Copyright: Copyright © 1999-2000 ParallelGraphics
Citation: Copyright © 1999-2000 ParallelGraphics


What is Scene Assembler
What is Internet Scene Assembler

Welcome to Internet Scene Assembler (ISA), the VRML authoring tool from ParallelGraphics for building interactive scenes. Use Internet Scene Assembler to add the objects to the static scenes, to animate them and specify how the objects will interact between themselves and the user. The developed scene may be published on the World Wide Web. Anyone can visit and experience your 3D Web site using standard VRML97 browsers.


Internt Scene Assembler Features
Internet Scene Assembler Features

ISA includes features that help you work conveniently and quickly. Take a look at ISA’s capabilities:

•	VRML97 compliance: you can import and export scenes and objects in VRML 97 format as well as view created scenes in all major VRML browsers.

•	ISA imports VRML 97 files and VCD files (Internet Space Builder objects). Writes highly compact VRML files using gzip compression.

•	ISA comes with a library of 3D models and sample 3D scenes to help you quickly create rich environments. The Object gallery also includes special group of System objects, that let the user click objects to specify some sort of  behavior (for example, turning on a light or opening a door as a result of click to an object).

•	The ability for animation to change an object position, orientation, and properties over time.

•	Manipulating with objects both in the Perspective View and Plan windows. Translation, Scale, Rotation, and Center operations with objects can also be available directly in the Properties/Events window.

•	Visual support for objects representation in the Plan window.

•	Visual support for a user-defined object hierarchy in the Scene Tree window.

•	Visual support for a connection between objects through output and input events in the Routing Diagram window.

•	The ability to create live video demonstrations of scenes created with ISA by recording actions with AVI Recorder.

•	Characters gallery makes the Internet Scene Assembler ideal for creating scenes including human forms with support for motion.

•	Capability of choosing the scene landscape from a set of pre-defined landscapes. You can use any ISA object or ready VRML scene as the scene environment (see Tools>Options>Set Environment) to any newly created scene you are editing.

•	The Samples folder includes the simplest examples that provide a simple way to learn how to use ISA.

•	You can cut or copy an object onto the clipboard and paste it into another place in your scene.

•	While creating, editing, and assembling your scene, you can move the camera to a position, suitable for viewing object, by clicking the only button.

•	Easy posting of VRML scenes on your Web page.


Removing ISA

To remove the ISA program:

1.	Click the Start button, and then point to Settings.

2.	Click Control Panel, and then double click the Add/Remove Programs icon .

3.	In the dialog box select Internet Scene Assembler and click the Add/Remove button.

4.	Click Yes if you want to remove the ISA installation completely. Click No if you decided to keep ISA.

Notes:

•	The UnWise program deletes all the standard ISA components, standard gallery files and registry entries. You must manually remove any shortcuts to ISA you have created elsewhere.

•	The UnWise program does not delete the elements which you created by yourself in any gallery. The corresponding gallery folders are also not deleted. You may use them later with the newly installed ISA.


Getting Assistance

You can get help without interrupting your work.

For a brief description of a menu command:

•	Position the pointer over the command. The description appears on the Status bar, or

•	Position the pointer over the menu item and press F1.

For a description of a toolbar button:

•	Position the pointer over the button. The name appears below the button, or

•	Press SHIFT+F1, then click the button.

Objects from the object gallery may have short explanations (see Appendixes, Object Gallery for details) for the object’s events and properties. If the object is included to scene, select the object, and click the Help tab in the Properties/Events window to see the explanation.


Technical support

We are interested in receiving your comments and suggestions about ISA. For product support, send e-mail to support@parallelgraphics.com. Before posting your message, please follow these simple instructions:

1.	Check the online Help.

2.	Include in your message any information that could help answer your question or solve the problem.

3.	Document the system configuration: OS version, CPU type, memory, sound card, graphics card, monitor, etc.

4.	When error messages occur please document the complete message including sub dialog details and provide step-by-step instructions for reproducing the problem.


ParallelGraphics Web site

Visit http://www.parallelgraphics.com on the World Wide Web for the latest information on our company, future product releases, and as a central location for visiting other 3D spaces.


Screen layout

Click anywhere in the figure to get information about ISA components.

By default, this layout includes Plan window, Perspective View window, Properties/Events window, Scene Tree window, Animator window, Object gallery, Main menu, Standard toolbar, Plan toolbar, Camera toolbar, and Object toolbar.


Working with menus and toolbar
Working with ISA

This topic provides suggestions for ways you can use ISA to create a virtual 3D space and add behavior to its objects.

•	Create a new or open an existing scene.

•	Add objects to your scene from a gallery of pre-built objects. These objects can be positioned and resized. The Object gallery also includes special groups of Animated, Characters, Logical, and System  objects.

•	Make animations for appropriated objects in the Animator.

•	Create routes between objects through output and input events.

•	To make sure your scene looks right within a VRML browser, choose Play from the View menu or click [image] Play on the View toolbar. You can explore your scene using navigating command in the Perspective View window and check how objects act and react. You can't modify scene during its previewing. So, to make any modification, as adding or removing object, making animation, changing object’s properties or routing, make sure that the scene is not previewed.

•	You can exit Preview by clicking [image] Stop on the View toolbar any time you need, and then make corrections.

•	Save and publish the scene.

Working with ISA, you can use several ways to give commands:

•	Menu items.

•	Toolbar buttons.

•	Keyboard shortcuts.

•	Context-dependent pop-up menus (click the right mouse button to display).

•	Drag and drop operations.


Customizing Toolbars

To show or hide a toolbar:

•	Choose Toolbars from the View menu and select the bar you wish to show or hide.

To move a toolbar:

1.	Position the pointer over a blank area on the toolbar. Do not point at the one of the buttons.

2.	Press and hold the left mouse button.

3.	Drag the bar by moving the mouse to a new location. If you drag it to the edge of an ISA window, the toolbar docks.

4.	Release the mouse button.

To show or hide a toolbar button:

1.	Choose Customize Toolbars from the Tools menu. The Customize Toolbars dialog box appears.

2.	In the box to the left, click the category that contains the desired button. All buttons of this category appear in the Buttons box to the right.

3.	Mark or clear the check box for the button you wish. Click OK.

To make an anchored toolbar a floating toolbar, or vice versa:

•	Double-click a blank area on the toolbar.


Keyboard shortcuts

You can assign a shortcut key to a command.

1.	On the Tools menu, click Keyboard Shortcuts...

2.	In the select a macro box, click the command you want. In the Assigned shortcuts ISA displays any shortcut keys that are currently assigned.

3.	Click the Create Shortcut button and then press new shortcut key you want to assign. Click OK


Control gallery resources

Right-click anywhere in the gallery. The pop-up window appears.

Refresh

Re-reads the gallery contents.

