optimization process Ctrl F Ctrl U pa Convert To Splines gm Convert To Facesets a sy Crease Angle Tuner Ctrl h ogg Detect Bibs w Edit Material Merge All Optimize Selected Facesets Set the maximal reasonable Optimizer Properties nahi Optimization ratio Optimization sharpness Sharpness Optimization ratio Working with IMO Optimization in progress In accordance with chosen settings IMO generates an optimization database of polygons to be removed Now you can choose the desired polygon count by dragging the slider All changes are immediately displayed in the 3D window Moreover you can e navigate in the 3D window e tes
8. angle parameter can reduce the number of polygons necessary to create a smooth look but note that if you look at an angle edge on you can often see it clearly even if it is smooth shaded from the front Smoothly shaded edges crease angle 20 in degrees Faceted edges crease angle 0 To tune the crease angle 1 Select the shapes which you want to modify see Selecting Shapes from Basic Operations On the Action menu choose Crease Angle Tuner The Crease Angle Tuner dialog box appears Drag its slider or enter crease angle value in degrees then click Apply to gauge whether a smooth look has been achieved Batch optimization This option helps you to create multiple object optimization It is useful for the automatic optimization of models with equally specified preprocessor and optimizer settings 1 Specify properties for preprocessing and the optimization ratio parameter in the Optimizer Properties dialog box click Optimizer from the Option menu to display it 2 Onthe File menu click Batch optimization the Batch optimization dialog box appears 3 Select the file to be optimized by clicking it To select more than one file hold down the CTRL key and then click the items you want 4 Select the folder where you want to put the copy 5 Click Start 27 Optimization and Conversion Edit Edges In the Edit Edges mode you can use the following functions e Rotate the edge within its bounding This sometime
9. called the quality function in VRML file The quality function is defined on the interval of distances in the range from 0 to infinity and its value is defined from 0 to 1 with O for the worst quality and 1 for the best surface How to convert VRML nodes To convert to a spline shape 1 Select the e shapes you want to convert see Selecting Shapes from Basic Operations 2 Click po Convert To Splines on the Action menu to convert IndexedFaceSet into SplineFaceSet 3 On the Action menu choose Crease Angle Tuner The Crease Angle Tuner dialog box appears Drag its slider or enter the crease angle value in degrees then click Apply to see whether a smooth look has been achieved Click OK To convert to IndexedFaceSet e Click a Convert To Facesets to convert SplineFaceSet into IndexedFaceSet 26 Optimization and Conversion Note e The icon represents a polygonal shape while the 4 icon is used for a spline shape e To undo your last conversion click Undo on the Edit menu Crease Angle Tuner To achieve a smooth look to your model you can tune the crease angle of the selected shapes If the angle between the geometric normals of two adjacent faces is less than or equal to the specified value for the crease angle parameter the edge between the two adjacent faces is smooth shaded Otherwise the appearance of rendered surface is calculated so that a lighting discontinuity across the edge is produced A high crease
10. in the Scene Tree window 22 3D View window e Highlight Selection This highlights the selected shapes in the 3D View window e Hide invisible edges In Wireframe view this hides edges which are formed by the invisible with normals from the viewer triangles e Properties Allows you to change the renderer options and change the appearance of the screen elements Renderer Select a rendering mode To draw the 3D image MO provides two hardware renderers OpenGL and DirectX If your system has hardware acceleration for either OpenGL or Direct3D note you must have DirectX 5 or a later version installed choose the appropriate renderer Using hardware renderers can introduce limitations Select a renderer to compare the performance and visual quality of hardware versus software rendering and set your preferences accordingly Renderer options e Wireframe rendering mode The object appears to be outlined with wires rather than solid e Dither colors if needed Controls whether Cortona dithers while rendering Dithering improves the quality of rendering but may lower performance e Motion blur effect Apply a motion blur effect This actually makes an image seem a little blurred in motion e Anti aliasing The technique for smoothing out jaggies in showing curves on computer monitor There are two different modes Idle time and Real time If the Idle time option is on it is applied only for static scene Whereas selecting Real
11. of the optimization process Primitives this gives information about the geometry used by primitives for the current step of the optimization process 14 Basic Operations To scale a model uniformly along all three axes e Type the desired new X Y or Z size in metres of a model in the corresponding box then click OK Note MO assumes units to be in metres If the units in the imported file do not match this system unit you can convert the units by scaling a model Save a model To save a model with the same name e E Click Save on the Standard toolbar or e Onthe File menu click Save To save a copy of a model On the File menu click Save as The Save Scene dialog box appears In the Save in box click the location of the model Below the Save in box double click the folder you want In the File Name box type a new file name for the model Click Save esso ha To save selected shapes in a separate VRML file 1 Select the shapes to be saved 2 Onthe File menu click Save Selection Publish a model When you choose to publish the file all of the extra formatting is removed and the file is reduced to its minimum size In addition to this compression can also be added at this stage To prepare a model for publication MO creates a new folder in which all data describing the model is placed This sub folder will contain the model s wrl file and the other resource files textures After the scene
12. 5 Optimization and Conversion opline Surface ParallelGraphics Cortona VRML client supports spline representation of geometrical objects Typically by using the VRML97 file format the faces are used to build curvy shapes There are two choices to avoid faceted shading use many more faces to approximate the smooth shape or shade the faces differently so it looks like you ve used a lot of faces Gouraud method However the spline objects are geometrically smooth and allow for any quantity of faces to be displayed Faceted shape crease angle 0 Smoothly shaded crease angle 45 in degrees Spline surface From a mathematical point of view the surface of SplineFaceSet in Cortona VRML client is produced using a mesh formed by constructing faces polygons and the value of the Crease Angle factor The vertices for a base mesh are used directly from the coord field of VRML node When rendering this mesh is used for building a spline surface as its initial approximation To achieve the high quality this spline surface should be represented tessellated with a triangular mesh approximating the spline surface The quality of such approximation is controllable as a function of the distance between the spline shape its surface and the viewer and the value of the quality parameter You can give hints to the surface tessellator not available in this version about the quality of the spline surface defining the distance and quality fields
