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JavaScript
JavaScript Helper:
Meet Paige Turner, the least geeky geek we've ever come across.

Variables and Operators Explained:
First of a three part guide to JavaScript basics.

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Forget how it works, let's see some in action!


Exporting to VRML

by Mike Hurwicz

When you export to VRML, you have the opportunity to configure a number of important parameters in the VRML 97 Exporter dialogue box, shown here:

  • Normals - Creates real normals, potentially making VRML files much bigger. Check this box if you're exporting 3DS MAX geometry that users smoothing groups, and you want to be compatible with browsers that require normals to do smoothing.
  • Indentation - Indents code to make it easier to read.
  • Primitives - Exports VRML primitives instead of 3D Studio MAX primitives. Makes smaller files.
  • Color per Vertex - Exports vertex colors for geometry. If you check this, use the Vertex Color Source section below to tell the exporter whether to use MAX's vertex colors or to calculate colors on export, based on lighting and the object's materials.
  • Coordinate Interpolators - Enables export of animations that use coordinate interpolation, not just simple transforms. Simple transforms are move, rotate and scale. Coordinate interpolation happens with spacewarps, with taper, bend and twist modifiers, and on any animation accomplished using the modifier stack or object parameters. Can result in large VRML files, because the exporter has to calculate the position of every vertex. Coordinate interpolation is incompatible with certain types of animation, such as animating a mesh that changes size between frames. The exporter warns you if you check this box and the exporter detects an incompatible type of animation on export.
  • Export Hidden Objects - If you check this, the exporter will export hidden objects, and they will be visible in the VRML file. Normally left unchecked.
  • Flip-Book - Exports the scene to multiple files, at a sampling rate set in the "Animation Sample Rates" dialogue box (show below)., which you get to by clicking on the Sample Rates button at the bottom left of the VRML 97 Exporter dialogue box (shown above).

  • Polygons Type - Determines how geometric faces are written out as VRML IndexedFaceSet nodes. The default is "triangles", which writes only triangular faces. "Quads" writes quads where possible, otherwise triangles. "Ngons" writes as many faces as possible. "Visible edges" breaks faces at visible edges.
  • Initial View - Lists all cameras in the scene with the initial view on top. This is where you get to set the initial view users will see.
  • Initial Navigation Info - Select the initial Navigation Info helper object to load with the world.
  • Initial Background - Select the initial Background helper object to load with the world.
  • Initial Fog - Select the initial Fog helper object to load with the world.
  • Digits of Precision - Decimal points used for calculating dimensions. The default is 4. A lower number results in a smaller VRML file, but a larger number may be necessary if parts of your world were created 100,000 units or more away from the center of the scene.
  • Show Progress Bar - View a progress bar as the VRML file is created.
  • Vertex Color Source - Source of colors for vertex colors. See " Color per Vertex" above.
  • Bitmap URL prefix - Specify location for texture bitmaps assigned to objects. If this is not checked, bitmaps must be in the same location as the world file.
  • Samples Rates - Specify sampling rates in frames per second. Higher numbers reduce the number of key values and the VRML file size. (See screen shot above.)
  • World Info - See below. Some browsers can display this information. Does not affect appearance or behavior of the world.

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