Tool Tips

Disables or enables previewing image tooltips.

Titles

Disables of enables previewing image titles.

Properties

Shows the properties of the current gallery.

Path to the resources. Enter the name of the folder with the gallery resources or click the Browse button to search for the gallery folder.

Include subfolders. Mark the check box to use resources from the subfolders of the folder specified in the Path to the resources edit box. If the checkbox is marked, the subfolders are shown in the corresponding gallery with a tab. The name of the tab coincides with the name of the subfolder.

Preview size. Specify the size of the screen area for the resource preview. The size is specified in pixels.

Sort by. Define the sort order for the resources. They can be sorted in ascending order by name, or in ascending or descending order by creation date.

Show ToolTips. Mark the checkbox to display tool tips for gallery resources.

Show titles. Mark the checkbox to display names of gallery resources.

Allow fast load. Mark the checkbox to save a resource preview image after the resource is loaded. This option is intended for complex resources such as scenes or objects. These resources are displayed much faster when their preview images are stored on the disk. If you modify a resource its image is automatically updated.


Make a scene interactive

This example demonstrates how to add furniture, the door that opens, and the lamp that lights when clicked.

Step 1.  Creating a new scene

1.	Start ISA by clicking Start, pointing to Programs, pointing to ParallelGraphics, and then clicking Internet Scene Assembler. Maximize the program window.

2.	Open the scene House.wrl by clicking the [image] Open button on the Standard toolbar and selecting it from the list. Click Open.

Step 2.  Attaching a door

1.	Select the V12 viewpoint from the right mouse pop-up menu in the Perspective View window. You’ll see a doorway.

2.	Drag the Door object from the Animated gallery to the lower bound of doorway:

3.	Click [image] Fit to Object.

4.	Adjust the view magnification in Plan by clicking the [image] Zoom In and [image] Zoom Out buttons on the Plan toolbar.

5.	Make sure the [image] Plan Top button on the Plan toolbar is pressed. Drag the door moving point in the Plan to insert it in the center on doorway:

6.	SHIFT-drag the object manipulator’s resize jack (box) to scale the door and adjust it to doorway:

7.	Click [image] Plan Front on the Plan toolbar. Drag the door in the Perspective View window to insert it in the center on doorway. SHIFT-drag the object manipulator’s resize jack (box)  in Plan to scale the door:

Step 3.  Routing

1.	Select Animated Door in the Scene Tree window. Click the abilities field in the Properties/Events window and then the appeared [image] arrow button. Choose Touchable from the drop-down dialog box:

2.	Click the Routing Diagram tab. The Routing Diagram window appears instead of Plan window. Create a route for Animated Door object from [image] TouchSensor.toggle to [image] Open:

Step 4.  Furnishing

1.	Navigate the camera in the Perspective View inside the house, so that you can find a place where to position a table. Drag the Table object from the Basic gallery to the floor in the Perspective View window.

2.	Click the [image] Plan Top button on the Plan toolbar.

3.	Click [image] Fit to Object.

4.	Adjust the view magnification in Plan by clicking the [image] Zoom In and [image] Zoom Out buttons on the Plan toolbar.

5.	To rotate the table, drag the Object Manipulator’s lever:

6.	Drag the Lamp and Vase on the table in the Perspective View window:

Step 5.  Adding a button to the lamp

1.	Click the System gallery tab. Drag the Button object to the lamp in the Perspective View window as shown in the figure:

2.	Move and scale the button object to make it similar to the switch:

Step 6.  Change color of the button

•	To change color of the Triggered Button, make sure it is selected, then click the color field in the Properties/Events window, then click [image] and select color from the palette:

Step 7.  Adding a light source

1.	Drag the PointLight from the System gallery to the Lamp object in the Perspective View window. Move and scale PointLight as shown in the figure:

2.	Make sure the PointLight object is selected. Click «on» field in the Properties/Events window and select False from the drop-down dialog box. Click the color field and choose the yellow color:

Step 8.  Routing

1.	Click the Routing Diagram Tab. The Routing Diagram window appears instead of Plan window.

2.	Position the pointer over toggle Outgoing Event of Triggered button, located at the right of the object.

3.	Press the left mouse button and, holding it down, stretch the route to Incoming “on” Event, located at the left of the PointLight object.

Step 9.  Saving a scene

To save a scene, choose Save As from the File menu.

Step 10. Previewing a scene

1.	Enter the Preview mode, by clicking the [image] Start button on the View toolbar.

2.	Select the V12 viewpoint from the right mouse pop-up menu in the Perspective View window. You’ll see a door.

3.	Position the pointer over the door in the Perspective View window and when the cursor changes to a hand, press the left mouse button – the door opens. If you click again, it closes.

4.	Examine the lamp by clicking its button. The light turns on and off.

5.	Exit the Preview mode, by clicking the [image] Stop button on the View toolbar.

Step 11. Publishing

To prepare the scene for viewing in VRML browser:

1.	Choose Publish on the File menu. The dialog box for the scene specification appears.

2.	Enter the name of your scene .wrl file in the File name field.

3.	Select the file location in the Save in field. ISA places all required data there.

4.	Click OK.


Animating an object

This example demonstrates how to create the simplest animation of an object. We create a vase falling from a table.

Step 1. Creating a static scene

1.	Make sure you exit the Preview mode.

2.	Drag the Table object from the Basic gallery into the Perspective View window.

3.	Drag the Vase object from the Basic gallery onto the table surface.

4.	Click [image] Plan Front on the Plan toolbar.

Step 2. How to animate the Vase object

1.	Click the Animator tab.

2.	Make sure the Vase object you want to animate is selected. If it’s not, select it  by clicking its name in Scene Tree.

3.	Click the  [image] New Animation button on the Animator window toolbar.

4.	Hold down the CTRL key, then drag Vase to the table edge as shown in the following figure:

5.	Click the [image] red record button on the Animator window toolbar.

6.	Select Touch Sensor from Trigger list on the Animator toolbar.

7.	Using the Object Manipulator’s moving point  and Object Manipulator’s lever, position and rotate vase in Plan:

8.	Slide the time bar’s dotted line by dragging the yellow diamond to 0.50.

9.	Click the [image] red record button on the Animator window toolbar.

10.	Using the Object Manipulator’s moving point , position  vase in Plan as shown in figure:

11.	Slide the time bar’s dotted line by dragging the yellow diamond to 1.00.

12.	Click the [image] red record button on the Animator window toolbar.

13.	Click [image] Toggle the Stop Milestone to stop the animation.

14.	Click [image] rewind.

Step 3. Routing

1.	Click the Routing Diagram tab.

2.	Drag the Inverter object from the Logical gallery to Routing Diagram.

3.	Connect objects in the Routing Diagram window as shown in the figure:

Note: We have connected TouchSensor.toggle and TouchSensor.enable to play the animation only once.