13. D View window This highlights the shape if the Highlight Selection button is pressed The corresponding node name in the Scene Tree appears in a gray color e To select multiple shapes in the 3D View window hold down the CTRL key and then click each shape in the 3D View you want Clicking on the previously marked shape while holding down CTRL unmarks it e To select shapes that have their faces behind the rectangle drawn in the 3D View press the left mouse button with ALT pressed in the place where you want the rectangle to start and then continue to move the mouse and release it wherever you want to select shapes Pressing SHIFT ALT results in deselecting shapes behind the rectangle e Tocancel all selections click anywhere on an empty part of the window Note e If the Show Only Selection option View menu is turned on it is impossible to cancel the selection by clicking on an empty part of the 3D View window e When you select a shape all the parent transformation nodes and instances of the shape are also selected setting 3D View window options The following options are available from the right button pop up menu of the 3D View window e Speed Controls the rate at which a camera moves through a world AF Headlight The headlight always shines directly in front of the camera You can switch the headlight on and off LE e Show Only Selection Allows you to display in the 3D View window only those shapes which were marked
14. Lower shininess values produce soft glows while higher values result in sharper smaller highlights e Emissive color indicates that the object glows on its own This can be useful for instance for displaying pre lit models e Ambient intensity specifies how much ambient light from light sources the surface will reflect Ambient light in VRML simulates light that does not come directly from a light source It is the general light that illuminates the entire scene Ambient light is omni directional and depends only on the number of light sources not their positions with respect to the surface e Transparency specifies the degree of transparency of an object ranging from 0 0 for completely opaque surface to 1 1 for completely clear surface Note The MO program gives you the only light source for the illumination of a scene the headlight The headlight always shines directly in front of the camera and does not have an ambient lighting component You can switch the headlight on and off 32 Glossary Glossary This section contains explanations of various concepts and terms used in MO arranged alphabetically ancestor nodes The ancestors of a node are all of the nodes that have the node as a descendant Children node This is a node that descends from another node in the transformation hierarchy crease angle In VRML the creaseAngle field used by the IndexedFaceSet node specifies a shading type in rendering In the MO
15. M I Click the Start button and then point to Settings Click the Control Panel and then double click the Add Remove Programs icon In the dialog box select Internet Model Optimizer and click the Add Remove button Click Yes if you want to remove the MO installation completely Click No if you have decided to keep MO Welcome to IMO Note e The Unwise program deletes all the standard MO components and registry entries You must manually remove any shortcuts to MO that you have created elsewhere Getting assistance You can get help without interrupting your work For a brief description of a menu command e Position the pointer over the command the description appears on the Status bar e Or position the pointer over the menu item and press F1 For a description of a toolbar button e Position the pointer over the button the name appears below the button e Orpress SHIFT F1 then click the button Technical support We are interested in receiving your feedback about MO For product support you can send an email to support parallelgraphics com Before posting your message please follow these simple instructions 1 Check the online Help service Include in your message any information that could help better answer your question or make solving the problem easier 3 Document the system configuration OS version CPU type memory graphics card monitor etc 4 When error messages occur please document the complete me
16. PARALLEL CETTE Internet Model Optimizer 1 5 User s Guide Copyright 2000 2001 ParallelGraphics Contents WELCOME TO IMO socias iaa 1 HUF OCU CUO MA is tato ains 1 Male a St cota 1 AS A undas EM QUIS 2 Hardware and system requirements 2 Installing Starting and Uninstalling IMO ooccccccccncccnccncconcccncccnnonocononnncononanonancnnnnns 2 Getting ASSISTANCE sin nl 3 TECNIC SADON o Re ae de TEES 3 SCORES LAV OUT HE en en SN ui 4 WORKING WITH IMO iiit ai 6 BASIC OPERATIONS oia iia 13 Open anm existing Model sitas ie 13 Adaing to amopened dnOod6el 2 3 mtra lili radicada 13 SOCIO CUING SIMA CS mL cE T E 13 DeIStndO SAAD S EN ia 13 METIO na Des cinta sia inet den ee cir 14 Undo REGO ODE MONA id i 14 Get model MONA ed 14 A 15 PADIS MORE dl 15 Upload the scene to the World Wide Web 16 Creating Internet Scene Assembler objects using IMMO 16 SCENE TREE WINDOW 1 eo eeee nenne nennen nnn nnne nnne nnn nn nnn nn nnns 17 s ww HC a M 17 RENAMING MOOS S ES ces ond oue paite e ll do o Deed ao N 17 Selecting in the Scene Tree iii 18 SCENE Tree commands uoces tuae rere te Rp a neun RIA 18 Using shortcut keys for Scene Tree 19 SD VIEW WINDOW ce een catia eect 20 eU E 20 Moving around PLAN PAN TURN and ROLL ooccoccncnncnnocincncncc
17. SC if you want to leave the text box unchanged Note e The VRML node name in the Scene Tree window cannot start with a number or or characters The following characters cannot be used for node names space comma periods single and double quotation marks ZZ V P y T I IMO replaces these characters with the question mark e fthe node name you have entered is already in use MO automatically adds a number at the end oelecting in the Scene Tree This procedure allows you to select shapes of the model to be examined and optimized It is useful in cases when you want to optimize a model with a complicated model structure Selecting in the Scene Tree window e To select a shape in the Scene Tree mark the check box on the left of the corresponding icon e To select multiple shapes mark the check boxes one by one e To select a group of nodes that are next to each other and members of the same hierarchy level mark the check box of the first node and then click the check box of the last node while pressing the SHIFT key e Tocancel the selection clear the corresponding check boxes or click anywhere on an empty part of the 3D View window e To cancel the selection of a group of adjacent nodes that are members of the same hierarchy level clear the check box of the last node to be cleared then click the check box of the first node while pressing the SHIFT key Note e When you select a shape all instanc
18. World Wide Web To upload a scene to Web e Choose Post To Web from the File menu or click the o button on the Standard toolbar and then follow the instructions displayed on the screen Notes e Consult with your Internet Service Provider or Network administrator with regard to how to set the correct data in the dialogs displayed on your screen e Install the Web Publishing Wizard software distributed freely by Microsoft Corp in order to use this feature of MO e When uploading MO automatically publishes a scene with the options specified in the Publish Scene dialog box click Publish from the File menu to display Creating Internet Scene Assembler objects using IMO This section provides suggestions for ways you can use MO to create objects for Internet Scene Assembler ISA the VRML authoring tool from ParallelGraphics for building interactive scenes IMO generates the VRML97 file and therefore the optimized model can be imported to ISA Moreover if the model has sub objects all of these objects can be animated in ISA To prepare the model for animating in ISA 1 Choose Publish on the File menu The Publish Scene dialog box appears 2 Make sure that the Shapes with transforms check box is selected Click OK See Publish a model for details 3 Import your model to ISA Pro by using Import on the File menu 16 Scene Tree Window Scene Tree Window Overview A VRML file is hierarchical node statements can contain fiel
