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


How to make VRMLs: General Guidelines for Creating VRML Files in 3D Studio MAX R3.1

by Mike Hurwicz

Keep the following guidelines in mind when creating files in 3D Studio MAX R3.1 for export to VRML.

Minimize the number of polygons.
VRML tends to bog down with too many polygons. A good rule of thumb is to limit the number of polygons in a scene to 3000. Techniques for minimizing the number of polygons per scene include usijng anchors, hiding unseen faces, using instances and using level-of-detail (LOD). (See below.)

Use anchors.
Anchors allow you populate your VRML world with click-to-play triggers that link to HTML pages, VRML worlds, or alternate cameras. Such links reduce the complexity and polygon count in each world.

Animate using simple transforms, rather than coordinate interpolation, when possible.
Animation that uses simple transforms (move, rotate and scale) tends to produce smaller VRML files than animation that uses coordinate interpolation. With coordinate interpolation , the VRML exporter has to calculate each vertex separately, while with simple transforms it calculates for the object as a whole. Coordinate interpolation happens with spacewarps, with taper, bend and twist modifiers, as well as on any animation that uses the modifier stack or object parameters.

Use only standard and multi/sub-object materials.
Other types of materials (e.g. composite, morpher, raytrace) will not export.

Use texture maps sparingly.
Texture maps tend to produce large VRML files. Use small maps, and use them sparingly.

Let there be lights.
If you just use the MAX default light, objects will often not be well lit in your world, when the user moves through the world or manipulates objects. Add lights and explore your world thoroughly to make sure that it is well lit no matter what the user does.

If you have several lights in a scene, lower the multiplier value for all lights.
Multiple lights tend to over-saturate the scene and cause it to wash out towards white.

Always add at least one camera to your world.
If you add a camera, it will be the starting viewpoint for your world. If you add multiple cameras, when you export, you'll be allowed to specify which one is the starting point. You want to control the starting point, rather than just accept a default. Impose your viewpoint on your world!

Be generous with cameras.
Cameras are exported as VRML "Viewpoints". Users can easily jump from viewpoint to viewpoint in a world. By adding cameras you make it a lot easier for users to get around in your world.

Give cameras user-friendly names.
The camera name becomes the viewpoint name that users see. So give cameras names that make it obvious to users where that viewpoint will take them.

Hide unseen faces before exporting.
Hidden faces are not exported. So faces that are never seen should be hidden, to reduce the VRML polygon count and file size.

Use primitives whenever possible.
Stick with unmodified primitives (e.g. sphere, cylinder, cone, box) when possible. Converting to editable mesh will result in much bigger VRML files, even if you make minimal changes in the geometry.


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