Step 4.  Saving a scene

To save a scene, choose Save As from the File menu.

Step 5. Previewing a scene

1.	Enter the Preview mode, by clicking the [image] Start button on the View toolbar.

2.	Position the pointer over the vase  in the Perspective View window and when the cursor changes to a hand, press the left mouse button – the vase falls.

3.	Exit preview, by clicking the [image] Stop button on the View toolbar.

Step 6. Publishing

•	To prepare the scene for viewing in VRML browser, choose Publish on the File menu.


How to implement objects from the Animated gallery
How to use objects from the Animated gallery

The ISA installation package contains examples that provide a simple way to learn how to use ISA. Look in the folder ISA\Samples for files e101-104.wrl.

e101.wrl This example is a simple use of an object with predefined animation. To start the animation, click the object. To create this scene:

1.	Create a new scene by clicking the Open button on the Standard toolbar.

2.	Drag the Printer object from the Animated gallery to the Perspective View window.

3.	Click the abilities field in the Properties tab of Properties/Events window and then the appeared [image] arrow button. Choose Touchable from the drop-down dialog box.

4.	Click the Routing Diagram tab. The Routing Diagram window appears instead of Plan window. Create a route in the Routing Diagram window for the Printer object from TouchSensor.clik  to print.

e102.wrl  This example demonstrates whether the animation is activated or not whenever you load the scene with the VRML browser and how to make a simple animation triggered by a TouchSensor.

To create the scene without interaction:

1.	Create a new scene by clicking the Open button on the Standard toolbar, then drag the Car object from the Animated gallery to the Perspective View window.

2.	Select Car in the Scene Tree window. Click the Properties tab in the Properties/Events window, the enabled field and then the appeared arrow button. Choose True from the drop-down dialog box.

3.	Enter Preview by clicking Play on the View toolbar. A continuous animation starts.

4.	To exit Preview, click Stop on the View toolbar.

To create an object that reacts to user click:

1.	Select Car in the Scene Tree window. Choose False in the enabled field in the Properties/Events window at Properties tab.

2.	Click the Properties tab in the Properties/Events window, the abilities field and then the appeared  arrow button. Choose Touchable from the drop-down dialog box.

3.	Click the Routing Diagram tab. Create a route  for the Car object from TouchSensor. toggle and Enabled.

4.	Enter Preview by clicking Play on the View toolbar. Click the object and the animation starts. Click the object again to stop the animation. Clicking on the Car object should generate an event TRUE or FALSE of the SFBool type.

e103.wrl  This example shows two-step animation. To open or close the door,  click it. To create this scene:

1.	Create a new scene, then drag the Door object from the Animated gallery to the Perspective View window.

2.	Add the Touchable ability to Door.

3.	Create a route from TouchSensor.toggle  to Open.

4.	Enter Preview. Clicking on the Door object should open and close it. In fact, there are two different animations: open and close. The next example demonstrates how to start  these animations separately.

e104.wrl  Please note that the Proximity ability is available only in ISA Pro v.1.0.This example demonstrates Proximity. The door opens  whenever the viewer is near.

To create this scene:

1.	Let us correct the e103.wrl example. Open e103.wrl file from the Samples folder using the Open dialog box (File menu).

2.	Clear the Touchable ability for Door. To do this, Select Door in the Scene Tree window, click the Properties tab in the Properties/Events window,  click the Abilities field and then the appeared  arrow button. Choose TouchSensor from the drop-down dialog box.

3.	Add the Proximity ability to Door.

4.	Set the size of a box-shaped region for ProximitySensor. To do this, click the size field in the Properties/Events window and then the appeared arrow button. In X, Y, and Z , enter 2,1, and 20 respectively. This values mean that the appropriate size of the Door box-shaped region will exceed its bounding box in 2, 1, and 20 times.

5.	Click the Routing Diagram tab. Create routes for the Door object from TouchSensor. enter to open  and from ProximitySensor.leave to close.

6.	Enter Preview by clicking Play on the View toolbar. Whenever the user enters a box-shaped region centered around the Door object, the door opens. When the user leaves this region, the door closes.


Animating

Look in the folder ISA\Samples for files e301-305.wrl.

E301.wrl  Demonstrates an animated object (translation).

To create this scene:

1.	Create a new scene, then drag the Vase object from the Basic gallery to the Perspective View window.

2.	Click the Animator tab.

3.	Click the [image] New Animation button on the Animator window toolbar. Note: By default, Trigger Properties are set to Touch Sensor.

4.	Drag the Vase object to its new location in Perspective View.

5.	Slide the time bar’s dotted line by dragging the yellow diamond to 3.00.

6.	Click the [image] red record button on the Animator window toolbar to record both the initial and second frames.

7.	To copy the initial keyframe to 6.00, click its blue dot at 0.00 to select, and then drag it while holding down CTRL to 6.00.

8.	Examine the scene in the Preview mode.

E302.wrl  Demonstrates two animations running simultaneously (translation and rotation).

To create this scene:

1. 	Open E301 example.

2. 	Select Vase in the Scene Tree window.

3. 	Click the Animator tab.

4. 	Click Plan Top, and then Fit to Object on the Plan toolbar.

5. 	Click the [image] New Animation button on the Animator window toolbar.

6. 	Rotate Vase by 90 degrees in Plan.

7. 	Click the [image] red record button on the Animator window toolbar.

8. 	Slide the time bar’s dotted line by dragging the yellow diamond to 0.50.

9. 	Rotate Vase by 90 degrees in Plan.

10. 	Click the [image] red record button on the Animator window toolbar.

11. 	Similarly, rotate Vase and record  keyframes at 1.00 and 1.50.

12. 	To copy the first keyframe to 2.00, drag the first keyframe blue dot while holding down CTRL to 2.00.

13. 	Click [image] Rewind.

14. 	Click Cycle Time of Animation1 at Properties tab and enter “2”.

15. 	Click Cycle Time of Animation2 at Properties tab and enter “6”.

16. 	Examine the scene in the Preview mode.

E303.wrl  Demonstrates the usage of  predefined and newly created animations running simultaneously. To start the animation, click worm in the scene. To stop playing, click worm again.

To create this scene:

1.	Create a new scene, then drag the Grass and Flower_05 objects from the Garden gallery and Worm from Animated to the Perspective View window.

2.	Arrange objects using  the Plan window.

3.	Hold down the CTRL key, then drag the Object Manipulator’s moving point of Worm to be over the Flower_05 object as shown in the following Figure:

This allows simply rotate worm around flowers in Plan.

4.	Create an animation with the Worm object setting keyframes and rotating around its moving point (see the e302 example for more details).

5.	Click the Routing Diagram Tab. Remove a route from TouchSensor.click to Animation1.start. Create routes from TouchSensor.toggle to Animating1.toggle and EnableWriggle.