19. a model You can navigate with the mouse the keyboard or both mouse and keyboard To move around a 3D world using the mouse 1 Choose a navigation mode by clicking the appropriate button on the View toolbar or selecting Navigation Mode on the View menu 2 Position the pointer anywhere in the 3D View window and press the left mouse button 3 Move the mouse while holding down its left button The direction in which you drag the mouse determines the viewer motion 4 Release the left mouse button to stop moving Note The distance that you drag the mouse determines the speed with which the camera moves If you stop moving the mouse the viewer will continue moving until you release the mouse button To select the navigation mode quickly hold SHIFT CTRL or SHIFT CTRL when you move the mouse with the left button pressed The SHIFT and CTRL keys allow the user to quickly change the navigation option to PAN and TURN accordingly When the SHIFT and CTRL keys are pressed simultaneously the ROLL navigation mode is activated 20 3D View window Use PLAN to move a camera closer or further Move the mouse a short distance forward or backward Forward move the camera closer in the positive Z direction of the camera Backward move the camera further away in the negative Z direction of the camera Use PAN to move a camera within a vertical plane that coincides with the plane of your screen Move the mouse a short distanc
20. a new material and apply it to a shape you follow these steps 1 Select the shapes and start the Material Editor 2 Enter settings for the various material components diffuse color shininess transparency and so on by dragging the slider on the tab you need or by typing values in the corresponding boxes The current face material appears in the Material Preview on a sample sphere 3 Save the material and apply it to the shape A material s attributes describe the visual and optical properties of a material its color how it reflects light and how transparent it is These are used by the VRML lighting equations during rendering You can give an object a shape in MO the following appearance to determine how light reflects off an object to create color e Diffuse color describes the color of light that reflects most from the object The surface with the diffuse component reflects all VRML light sources depending on the angle of the surface with 31 Material Editor respect to the light source The more directly the surface faces the light the more diffuse light is reflected e Specular color and Shininess determine the color and the size of the specular area on the highly reflective object the color of the light that reflects directly back to the viewer When the angle from the light to the surface is close to the angle from the surface to the viewer the specular component is added to the diffuse and ambient color calculations
21. color for the selected shapes Note that the shape will be lit only if the Highlight Selection option is turned on The Color Set box lists the colors you can use for the selected item in the Properties box The Edit Custom Color button allows you to set a custom color instead of the standard choice 23 Optimization and Conversion Optimization and Conversion Preprocessing Before starting to simplify a model you should perform preprocessing This technique prepares the model for further optimization During preprocessing the following procedures are performed e The duplicated vertices are removed e The closely spaced vertices with a distance between them less then the value specified by the Vertex concatenation radius are combined e Several abutted shapes with the same material and texture can be joined together if possible to the single shape e Optionally primitives are converted to IndexedFaceSet VRML nodes Note It is strongly recommended that you preprocess first The preprocessing procedure is impossible if you have made some modification in the model Skipping this step can result in less optimization For example when importing CAD models in VRML 1 0 or DXF file format each CAD part is represented by a number of small indexed face sets that use a common the same set of vertices To simplify these parts their component face sets should be merged into one shape To perform preprocessing 1 id Choose Preproces
22. ctions that take place as you click on them ES Use ALIGN to position the camera s horizontal and longitudinal axes parallel to a world horizontal plane gg gf t Gat Ca Ge Use the FIT From commands to make the selection fully visible in the 3D View window from different points of view If there are no selected shapes in the model this command allows you to explore the entire model The command can also be accessed from the context dependent pop up menu in the Scene Tree window Controlling model view These commands enable you to display the model in several ways normal view the line segments of the solid objects and their vertices 21 3D View window To set the rendering method e Choose View menu model view and click the desired method d Solid view ds Wireframe view amp Vertices view Keyboard commands You can control the camera using keyboard commands e Arrow Up move closer e Arrow Down move further e Arrow Right turn to the right e Arrow Left turn to the left Note e To accelerate the camera s movement Press SHIFT CTRL or SHIFT CTRL and one of the above keys simultaneously e The navigation keyboard commands are available only when the 3D View window is in focus Just click somewhere in the 3D View before using the keyboard selecting in the 3D View Use the following procedures to select a shape or shapes for manipulation e To select a shape click a shape in the 3
23. d statements that in turn contain node or a reference to a node statements This hierarchy of nodes is called the scene graph In VRML it is possible to create any number of coordinate systems for positioning shapes Each new coordinate system is positioned or translated relative to the origin of another coordinate system The transformation hierarchy includes all of the root primary nodes and root node descendants that are considered to have one or more particular locations in the virtual world The Scene Tree window presents information about a model structure and shows the transformation hierarchy of geometry nodes There are two different kinds of VRML nodes displayed in this window transformation and geometry nodes In MO the geometry node is called a shape The Scene Tree is very similar to a genealogical tree Each transformation node may hold any number of children nodes sub objects and defines a new coordinate system for its children A node that contains one or more children is called a parent node Each node with the exception of the root nodes has a parent A symbol indicates that a level has collapsed Click the symbol to expand the level of the transformation hierarchy The figure below shows the transformation hierarchy view of the model in the Scene Tree window with all the levels expanded EE La transform namel El Bi transform name TES primitive name EE Mt transform ud be Y med name E Ma shape name
24. e in any direction Forward move the camera up in the positive Y direction of the camera Backward move the camera down in the negative Y direction of the camera Right move the camera to the right in the negative X direction of the camera Left move the camera to the left in the positive X direction of the camera Use TURN to examine an object from various angles Position the pointer over the object you d like to examine Press the left mouse button Drag the mouse to move the camera around the point on the object where you press the button The model appears as if you are turning it around the selected point The direction in which you drag the mouse determines the one for the model s rotation If there is no face at the point where you have pressed the mouse button the camera moves around the center of bounding box of selected shapes or the coordinate origin of the scene if there is no selection e 7 Use ROLL to incline the camera to the left or right A 3D scene appears as if you are inclining your head to the left or right Move the mouse a short distance in any direction Right incline to the left a negative rotation of the camera around its Z axis Left incline to the right a positive rotation of the camera around its Z axis Fit and Align There are two mechanisms that can help to re orient a camera if you have lost your way in a world Unlike the navigation tools these buttons invoke predefined a
25. es and vertices in an ordinary polygonal shape and simplify a mesh which is used as the initial approximation for a spline shape This simplifies the geometry and speeds up rendering while maintaining an acceptable image The file size of a model is also reduced parent node A node which is an ancestor of another node in the transformation hierarchy See Transformation node polygon A closed plane figure having three or more angles and straight sides See face preprocessing This technique prepares the model for further optimization by performing preliminary procedures For more details see Optimization and Conversion Preprocessing primitives There are four simple compact types of geometry nodes in VRML that all VRML browsers understand without having to be told in detail how to draw them Box Cylinder Sphere and Cone These geometry nodes are called VRML primitives In addition the following VRML geometry nodes are also considered as primitives in IMO ElevationGrid Extrusion and Text Primitives cannot be simplified in IMO Optionally primitives can be converted to an IndexedFaceSet VRML node during the preprocessing procedure click the Preprocessor command from the Options menu select the Convert primitives to indexed face set check box reference It is a reference to a previously defined and named node In VRML it is a USE statement which enables using a defined node multiple times in the same file Nodes are refe
26. es of the shape are also selected e Marking the check box of the transformation node in the Scene Tree window results in the selection of the whole hierarchical branch beginning with the first level e If not all of the descendants of the transformation node are marked the corresponding check box is grayed e The selected shapes can be highlighted in the 3D View window if the Highlight Selection button is pressed Scene ree commands The following context sensitive commands can be accessed by pressing the right mouse button while the pointer is over the node in the Scene Tree window Fit In Makes a current shape fully visible in the 3D View window If you apply this command to a transforming node this makes all the children shapes visible in 3D View You can also double click the corresponding icon in the Scene Tree to fit in Delete Node Removes a node located in the place where you have pressed the right mouse button If you delete the node reference or a node definition which has a number of references only the indicated instance is removed If you delete the shape all the parent transformation nodes that do not 18 Scene Tree Window hold other children nodes are also removed Deleting the transformation node results in the removing of all its children nodes and the parent transformations without shapes Details only for a shape node Displays statistical information about the current shape for managing its size and comp
27. esh polyface mesh 2D primitives are supported if a thickness parameter is specified TRACE SOLID LINE ARC CIRCLE ELLIPSE 2D POLYLINE IMO imports the first INSERT entity of every BLOCK as a Group node and gives it DEF name All subsequent INSERT entities of the same block are converted to references of the named node All other types of entities are ignored 33 Glossary face A VRML face is a flat shape like a triangle square or octagon The interior of the face is filled in by the VRML browser and shaded A face is also known as polygon By arranging many adjacent sets of faces it is possible to construct complex faceted shapes that provide the renderable surface of an object This polygonal surface is often represented with a triangular mesh composed of a set of vertices and a set of triangles Please note that MO treats all shapes as a set of triangular faces performing the tessellation on the polygonal facets MO uses a successive vertex removal technique to simplify a triangular mesh of a shape field A property or attribute of a node Each node type has a fixed set of fields Fields may contain various kinds of data and one or many values geometry node See shape Group node A Group node contains children nodes without introducing a new transformation It is equivalent to a Transform node containing an identity transform IndexedFaceSet The IndexedFaceSet node in VRML represents a 3D shape formed by construc
28. etry s appearance The Shape node also contains information that specifies the visual attributes e g material and texture to be applied to the geometry IMO operates with the following geometry nodes called shapes IndexedFaceSet SplineFaceSet the spline equivalent of the IndexedFaceSet VRML extension in Cortona and Primitives Each node type has a particular icon that is associated with it in the Scene Tree The user can modify material of any shape node in MO Primitives cannot be simplified optimized and edited in IMO unless they are converted to IndexedFaceSet or SplineFaceSet IndexedFaceSet and SplineFaceSet form a base mesh of an object that in turn can be processed in IMO spline A type of curve that is interpolated between two endpoints and two or more tangent vectors The term dates from 1756 and derives from a thin wood or metal strip used for drafting curves in architecture and ship design solid The solid field used by the IndexedFaceSet determines whether one or both sides of each polygon shall be displayed If solid is FALSE each polygon shall be visible regardless of the viewing direction In MO the user can change this parameter see the Shape Details dialog box available from the right mouse menu in the Scene Tree Details SplineFaceSet The SplineFaceSet node is a spline equivalent of the IndexedFaceSet VRML node This is a VRML extension in Cortona VRML client The method of spline representatio
29. he Color Palette and click OK The Invert Selection command Edit menu marks all shapes in the Scene Tree window which were not marked and unmarks the previously marked shapes Deleting shapes To delete selected shapes in the model 1 Select the shapes to be deleted 2 Choose Delete Selection from the Edit menu or click on the Standard toolbar or press the Delete key Please note that when you delete the shape all the instances if any of the shape will be deleted The parent transformation nodes that should appear without descendants will also be deleted 13 Basic Operations To delete an instance of a node 1 Find the shape in the 3D View window and click it The corresponding node name in the Scene Tree appears in a gray color 2 Right click this node in the Scene Tree and select Delete Node from the pop up menu Merging shapes This procedure allows you to merge all shapes in the scene to a single shape In some cases removing the hierarchy information allows you to decrease the size of the resultant VRML file To merge all shapes in scene e Choose Merge All from the Action menu Notes e In general shapes in a scene have different materials textures crease angle and solid attributes When merging the resultant shape will have the visual attributes of the first shape found in the scene hierarchy e fascene contains instantiation the size of the resultant VRML file can be increased because all multip
30. igning Materials negative transformation This is a Transform node with the negative values in the scale field It is used to produce a mirror image of the original surface The Shape nodes which are children of such a transformation node are called the flipped shapes Please note that some CAD programs produce the negative values in the scale field of the Transform node when exporting flipped shapes to VRML 1 0 file format Because of this fact MO allows the transformation of a coordinate system with a negative scale factor though VRML97 specifies that the scale field value must be greater than zero In certain cases some of these flipped shapes may have all of their face normals flipped the wrong way The flipped shapes with the solid field equal to FALSE appear to be turned inside out MO automatically finds flipped shapes when loading the VRML file and set up a solid field to TRUE 34 Glossary A red icon for the transformation represents a negative transform in the Scene Tree window node Nodes are the building blocks of VRML Nodes describe shapes colors lights placement of shapes built in a virtual world and so on Nodes can be grouped together and a group can have any number of members or children which can be either nodes or other groups IMO operates with the following types of nodes Geometry node Shape Transformation node optimization The optimization procedure lets you reduce the number of faces triangl