6.	Examine the scene in the Preview mode.

E3041.wrl  Shows how to change the color property of an object. This example interpolates the color of Triggered Button from blue to red to yellow in a 4 second cycle.

To create this scene (only in ISA Pro v.1.0):

1.	Create a new scene, then drag the Triggered Button from the System gallery to the Perspective View window.

2.	Click the Animator tab and click the [image] New Animation button on the Animator window toolbar.

3.	Select the Custom Events Trigger Properties from the [image] Trigger drop-down list box. This allows you to choose a sensor in the scene that will start your animation manually by creating of routes.

4.	To record the color property, click the color green dot.

5.	Slide the time bar’s dotted line by dragging the yellow diamond to 2.00.

6.	To change the color of Triggered Button, Click the color field at Properties tab and then [image]. Select the red color from the palette.

7.	To record the color property, click the [image] color red dot.

8.	Similarly steps 5-7, record all the keyframes at 4.00 (yellow) and 6.00 (blue).

9.	Click [image] rewind.

10.	Examine the scene in the Preview mode.

E3042.wrl  Demonstrates how to change the current image of the Picture object. To start playing, click the picture in the scene.

To create this scene (only in ISA Pro v.1.0):

1.	Create a new scene, then drag the Picture from the Animated gallery to the Perspective View window.

2.	Click the Animator tab and click the [image] New Animation button on the Animator window toolbar.

3.	To record the initial image, click the Picture green dot.

4.	Slide the time bar’s dotted line by dragging the yellow diamond to 1.00.

5.	To change the image, click the Picture field at Properties tab, then [image], and click the koz2 image.

6.	To record the image property, click the [image] Picture red dot.

7.	To set up the last keyframe as the first one, click the keyframe blue dot at 0.00 to select it, hold down the CTRL key, and then drag the keyframe to 2.00.

8.	Click [image] rewind.

9.	Examine the scene in the Preview mode.

E3043.wrl  Demonstrates how to scale the image of the Picture object. To start playing, click the picture in the scene.

To create this scene:

1.	Create a new scene, then drag the Picture from the Animated gallery to the Perspective View window.

2.	Click the Animator tab and click the [image] New Animation button on the Animator window toolbar.

3.	To record the initial image size, click the Scale green dot.

4.	Slide the time bar’s dotted line by dragging the yellow diamond to 1.00.

5.	To reduce the size of the image to one-fifth, click the Scale field at Properties tab, then [image], and enter 5 at X and Y fields.

6.	To record the size of the image, click the [image] Scale red dot.

7.	Similarly, record all the keyframes at 2.00 (X=Y=1), 3.00 (X=Y=0.2), and 4.00 (X=Y=1).

8.	Click [image] rewind.

9.	Examine the scene in the Preview mode.

E305.wrl  Shows how to create sequences of animations (translation, then rotation). To start playing, click Vase in the scene.

To create this scene:

1. 	Open E302 example.

2. 	Select Vase in the Scene Tree window.

3. 	To prevent playing of Animation2 from the beginning, click the Routing Diagram tab, and remove the route from TouchSensor.click to Animation2.start.

4. 	Click the Animator tab. Make sure the name of animation you are currently editing is “Animation1”.

5. 	To generate the Animation.signal outgoing event at 3.00 on the timeline, slide the time bar’s dotted line by dragging the yellow diamond to 3.00, and click the [image] Toggle the Event Milestone button on Animator toolbar.

6. 	To stop the animation at 6.00 on the timeline, click at 6.00 on timeline, and click the [image] Toggle the Stop Milestone.

7. 	To start playing the second animation within 3 seconds of the first animation start, click the Routing Diagram Tab, create a route from Animation1.signal to Animation2.start of the Vase object.

8. 	Examine the scene in the Preview mode.


Characters

The PathFinder, CheckPoint, and Boy objects are useful for including of moving characters to your scene: you can define the trajectory by setting the checkpoints in order to move the character from one checkpoint to another. The following example demonstrates how to include the walking character to your scene:

1.	Make sure you exit the Preview mode.

2.	Drag Checkpoint, Boy from the Characters gallery and Chair from Basic gallery into the Perspective View window as shown in the figure:

3.	Drag PathFinder from the Characters gallery into the Perspective View window.

4.	Select Boy in the Scene Tree window. Click the abilities field in the Properties/Events window and then the appeared [image] arrow button. Choose Touchable from the drop-down dialog box.

5.	Click the Routing Diagram tab.

6.	Connect objects in the Routing Diagram window as shown in the figure:

Note: You have to always connect destination_points and point_reached fields of the PathFinder and character object. You also have to forward the StartOut outgoing event from PathFinder to character’s animation.

7.	Select Pathfinder in the Scene Tree window. Click the checkpoints field in the Properties/Events window and then the appeared [image] Add button and  the [image] arrow button. Choose Chair from the drop-down dialog box. Thus we’ve created the first signpost.

Note: The checkpoint objects should be at the same hierarchical level as the character object.

8.	Click the [image] Add button and  then the [image] arrow button. Choose CheckPoint from the drop-down dialog box. We’ve created the second signpost. Note that CheckPoint is invisible in the Preview mode or in a VRML browser.

9.	Click the loop field and choose True from the drop-down dialog box to make the character walk  indefinitely between signposts.

10.	To Examine the scene, click the character in the Preview mode.

Note: When the character moves to the checkpoint object, its target point is the center of the object ( the Object Manipulator’s moving point locates close to the center of an object). For example, to make the character walk in the horizontal plane, make sure that all centers of the checkpoint objects are in the same plane.  It is also recommended using the Checkpoint objects from the Characters gallery as checkpoints.


How to implement objects from the System gallery
How to use objects from the System gallery

This section contains a short description of examples that use objects from the System gallery. Look in the folder ISA\Samples for files e201-206.wrl.

Proximity Sensor

PointLight

Sound

Viewpoint

Text

Link

Timer


Exam_Proximity Sensor
Proximity Sensor

E201.wrl  This example is a simple use of Proximity Sensor. Its functionality is analogues to e104.wrl example, but the Proximity Sensor object has been used instead of adding the Proximity ability to an object.

To create this scene:

1.	Create a new scene, then drag the Door object from the Animated gallery to the Perspective View window.

2.	Drag the Proximity Sensor object from the System gallery to the Perspective View window - semi-transparent box in gray color appears. You can move Proximity Sensor directly in the Perspective View window and adjust its size and orientation using object manipulator controls.

3.	Create routes between Proximity Sensor and Animated Door: from enter to open, and from exit to close.

Note: You can also choose the other way (SFBool events) to connect objects: from isActive to Open.