31. is published you may upload the model to your Web site or use it in ParallelGraphics Internet Scene Assembler To prepare the model for publication 1 Move the camera to the location you need by using the navigation commands in 3D View 2 Onthe File menu click Publish The Publish Scene dialog box appears 3 To save the model in a location other than a folder which is suggested by the default click a different drive name or folder name To save the model in a new folder click ET In the Name box type a name for the model Mark the desired check box near the corresponding item Compress VRML file saves outgoing file in a compressed format Put all resources in one folder to have all files of your model in one folder Clear the check box to place resources independently Shapes with transforms when checked this puts every shape inside a Transform node This allows the developer to animate any part of the model in ParallelGraphics Internet Scene Assembler at a later stage See also Creating Internet Scene Assembler objects using IMO Combine unnecessary transform when checked this option replaces all the children transformation sequences without shapes when the Transform node contains the only other Transform with the equivalent parent Transform Save current viewpoint when checked this stores the current camera position as a viewpoint 7 Click OK P Eos 15 Basic Operations Upload the scene to the
32. le references should revert to the unique geometry e MO allows you to merge the descendant shapes of the transformation node For more details see Scene Tree commands Undo Redo operations To reverse the last operation use the Undo button from the Standard toolbar or select Undo from the Edit menu Immediately after you undo an action the Redo command changes to Redo allowing you to restore what you have reversed To reverse the action of the Undo command use the Redo button from the Standard toolbar or select Redo from the Edit menu Get model information To get information about a model e On the File menu click Model Info the Model Info dialog box appears MO displays statistical information about the current scene for managing overall scene size and complexity This also enables scaling operations with the model All parameters in the Size box are in metres Original presents information about the number of faces triangles and vertices in the currently opened scene before any processing occurs It is useful to compare the degree of simplification and set your preferences accordingly Please note that all instances in the scene make a contribution to the displayed numbers since they represent the geometry to be rendered Current presents information about the geometry used for rendering for the current step of the optimization process Unique only displays the unique geometry without references for the current step
33. lexity The Solid check box allows you to control whether one or both sides of each polygon forming a shape will be displayed If it is cleared each polygon is visible regardless of the viewing direction Merge Children Shapes only for transformation nodes This procedure allows you to merge all the descendant shapes of the transformation node to the single shape For details see Merge scene Go To Definition To jump to the definition of the selected instance of a node Go To Next Reference To jump to the next instance of the selected node Expand All Expands all levels if they are collapsed Collapse All Collapses all levels if they are expanded Expand Selection Expands the current selection if it is collapsed The branches without selected shapes are collapsed Using shortcut keys for Scene Tree You can manipulate in the Scene Tree window by using keyboard shortcuts To use keyboard commands make sure the Scene Tree window is active To activate the Scene Tree window click anywhere on an empty part The current level in focus appears in a blue color To Press Expand the current level of the transformation RIGHT ARROW hierarchy if it is collapsed Or Move the focus to the first sub level Collapse the current level of the transformation LEFT ARROW hierarchy if it is expanded Or Move the focus to the parent level Expand the current level PLUS SIGN Collapse the current level MINUS SIGN Expand the cu
34. model In the file list click the file name Click Open own A new model or scene is then opened and shown in the 3D View window The shapes of the current model are displayed in the Scene Tree window Note e You can also open an existing model by dragging its file onto MO s title bar e To open a model you ve used recently click its name at the bottom of the File menu Adding to an opened model To place geometry from other files to a currently opened scene e Click Add from the File menu select the VRML or DXF file in the standard file selection dialog and click Open This merges the scene from other files to the current scene oelecting shapes To manipulate a shape you should select it in the 3D View or Scene Tree window For details on selecting see Selecting in Scene Tree and Selecting in 3D View Selection related commands EB The Select All command Edit menu selects all of the shapes AA 89 The Show Only Selection command View menu allows you to display in the 3D View window only those shapes that were marked in the Scene Tree window EE The Highlight Selection command View menu allows you to highlight the selected shapes in the 3D View window Please note that you can change the default color for the selected shape right click somewhere in 3D View choose Properties click the Colors tab select ShapeHighlightColor in the Properties list choose a color set from the list select the desired color from t
35. mporting a file in VRML 1 0 MO converts it to VRML97 Most 3D CAD packages support this format and MO can read all output from the major packages VRML is the ideal Web based language since it allows easy integration into HTML and scripting in various languages It is also capable of animation and lends itself to product demonstrations and instruction manuals IMO supports only those VRML nodes that specify geometry and its appearance The rest of the nodes such as viewpoints light sources interpolators scripts and others are removed The following lists all of the VRML nodes that IMO supports Appearance Box Color Cone Coordinate Cylinder ElevationGrid Extrusion FontStyle Group ImageTexture IndexedFaceSet Inline Material PixelTexture Shape Sphere Text TextureCoordinate TextureTransform Transform Cortona VRML extensions SplineFaceSet SplineCone SplineCylinder SplineElevationGrid SplineExtrusion SplineSphere 37 Glossary VRML file See VRML scene VRML scene A set of VRML nodes and statements as defined in ISO IEC 14772 This set of VRML nodes and statements may be in the form of a single file or an in line sequence of VRML information as defined by a particular VRML encoding 38
36. n VRML grouping nodes have a list of children nodes Each grouping node defines a coordinate system for its children This coordinate system is relative to the coordinate system of the node of which the group node is a child Such a node is called a parent 36 Glossary node This means that transformations accumulate down the scene graph hierarchy The children may themselves be instances of grouping nodes thus forming a transformation hierarchy IMO operates with the following transformation nodes Transform node and Group node triangle In the context of MO a triangle is the smallest possible element of a mesh object The triangle is a face formed by three vertices unique geometry The scene geometry nodes without references Both the optimization and editing process in MO are performed with the original shapes but the references only reflect the changes of its definition Any modification made to the original geometry is passed on to its references and these changes are reflected in the 3D View window viewer A location direction and viewing angle in a virtual world that determine the portion of the virtual world represented in the 3D View window VRML VRML is an acronym for the Virtual Reality Modeling Language VRML97 is an ISO IEC 14772 1977 standard specifying the text based file format for the description of 3D interactive worlds VRML97 is the most recent revision of the VRML specification Please note that when i