4.	Examine the scene in the Preview mode.


PointLight

E202.wrl  This example illustrates use of PointLight. Click the red button to light up and click it again to turn the lamp off.

To create this scene:

1.	Create a new scene, then drag the Table2 object  from the Room gallery and Lamp from Basic to the Perspective View window.

2.	Add a button (the Button object from the System gallery) to the lamp (see Make a scene interactive for details).

3.	Drag the PointLight from the System gallery to the Lamp object in the Perspective View window.

4.	Make sure the PointLight object is selected. Click «on» field in the Properties/Events window and select False from the drop-down dialog box. This allows you to turn the light off when you load the scene in VRML browser. Click the color field and choose the yellow color.

5.	Click the Routing Diagram Tab. Create a route from toggle of Triggered button to on of the PointLight object.

6.	Examine the scene in the Preview mode.


Sound

E203.wrl  This example shows a telephone that rings when clicked. In this example, the volume of ring depends on the distance between the telephone and the viewer.

To create this scene:

1.	Create a new scene, then drag the Phone object from the Basic gallery to the Perspective View window.  Click the Placement tab in the Properties/Events window. Using this window, you can position the object by setting the numerical values. Enter the parameters as shown in the following Figure:

2.	Add the Touchable ability to Phone.

3.	Drag the Sound object from the System gallery to the Phone object in  Perspective View window. The yellow sphere appears. Note that its position in the scene defines the position of the sound source, but  its size means nothing.

4.	In the Properties/Events window, enter the following parameters:  Loop - True (repeated indefinitely), on - False (not to play while loading),  MinR - 1 (the spherical region where the sound is at full volume), MaxR - 3 (the spherical region where the sound can be heard).

5.	Create a route from TouchSensor.toggle of Phone to on of the Sound object.

6.	Examine the scene in the Preview mode.


Viewpoint

E204.wrl  This example demonstrates how to create a static camera and guided tour in scene using Viewpoint object.

To create this scene:

1. 	Open E203 example.

2. 	Drag Viewpoint2 from the System gallery to an empty place of Scene Tree. Make sure that Viewpoint does not become a sub-object.

3. 	To define a viewpoint name, enter “Static” (let’s add a static viewpoint at first) in the Description field at Properties tab of the Properties/Events window.

4. 	Position the Camera at the distance approximately 2 meters from Phone. To control its position, click Plan Top on the Plan toolbar and then Fit to Scene. This allows you to see the Pinocchio icon and move it in Plan.

5. 	To store the current camera position, make sure the Viewpoint object is selected, then click the Store field at Properties tab, and then the appeared [image] button.

6. 	Now, let’s create a guided tour. Drag the second Viewpoint2 from the System gallery to an empty place of Scene Tree.

7. 	Enter “Animated” in the description field at Properties tab.

8. 	We want to make the start position of moving viewpoint and static viewpoint the same. If the camera position was changed, you should restore it. To move the camera to the Static viewpoint, select Viewpoint in the Scene Tree window, click the GoTo field at Properties tab, and then the appeared [image] button.

9. 	To store the start camera position of our guided tour, make sure Viewpoint(2) is selected, then click the Store field at Properties tab, and then the appeared [image] button.

10. 	To make a viewpoint movable, you should use Animator. Make sure Viewpoint(2) is selected, click the Animator tab, and then click the [image] New Animation button on the Animator toolbar.

Note: It is strongly recommended to activate the Properties tab in the Properties/Events window before you select the Viewpoint object. However, you may activate any other tabs in the Properties/Events window when the Viewpoint object is already selected.

11. 	Select the Custom Events Trigger Properties from the [image] Trigger drop-down list box. This allows you to choose a sensor in the scene that will start your animation manually by creating of routes. Note: By default, Trigger Properties are set to Touch Sensor.

12. 	Move the camera to the second location (at the distance approximately 0.5 meters before Phone).

13. 	Slide the animator time bar’s dotted line by dragging the yellow diamond to 5.00.

14. 	Click the [image] red record button on the Animator window toolbar to record both the initial and second frames.

15. 	Move the camera to the third location (at the distance approximately 3.5 meters before Phone).

16. 	Drag the animator yellow diamond to 15.00. You can use the [image] Zoom out button on the Animator window’s toolbar to avoid scrolling operations. Click the red record button on the Animator window’s toolbar to record the next frame.

17. 	We want to make the camera move in an infinite loop, so the last and initial camera positions must be the same. To copy the initial keyframe to the end, click its blue dot at 0.00 to select, and then drag it to 20.00 while holding down CTRL.

Note: You can also control the length of each cycle of the already created animation by typing the cycle length in the CycleTime field at Properties tab.

18. 	Click [image] Rewind to restore the initial position of the viewpoint.

19. 	Now we can select an event to start the animated viewpoint. Activate the Routing Diagram window by clicking the Routing Diagram tab. Find Viewpoint(2) in the Routing Diagram window and create route from IsBound to Animation1.toggle field. The animation of the viewpoint will be started every time the viewpoint becomes active.

20. 	To avoid re-writing the initial position of the animated viewpoint, deselect Viewpoint(2) by clicking somewhere in the Perspective View window.

21. 	Examine the scene in the Preview mode. To start your guided tour, select the Animated viewpoint using right-button pop-up menu in Perspective View.


Text

E2051.wrl  This example demonstrates how to create hyperlinks to other scenes, to HTML pages located anywhere on the Web. In the scene, the sentence “Sample 1 Ability Linked” appears. If you click it, the other VRML scene is displayed. Note: You should examine this scene using a VRML browser.

To create this scene:

1.	Create a new scene, then drag the Text object from the System gallery to the Perspective View window.

2.	Double-click the string field at properties tab, replace “text” string with the “Sample 1”. Click [image] to add a new string, and enter “Ability Linked”.

3.	Click the Abilities field and then the appeared [image] arrow button. Choose Linked from the drop-down dialog box.

4.	Double-click the Address field and enter  “e2052.wrl”.

5.	Click Publish from the File menu. The Publish Scene dialog box appears. By default, ISA publishes the scene in the Publish folder. Enter “e2051” in the Name field, and then click OK. Note that to examine this scene,  you have to put E2052.wrl to the Publish folder.


Link

E2052.wrl  This example demonstrates how to create hyperlinks to other scenes or HTML pages using the Link object. You can load Web page or scene by sending the SFTime event to the Link object (for example, an event from the Proximity Sensor or animation). In the scene, the sentence “Sample 2 Object Linked” appears. If you click it, the other VRML scene is displayed in a newly created window. Note that you should examine this scene using a VRML browser.

To create this scene:

1.	Create a new scene, then drag the Text object from the System gallery to the Perspective View window.

2.	Double-click the string field at properties tab, replace “text” string with the “Sample 2”. Click  [image] to add new string, and enter “Object Liked”.