37. n is based on three cubic spline interpolation which is performed with the Cortona VRML client automatically using a base mesh formed by constructing faces polygons the value of the Crease Angle factor and the specified distance and quality fields The vertices for a base mesh are used directly from the coord field of VRML node When rendering this mesh is used for building a spline surface as its initial approximation spline surface Spline surface is an alternative to polygonal representation of geometry objects The method of spline representation is based on the spline interpolation which is performed with Cortona VRML client automatically using a base mesh formed by constructing faces polygons texture A 2D image that is applied to a surface to add visual detail It can be in JPEG or PNG file format transformation hierarchy The transformation hierarchy includes all of the root nodes and root node descendants that are considered to have one or more particular locations in the virtual world In VRML it is possible to create any number of coordinate systems for positioning shapes Each descendant coordinate system is positioned or translated relative to the origin of the ancestor coordinate system Transform node The Transform node is a grouping node that defines a coordinate system for its children that is relative to the coordinate systems of its ancestors transformation nodes The sub collection of VRML grouping nodes I
38. nccoccconcocconccoconcncnncnnnons 20 AO AIO MR RR CRF MEME NE 21 Controlling model VIEW se noa er e nn uia deae s upto se qeu de d edes 21 KROEVOOalC commands EST AS ne nd un 22 Selecting n NE SD VIEW sn 22 Setting 3D View window options sise 22 OPTIMIZATION AND CONVERSION eere rennen nnn nnn nnn 24 mise 24 Preprocessor ODIO Sindicado 24 Optimizing polygonal mesh of objects 4 25 Step by step opumizallO eois oe epo I ete do an ta 25 PIAC UI ACC RTT NITET NR EN 26 HOW to convert VRML NOG GSS iicet cda sated avneesnvauseawalnesiedoeesedvtpeetensansandneeeencenees 26 erease gei Meg TM O P 27 Batcriopuzealloll zoe eco reme di t a ence e v nx Ib vU p T ER UM c UEP 27 01 A O e PDMES 20 welt 20 MATERIAL EDITOR ani 30 wise ebic 31 Designing Malena Suc TT TI NM IM 31 GLOSSARY foe D P 33 Welcome to IMO Welcome to IMO Introduction Welcome to Internet Model Optimizer MO from ParallelGraphics MO is a next generation tool which provides an efficient way to optimize complex 3D models originating from CAD CAM CAE systems medical data acquisition range scanners and other sources for use on the Internet In many cases the number of primitives in these models overwhelms the rendering performance of current graphics systems One method for accelerating
39. o its spline representation and vice versa e Crease angle tuning to create a smooth look Publishing on the Web e MO allows you to publish the finished scenes on the Web and view them in all major VRML browsers Supported formats e File formats for reading VRML 1 0 VRML97 DXF v 12 AutoCAD e Output format VRML97 e Support for GZIP compression IMO operates with the components of a scene graph VRML97 nodes called shapes e IndexedFaceSet e VRML primitives Box Cone Cylinder ElevationGrid Extrusion Sphere Text e SplineFaceSet spline equivalent of the IndexedFaceSet VRML node VRML extension in Cortona Welcome to IMO What s new in IMO 1 5 IMO imports the VRML scene keeping the transformation hierarchy of the model s parts and displaying it in the Scene Tree It is useful in cases where you want to develop animations to be used for product demonstrations and instruction manuals Support for instantiation Using multiple references to the same geometry usually leads to more effective results in optimizing models with complicated structures The Add command This places the geometry from other files in a currently opened scene The ability to edit and preview materials MO comes with a library of materials to help you create greater realism with models The shape details option in the Scene Tree gives you easy access to the statistical information about a selected shape in the management of its size and com
40. plexity A shape merge to create a compound object The ability for converting primitives to the IndexedFaceSet VRML nodes during the preprocessing procedure Multiple selection by drawing a rectangle in the 3D View window Support for inlining This enables you to open a model with its parts in separate VRML files A navigation paradigm in the 3D View window has been changed for the Turn and Plan navigation modes CAD like navigation Hardware and system requirements Operating system Microsoft Windows 95 98 ME 2000 or Windows NT 4 0 Internet Explorer 4 0 or a later version Processor Pentium 166 MHz minimum Pentium Ill 800 MHz recommended Random Access Memory RAM minimum of 64 MB 512 MB recommended Graphic card 800x600x16 bit color supporting 8MB memory minimum 32MB OpenGL and Direct3D hardware acceleration recommended Installing Starting and Uninstalling IMO IMO is delivered as a downloadable package The Setup program provided with each package creates all necessary folders on your hard disk and installs all necessary software components To install MO 1 Start Windows 2 Runthe setup program received from ParallelGraphics An MO Setup splash screen appears 3 Follow Setup instructions 4 To start the program click the Start button point to Programs point to ParallelGraphics choose Internet Model Optimizer and then click Internet Model Optimizer To uninstall the MO program Q
41. polygons which is used as the initial approximation for spline shapes It allows you to reduce the data needed for surface calculation and consequently to reduce a VRML file To modify polygonal mesh 1 Select the shapes to be optimized see Selecting Shapes from Basic Operations 2 ca Click Optimize on the Action toolbar or choose Optimize from the Action menu The Optimizer Options dialog box appears 3 Set the optimization ratio by dragging the Optimization ratio slider in the Optimizer Options dialog or enter the desired values to the Ratio field Ratio The optimization ratio parameter shows the difference between the sources polygon count and destination polygon count divided by the source polygon count The closer this parameter is to 1 the simpler the possible polygonal mesh of a model Optimization sharpness This allows you to give a hint to the MO program for smoothing out tiny details of a shape that have a thin edge or a fine point To specify the optimization sharpness parameter drag the slider or enter the desired value in the Sharpness field This defines the degree of smoothing in the range from 0 a quick smoothing of sharp details in optimizing to 1 slow smoothing 4 Click OK This starts the process of optimizing The optimization time required will vary with the complexity of model and reaches tens of minutes for models composed of hundreds of thousands of polygons You can cancel this process by pressing ESC 5
42. renced by names given using a DEF keyword definition In the Scene Tree window references appear with the link mark above the node icon The USE statement does not create a copy of the node Instead the same node is inserted into the scene graph a second time resulting in the node having multiple parents See instance rendering The rendering process shades the design s geometry using the lighting set up in the scene and the materials applied saving and publishing The Save command saves the scene into the same file it was opened from Care must be taken not to overwrite the original file if you want to keep it Use the Save as command to prevent original file loss During optimization use Save to store your current changes Finally when you reach the desired level of simplification with acceptable quality use the Publish command The Publish command saves the scene into a new file with additional reduction of the file size and resources publication The publishing procedure removes all of the extra formatting and reduces the file to its minimum size In addition to this compression can be applied at this stage 35 Glossary scene graph In MO it is an ordered collection of transformation and shape nodes The Scene Tree window presents information about a model structure and shows the transformation hierarchy of its constituent shapes shape The Shape node in VRML associates a geometry node with nodes that define that geom
43. rrent level and all its children SIGN levels of the transformation hierarchy Select or cancel the selection of the current SPACEBAR node 19 3D View window 3D View window Overview 3D scenes or models are viewed here This window provides navigation paradigms such as examine or flying that enable the user to move the viewer through the virtual world You can navigate with the mouse the keyboard or both the mouse and keyboard Some MO commands and 3D View options can be accessed by pressing the right mouse button while the pointer is over this window Related topics about 3D navigation Moving around PLAN PAN TURN and ROLL Fit and Align Keyboard commands Selecting in the 3D View Setting 3D View window options Moving around PLAN PAN TURN and ROLL Moving through a 3D space is similar to moving a camera Think of a video camera that captures images in the real world and converts them into electronic signals for viewing on a screen Your movements in the world continually position and orient that camera The following figure shows a world coordinate system represented as a set of X Y and Z axes the Y axis is in the up direction and the camera coordinate system is also shown with its own X Y and Z axes Fi There are four main navigation modes in the 3D View window PLAN PAN TURN and ROLL They provide a hint to the MO program about which interactive viewing method is most appropriate when you explore
44. s Model from the Action menu or click Preprocess Model on the Action toolbar 2 Click OK when preprocessing is completed 3 Ifyou have unsatisfactory results for example some parts of a model are combined you can undo the last action and repeat the preprocessing with new preprocessor options Preprocessor Options Preprocessor Options allow you to set properties for the preprocessing procedure To open the Preprocessor Options dialog box e Onthe Option menu click the Preprocessor item Vertex concatenation radius While preprocessing MO automatically determines the vertex concatenation radius that indicates the minimum distance between the closely spaced vertices all vertices inside that radius will be replaced with the single vertex 1 Select the Set radius to option in the Preprocessor Options dialog box In the Vertex concatenation radius box enter a number to change the radius in the range from 1 e 10 to 0 001 in metres 3 Click OK Convert primitives to indexed face set Converts primitives to the IndexedFaceSet VRML nodes during the preprocessing procedure By default it is inactive 24 Optimization and Conversion Optimizing polygonal mesh of objects Using a polygon reduction technique you can generate the simplified surface for IndexedFaceSet and SplineFaceSet In the case of SplineFaceSet in Cortona this technique does not change the real or visible number of polygons but allows you to modify a mesh formed by
45. s gets better results in simplifying the mesh of a shape e Show ribs that are formed by two adjacent faces with the angle between their normals greater than the specified value for the crease angle parameter These ribs will be saved during the optimization process Note When you edit a shape all instances of the shape are also modified To enter the Edit Edges mode 0 Click Edit Edges on the Edit toolbar or on the Edit menu point to Edit Mode and choose Edges To rotate the edge 1 Select the shape you want to edit in the Scene Tree window by clicking it 2 Enter the Edit edges mode the model appears in the wireframe view 3 Double click the edge to flip it The edge will be rotated as shown in the following figure from To show acute edges 1 Select the shape for which you want to show acute edges 2 Set up the crease angle parameter by clicking the MA Crease Angler Tuner on the Action toolbar If the incoming VRML file contains the creaseAngle field the value of this field will be used for finding acute edges but you can also change it by using Crease Angle Tuner 3 Choose Detect Ribs from the Action menu The acute edges will be shown in red Please note that you can change the default color for the acute edges right click somewhere in 3D View choose Properties click the Colors tab in the Property Name list select RibHighlightColor and choose the desired color from the palette To mark the edge as acute edge
46. se Angle Tuner and Material Editor Edit toolbar Contains buttons that allow you to change the editing mode of MO Welcome to IMO Status bar Located at the bottom of the MO screen You can read short explanations for the commands and program status information here View toolbar Controls for headlight wireframe mode appearance of the selected shapes in the 3D View window and navigation By default there are two main windows in the IMO e Scene Tree to the left displays the transformation hierarchy of the scene This window is used for viewing selecting merging or removing constituent shapes within the structure of the current scene or model e 3D View to the right the 3D scene is viewed here You may navigate with the camera using the mouse or keyboard Cortona VRML client is used as a viewer in this window Working with IMO Working with IMO This is step by step tutorial in which you optimize a model and learn to perform basic operations in IMO To begin the tour download the model from the http www parallelgraphics com products imo examples Web site Initial model ti Tovota HiLux wel Int t Model Opti Sl E Scene size 2 65 MB uncompressed Number of triangles 74522 File Edit View Action Options Help Number of shapes 33 Preprocessing a Toyota HiLux wrl Internet Model Opti ME Ed Perform preprocessing by choosing Preprocess Model from the Action menu
47. ssage including sub dialog details and provide step by step instructions that will allow us to recreate the problem Welcome to IMO ocreen Layout When you start MO you see an arrangement of screen elements which is described below Main menu JD View window Edit toolbar Action toolbar Standard toolbar View toolbar Scene Tree f 3 car 15 wil Internet Model Optimizer IE x ja Fla mL tes 6L455101 H O ty JJ BOTOI Clty JXJ LB LOI il zi Hu wh D 0 1488 wh DT FACES H O te hubcap I1 H O ta wh_02 H O te hubcap 2 H O te hubcap_03 H O tg wh 3 4 Ld Optimize Selected Facesets Status bar 3D View window 3D scenes or models are viewed here You can navigate the camera using the mouse or keyboard Some MO commands and options of 3D View can be accessed by pressing the right mouse button while the pointer is over this window Scene Tree This window is used for viewing selecting merging or removing constituent shapes of the current scene Some MO commands can be accessed by pressing the right mouse button while the pointer is over the item Main menu bar Located at the top of the screen Some menu commands duplicate the function buttons in the Standard Edit Action and View toolbars Standard toolbar Buttons for managing files Undo and Redo actions removing and selecting shapes Action toolbar Buttons for preprocessing optimization conversions to or from spline surfaces Crea
48. t in 3D View and choose Delete Selection from the Edit menu or click A on the Standard toolbar or press the Delete key To add the vertex to edge or face e Click where you want to add the vertex while holding down SHIFT add to edge or CTRL add to face 29 Material Editor Material Editor The Material Editor provides functions to assign material to individual shapes and to create and edit surface materials Specifying a color and material properties allows you to add greater realism to a VRML scene A material describes how an object reflects or transmits light Og 99 To view the Material Editor click the Edit Material button on the Action toolbar or choose Edit Material from the Action menu When you start the Material Editor you see an arrangement of screen elements which is described below Material Preview Sample Collection Category list SEITE Edite ae o 19200000 T I M Cite celo Specular color Emissive color fe i3 Color controls Material Properties controls Material Preview This displays the current material on a sample sphere You can change the material by using the Material Editor controls To assign the material to the currently selected shapes click Apply To save the edited material to the User Defined Colors category click Save Category list The Category box lists the contents of a material library that you can use for selected shapes Sample Collec