3.	Drag the Link object to the Scene Tree window.

4.	Click the Address field at properties tab, and then the appeared [image] arrow button and enter  the “e2051.wrl” string.

5.	To open a VRML file in a newly created window, click the Params field and then the appeared  [image] button and enter  the “target=_blank”  string.

6.	Add the Touchable ability to Text.

7.	Click the Routing Diagram Tab. Create a route from TouchSensor.click of  Text to load of the Link object.

8.	Publish the scene, and then examine it using a VRML browser. Note that you have to put both E2052.wrl and E2051.wrl to the same folder.


Timer

E206.wrl  Demonstrates using a Timer object. The Timer sends signals to the traffic lights to coordinate it and switches on and off the directional light in the scene.

To create this scene:

1.	Create a new scene, then drag the Timer object from the System gallery and Traflight from the Animated gallery to the Perspective View window.

2.	Add the Highlighted ability to the Traffic light object at Properties tab.

3.	Click the Routing Diagram Tab. Create routes from tick of Timer to switchState of the Traffic Light object and from toggle to DirLight.

4.	Examine the scene in the Preview mode.


How to use objects from the Logical gallery

This section contains a short description of examples that use objects from the Logical gallery. Look in the folder ISA\Samples for files l_And.wrl, l_OR.wrl, l_BoolFilter.wrl, l_TimeFilter.wrl, e401.wrl, and e501.wrl.

Logical objects using Boolean operations

Filters of events

Miscellaneous


Logical objects using Boolean operations

The AND, OR, and XOR objects are useful in cases when the behavior of any object in a scene is determined by combination of two events.

AND. Look in the folder ISA\Samples for file l_And.wrl. The scene consist of tree cubes. To start animation of blue and yellow cubes, just click them. The animation of red cube starts immediately when the animations of blue and red cubes are finished. The Inverter and TimeBoolConv objects are also used in this example. Inverter deactivates the touch sensor with the first click on the object. TimeBoolConv converts SFTime event originated from the animation signal into the Boolean event.

OR. Look in the folder ISA\Samples for file l_OR.wrl. This scene is analogues to the example for the AND object, but the movement of red cube begins with the animation stop of any other cube.


Filters of events
Filters of events (only in ISA Pro v.1.0)

The FilterBool and FilterTime logical objects provide the way to control propagation of events. These objects repeat or not the incoming events, depending on whether the state of the object is set to TRUE or FALSE.

FilterBool. Look in the folder ISA\Samples for file l_BoolFilter.wrl. This scene is based on the e103.wrl example. The transparent button is added to the door handle (see Routing Diagram for details). Unlike e103.wrl, the TouchSensor.toggle event is routed to Open through the filter. Initially, the state parameter is set to FALSE, therefor the click over the door is ignored and the door doesn’t open - it is locked and the sound plays. To unlock the door, click its handle, the TRUE event is sent to set_state of BooleanFilter, and the door can be open or close. Clicking the door handle for the second time locks the door again.

FilterTime. Look in the folder ISA\Samples for files l_TimeFilter.wrl and l_TimeFilter_And.wrl. The FilterTime object is analogous to FilterBool but allows you to control events of the SFTime type. These examples demonstrate how to modify behavior of object in scene, depending on the position of other objects (see Routing Diagram for details). Clicking the cubes in the scene you can assemble and disassemble the pyramid.


Miscellaneous

Look in the folder ISA\Samples for files e401 and e501.wrl.

E401.wrl  Combines different objects that interact. To start playing, click a curtain, then click the right shutter. Note, that you can not draw the curtain before you close the window. To do this, the Inverter object from the Logical gallery is used in this scene. For more details, explore this scene in the Routing diagram window of ISA.

E501.wrl  Moving car. To start playing, click a car. Note, that the predefined car animation stops whenever the car stops moving. To do this, the Time Bool Converter object from the Logical gallery is used in this scene. For more details, explore this scene in the Routing diagram window of ISA. A background image (base.wrl) is also used in this scene.


Create a new scene

To create a new scene:

•	 Click New on the Standard toolbar or choose New from the File menu. A new scene is created. All its parameters, such as grid spacing, etc. are set by default.

By default, the newly created scene does not have any background image and landscape around. To set the background scene, see Use background schemes.


Use background schemes

The newly created scene does not have any background image and landscape around. ISA allows you several pre-built background schemes for your virtual world. The schemes include impressive landscapes like summer and winter forest, mountainous area and more.

To set the background scene:

1.	Point to options from the Tools menu, and click Set Environment.

2.	Select a scheme or find another wrl file in the Select Environment Object dialog box.

Note:

The background image or landscape appears in the scene whenever you create a new scene (New command from the File menu).

To clear the background scheme:

•	Point to options from the Tools menu, and click Clear Environment. The newly created scene appears in the scene without any background image and landscape.


Open an existing scene

To open a scene from a specified file:

1.	 Click the Open button on the Standard toolbar or choose Open from the File menu.

2.	In the Files of  type box, select the VRML Files item.

3.	In the Look in box, click the location of the file.

4.	Below the Look in box, double-click the folder you want.

5.	Double-click the file name, or type it in the File name box.

A chosen scene is opened and is shown in the Perspective View window. The plan is displayed in the Plan window.

Note:

You can also open an existing scene by dragging its file onto Isa’s title bar.


Save a scene

To save a new, unnamed scene:

1.	 Click the Save button on the Standard toolbar or choose Save from the File menu. A dialog box for the file name appears.

2.	Specify a file name for your scene.
To save the scene in other than the default ISA Scenes folder, click a different drive name or folder name. For example, if ISA is installed in C:\ISA, its default scene folder is C:\ISA\Scenes.
In the File name box, type a name for the scene.

3.	Select the VRML files item in the Save as type box to save the scene in the VRML 2.0 format.

4.	Click Save.

To save an existing scene with the same scene:

•	 Click Save on the Standard toolbar or

•	Choose Save on the File menu

To save a copy of a scene:

1.	Choose Save as from the File menu. The Save Scene dialog box appears.

2.	In the Save as type box, select the VRML Files item to save the scene in the VRML 2.0 format.

3.	In the Save in box, click the location of the document.

4.	Below the Save in box, double-click the folder you want.

5.	In the File Name box, type a new file name for the document.

6.	Click Save.


Prepare a scene for publishing

To prepare a scene for publishing ISA creates a new folder in which all data describing the scene is placed. This sub-folder will contain the scene’s .wrl file and other resource files, for example, textures, sounds, pictures, etc. After the folder is created you may upload the scene to your Web site.

To prepare the scene for publishing:

1.	Choose Publish from the File menu. The Publish Scene dialog box appears.

2.	Enter the name of your scene .wrl file in the Name field.

3.	Enter the full path name of a folder in the Location field. ISA creates a sub-folder with the name of the scene and places all required data there.