49. t the simplified shapes in various black viewing modes Solid Wireframe or brims Vertices htires i e use the Highlight Selection and Show cab Only Selection options chrome gt fbumpc glass handleb handlec 4 Choose Optimization Ratio Lx Number of unique triangles 54527 45 Desired number of triangles 3149 Optimization ratio 0 496914 Working with IMO Excluding shapes from optimization process As the destination optimization ratio for various shapes can be different you can gradually exclude shapes from the optimization process Drag the slider in the Choose Optimization Ratio dialog to the right until all the selected shapes look correct in the 3D window then deselect the shapes you do not want for further optimization and so on r Toy ota HiLux wrl Internet Model Opti BE El Ele Edit View Action Options Help m t alight E W ls bed H O ts black H O ts brims Fl ts btires _ Ma btires FA E M Le cab 4 0 ts chrome 5 ts fbu Choose Optimization Ratio El a a Number of unique triangles optimization 23054 Desired number of triangles 303 Optimization ratio 0 900017 Working with IMO Converting to splines r Toy ota HiLux wrl Internet Model Op File Edit View Action Options Help Ral Preprocess model Chl P M la 3 ib Ed Optimize Ctrl T ML logo Auto Chill
50. the rendering of these environments is polygonal simplification The aim of polygonal simplification is to remove primitives from an original mesh in order to produce simpler models that retain the important visual characteristics of the original object We use a successive vertex removal technique with the corresponding triangulation to gradually simplify a model This method is relatively fast and allows us to simplify large polygonal models with hundreds of thousand of polygons in several minutes using ordinary PCs PII PII 128MB Internet Model Optimizer offers you a wide range of optimization modes from batch processing to manual mode with the ability to also only optimize selected parts of the model Main features IMO offers you visual support for every step of processing in that all manipulations with optimization parameters are dynamically displayed in the 3D window In addition MO supports various representation modes of 3D models Solid Wireframe Vertices and Show Only Selection Optimization e Preprocessing to join together several abutted shapes e The ability to optimize a selected set of shapes e Excluding VRML primitives from the optimization process e Support for textures e Batch optimization Edit modes e Edit Shapes simplification of a model e Edit Edges the ability to flip edges and show acute edges e Vertex editing adding deleting and moving Improving surface quality e Converting the model int
51. time initiates smoothing even in the viewer movement but results in decreasing frame rate e Limit textures size All textures are optimized for speed e Optimize texture for quality All textures are optimized for quality Note that if you select both Limit textures size and Optimize texture for quality the renderer uses the available resources to optimize speed and quality simultaneously e Do not render textures To turn the textures on or off e Use textures mip mapping When the scene contains acutely angled polygons that disappear into the distance mixes low and high resolution versions of the same texture to reduce the jagged effect e Automatic level of detail Automatically reduces the number of polygons which are displayed for any object at large distances tiny objects on computer screen from the viewer e Phong lighting model A particular method for computing the apparent color of a face at a particular point It improves the quality of lighting but lower performance Note that this option is available only for R98 Renderer in the Intel Pentium Ill optimization mode Optimization mode Turns the optimization rendering mode on or off if available Colors The Properties box lists the screen elements for which you can change the color settings e BackColor A background color of the 3D View window e RibHighlightColor Defines color for the acute edges the Detect Ribs command on the Action menu e ShapeHighlightColor Defines
52. ting faces polygons from the list of vertices In MO the IndexedFaceSet nodes can be converted to SplineFaceSet For details about conversion see How to convert nodes inlining The mechanism by which one VRML file is hierarchically included in another This enables you to build each of the parts for the model in a separate VRML file Inlining is similar to typical CAD assembly file structure in that there is a VRML file that references other VRML files which contain information about model parts instance Any occurrence of the node in the scene graph A node given a name using the DEF keyword definition may be referenced by a name later in the same file with USE statements reference The node definition and all its references are called instances The reference does not create a copy of the node Instead the same node is inserted into the scene graph a second time resulting in the node having multiple parents Because of this if a user selects one of the node instances all the node instances will be selected Both optimization and editing in IMO affect all node and their instances simultaneously instantiation Using an instance of a node multiple times is called instantiation material Material specifies surface material properties for associated geometry nodes and is used by the VRML lighting equations during rendering Materials affect the color of 3D objects their shininess transparency and so on For more details see Des
53. tion Displays the collection of currently active material samples You can select and preview the material on a sample sphere by clicking the material icon Color controls These controls allow you to change a color component in the material e Diffuse color describes the color of light that an object reflects when illuminated by white light e Specular color determines the color of the specular area of a highly reflective object e Emissive color indicates that the object glows on its own 30 Material Editor Material Properties controls These allow you to specify ambient shininess and transparency material components e Shininess determines the size of the specular area of a highly reflective object Lower shininess values produce soft glows while higher values result in sharper smaller highlights e Ambient intensity specifies how much ambient light from light sources the surface will reflect Ambient light in VRML simulates light that does not come directly from a light source It is the general light that illuminates the entire scene Ambient light is omni directional and depends only on the number of light sources not their positions with respect to the surface e Transparency specifies the degree of transparency of an object ranging from 0 0 for completely opaque surface to 1 1 for completely clear surface Procedures To apply a material to a shape in a scene 1 Select the shapes you want to assign the material to o
54. zed model by manual editing IMO supports three editing modes File Edit View Action Options Help x Undo Cher shapes edges and vertices editing Ca Redo Ch aF Select All Chrl 4 1 Invert Selection Ctrl 7 amp Delete Selection Del d y shapes lt 7 Egdes Ta vertices TEUER Switch an Edit vertices mode 11 Working with IMO Edit Vertices r Toyota HiLux wel Internet Model Op SE Ed File Edit View Action Options Help Publish a model Toyota HiLux opt ca spl wrl Interne BEI Fi File Edit View Action Options Finished model Scene size 63 KB Number of triangles 7862 12 The Edit Vertices mode allows you to add delete and move the vertices Publish the finished model MO creates a new folder in which all data describing the model is placed This sub folder will contain the model s wrl file and the other resource files textures After the folder is created you may upload the model to your Web site Basic Operations Basic Operations Open an existing model To open a model from a specified file 1 um Click the Open button on the Standard toolbar or choose Open from the File menu 2 Inthe Files of type box select the VRML Files of the DXF Files item 3 Inthe Look in box click on the location of the file 4 Below the Look in box double click the folder you want Continue double clicking sub folders until you open the sub folder that contains the
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