4.	Mark the Compress VRML file checkbox near the corresponding item to save new scenes, objects and previously published scenes in compressed format.

5.	Mark the Put all resources in one folder checkbox  to have all scene files in one folder. Clear the checkbox to place resources independently, i.e. one sub-folder for the scene textures, another sub-folder for scene pictures, etc.

6.	Click OK.


Upload scene to the World Wide Web

To upload a scene to Web:

•	Choose Post To Web…  from the File menu or click the [image] button on the Standard toolbar, and then follow the instructions displayed on the screen.

Notes:

•	Consult with your Internet Service Provider or Network administrator regarding how to set the correct data in the dialogs displayed on your screen.

•	Install the Web Publishing Wizard software, distributed freely by Microsoft Corp. to use this feature of ISA.


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 reversed.

To reverse the action of the Undo command, use the Redo button from the Standard toolbar or select Redo from the Edit menu.


Move a camera in the Perspective View window

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; it has a position and orientation, and these are independent attributes. This concept assumes that there is a real person viewing and interacting with the VRML world. Moreover, the VRML author may place any number of viewpoints (or cameras) in the world - interesting places from which the user might wish to view the world. Only one viewpoint may be active at a time. The following sections describe the mechanisms that ISA provides for navigating in a three-dimensional space:

•	Using viewpoints

•	Moving around: Walk, Fly, and Study

•	Restore, Fit, and Align

•	Keyboard commands

•	Move a camera in the Plan window


Using viewpoints

A viewpoint describes a position and orientation for viewing the scene. The VRML author will probably want to guide the user to the best vantage points for viewing it. Not all scenes contain viewpoints, but when they do, you can use them.

To activate a viewpoint:

•	 Click VIEW on the horizontal toolbar or choose Viewpoints from the pop-up menu, and then select a viewpoint from the list of the predefined viewpoints.

•	Click the arrow buttons on the horizontal toolbar or [image] [image] on the Plan toolbar to move to the next or previous viewpoint or choose Viewpoint from the Camera menu.

Note:

If there are no predefined viewpoints in a scene, the Empty message appears.


Moving around: Walk, Fly, and Study

There are three main navigation modes: WALK, FLY, and STUDY. You can select the navigation mode by clicking buttons on the Plan or vertical toolbar or choosing Navigation from the Camera menu. Each navigation mode may have several mouse modes: PLAN, PAN, TURN, and ROLL. The combination of navigation mode and its mouse modes determines the possible camera motion and its orientation.

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.

2.	Position the pointer anywhere in the Perspective 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 camera 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 camera will continue moving until you release the mouse button.

 and [image] or  [image] and

Use WALK+PLAN to move in a horizontal plane.

Forward - move closer

Backward - move further

Right - turn to the right

Left - turn to the left

Note:

Move the mouse forward or backward while holding down the CTRL key to turn upward, downward.

Move the mouse left or right while holding down the SHIFT key to move left or right.

 and [image] or [image] and

Use WALK+PAN to move left or right in a horizontal plane.

Right - move right
Left - move left

Note: When you move the camera right or left, the world will appear to move in the opposite direction.

 and [image] or [image] and
Use WALK+TURN to change the angle of the camera in a world.

Forward - turn upward
Backward - turn downward
Right - turn to the right
Left - turn to the left

 and [image] or [image] and

Use FLY+PLAN to move left or right.

Forward - move the camera forward towards its longitudinal axis
Backward - move the camera backward
Right - turn the camera to the right around its vertical axis
Left - turn the camera to the left around its vertical axis

Note: The camera's vertical axis may be inclined in a 3D space.
Move the mouse while holding down the CTRL key to enter FLY+TURN.
Move the mouse while holding down the SHIFT key to enter FLY+PAN.

 and [image] or [image] and
Use FLY+PAN to move up, down, left, or right within a single vertical plane.

Forward - move up
Backward - move down
Right - move right
Left - move left

Note: When you move the camera, the world will appear to move in the opposite direction.

 and [image] or [image] and
Use FLY+TURN to turn the camera.

Forward - turn the camera upward around its horizontal axis
Backward - turn the camera downward around its horizontal axis
Right - turn the camera to the right around its vertical axis
Left - turn the camera to the left around its vertical axis

 and [image] or [image] and
Use FLY+ROLL to incline the camera.

Right - incline to the left
Left - incline to the right

 and [image] or [image] and
Use STUDY+PLAN to examine an object from various angles.

Forward - move closer
Backward - move further
Right, Left - move the camera around the point which is defined by the pointer position where you press the left mouse button. If there is no any face there, the scene coordinate origin is considered.

 and [image] or [image] and
Use STUDY+TURN to examine an object from various angles.

Select STUDY and TURN from the vertical toolbar or Camera menu. 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.

 and [image] or [image] and
Use STUDY+ROLL to incline the camera around the selected point. Select STUDY and Roll from the vertical toolbar or Camera menu. Position the pointer over the object. Press the left mouse button. Drag the mouse to incline the camera around the point on the object where you press the button.

Right - incline to the left
Left - incline to the right

Use GOTO to move close to object in a world. Click GOTO on the toolbar in the Perspective View window, and then click on an object in the world. You'll move directly to it.

Notes:

•	You may not move a camera through walls while moving in the Perspective View window while the “collider” is on. To turn the collider on/off, select Use Collider from the Camera menu. You can also turn the collider on or off by clicking the [image] Collider button on the Camera toolbar.

•	ISA automatically includes a light for the viewer in every world. The headlight always shines directly in front of the camera. To  switch the headlight on, select Use Headlight from the Camera menu.  You can also switch the headlight on and off by clicking the [image] Use Headlight button on Plan toolbar or selecting Headlight On from the right-button pop-up menu in the Perspective View window.


Restore, Fit, and Align

There are three 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 actions that take place as you click on them.

 or

Use RESTORE to automatically return to the loaded world's original active Viewpoint.

Use FIT to make the scene view fully visible in the Perspective View window.

 or

Use ALIGN to position the camera’s horizontal and longitudinal axes parallel to the scene horizontal plane.


Keyboard commands

You can control the camera using keyboard commands:

•	Arrow Up - move closer.

•	Arrow Down - move further.

•	Arrow Right - turn to the right.

•	Arrow Left - turn to the left.

•	Arrow Up on the numeric keypad - move closer.

•	Arrow Down on the numeric keypad - move further.

•	Arrow Right on the numeric keypad - move to the right. If the STUDY mode - move camera around the selected point or coordinate origin of the scene.

•	Arrow Left on the numeric keypad - move to the left. If the STUDY mode - move camera around the selected point or coordinate origin of the scene.

•	7 on the numeric keypad - turn to the left.

•	9 on the numeric keypad - turn to the right.

•	Gray Plus - move up in the case of FLY mode.

•	Gray Minus - move down in the case of FLY mode.

•	1 on the alphanumeric keyboard - incline to the left. Note: It is not accessible in WALK mode.

•	2 on the alphanumeric keyboard - incline to the right. Note: It is not accessible in WALK mode.

•	3 on the alphanumeric keyboard - turn upward. If the STUDY mode - move camera around the selected point or coordinate origin of the scene.

•	4 on the alphanumeric keyboard - turn downward. If the STUDY mode - move camera around the selected point or coordinate origin of the scene.

Note:

To accelerate the camera’s movement or rotation: Press SHIFT, CTRL or SHIFT+CTRL and one of the above keys simultaneously.


Move a camera in the Plan window

To move a camera along a plan:

1.	  Position the pointer over the Pinocchio icon. The pointer looks like a wide cross.

2.	Drag the Pinocchio icon in the desired direction.

Note:

•	You may navigate the camera through walls while moving in the Plan window.

To change a camera’s orientation:

1.	  Position the pointer over the Pinocchio icon tip. The pointer looks like a cross.

2.	Rotate the Pinocchio icon tip with your mouse (yawing in the Top view, pitching in the Front or Left view).

To place a camera in a required position:

•	Double click the desired position in the Plan window. The active camera moves to that location.


Setting Perspective window options

The following options are supported from the pop-up menu of the Perspective View  window:

•	Viewpoints. Activates a list of the predefined viewpoints.

•	Headlight On. The headlight always shines directly in front of the camera. You can switch the headlight on and off.

•	Collider On. By default, ISA allows you to pass through objects in your path. To prevent from passing through objects choose Collider On.

•	Wireframe View. When this option is selected, the object appears to be outlined with wires rather than solid. Note: It is accessible only for hardware renderers.

•	Navigation. You can select a navigation mode.

•	Speed. Controls the rate at which a camera moves trough a world.

•	Show Toolbars. You can show or hide toolbars.

•	Preferences...

Renderers. Select a rendering mode. To draw the 3D image, ISA 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 greater 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.

Colors. You can change a background color of the Perspective View window: Click the desired color from the palette or choose System Color from the list and then click OK.


Using Objects

You can take a ready object from the Object gallery. This object can be placed into the scene. You can change size, position and orientation of object, set an animation sequence for it, and add or change its properties.


The Scene Tree

The Scene Tree presents information about a scene structure.

The Scene Tree is very similar to a genealogical tree. Each tree node represents an object. Each node may hold any number of child nodes (sub-objects). Each node, with the exception of the primary nodes, has a parent. Primary nodes are joined together.

Object images in the Scene Tree:

•	The [image] icon represents whether ordinary (static) VRML objects or objects with internal behavior properties. Some of these objects can be connected with each other in the Routing Diagram window.

The relations between ISA objects are defined in the following way:

•	When an object is resized or moved (rotated), all its sub-objects are resized by the same coefficient or moved (rotated) by the same distance (angle).

•	If an object is deleted, all its sub-objects are deleted too.

•	Mutual subordination of the objects in a scene can be arbitrarily changed.

Note:

•	The scene is your world, and like the real world we can’t move, resize, or turn it. This means that there are no Object Manipulators for the whole scene.

•	Objects appear in the Scene Tree under their gallery names, that you can change late on.


Place objects into a scene

To place an object from the Object gallery to a scene:

1.	Click a tab in the Object gallery, then scroll the gallery to find the object you need. Repeat this step with other tabs till the object is found.

2.	Drag the object to the scene with the mouse.

Note:

You can drag and drop objects into the Plan, Perspective View, Scene Tree, and Routing Diagram windows:

•	Plan window. An object is located in the place where you dropped it. The center of its bounding box is set on the Plan at a point where the mouse button was released while dragging. The third coordinate of the bounding box center, which can not be defined from the current plan view, is, by default, set at the origin of the coordinate axis.

Using the Top Plan view you can choose two different ways to place objects in the scene:

On Zero Level.  Point to Drop on, then select Zero Level from the right-button pop-up menu in Plan or click the [image] Drop on Zero Level button on the Object toolbar. The object appears with its bottom face at zero level of the vertical axis.

On Top Face.  Point to Drop on, then select Top Face from the right-button pop-up menu in Plan or click the [image] Drop on Top Face button on the Object toolbar. The object attaches with its bottom face to the top of underlying object. If there is no underlying object, the dropped object appears with its bottom face at zero level of the vertical axis.

•	Perspective View window. An object may be located in any place of a scene. The object becomes a child of the object associated with the face upon which you drop the object. The object attaches to the face with its own bottom face. This guarantees, for example, that when a chair is placed on the floor, it is directly on the floor, not suspended above it or passing through it. If the object is placed into vacant place of the scene, coordinates of center of its bounding box is located 10m from the camera.

•	Scene Tree window. The object becomes a child of the object upon which it was dropped. The center of  its bounding box is located in the origin of the scene coordinate system.

•	Routing Diagram window. The object is located in the scene coordinate origin. If the object have no incoming or outgoing events, it is invisible in the Routing Diagram window.

Objects placed according to the above methods are eligible for all object operations, such as rotation, resizing, renaming, etc.

Note:

Object files in the gallery store information about the object’s orientation, including the direction of the vertical axis of its coordinates. An object in the gallery is displayed in such way that its orientation coincides with the orientation it will have when placed into a scene. When dragging an object to a face in the Perspective View window, the object "falls" in such way that its vertical axis coincides with the target face's normal. Therefore, an object such as a chair oriented in the gallery with its legs downward is always placed on a face with its legs directly touching the face.

To place ready VRML object from a file to scene, do one of the following:

•	 Choose Add Object from the Object menu and find an object in the Add Object dialog box. Click OK. A new object is located at the origin of the coordinate axis in scene. If any object in the scene is selected, the object you add becomes its sub-object and appears at the origin of the coordinate axis of the parent (selected) object.

•	Drag the file you want  to the desired ISA window. You can drag and drop objects into the Plan, Perspective View, Scene Tree, and Routing Diagram windows. The object appears in the scene the same way as if you were dragging it from the Object gallery.

To copy an object using the Scene Tree window:

•	Hold down the CTRL key, then drag the object you want to the Perspective View or Plan window. The copy of the object appears in a scene.

To move an object using the Scene Tree window:

•	Drag the object from Scene Tree to Perspective View window or Plan, the object moves to its new location.


Add objects to the Object gallery

To add objects, do one of the following:

•	Drag and drop an object file with extension .wrl directly into the ISA gallery.

•	Copy an object file with extension .wrl and all resources into folder containing ISA objects (its default folder is ProgramFiles/ParallelGraphics/ISA/objects/[gallery name]).


Select objects

To manipulate an object you should select it in the Perspective View, in the Scene Tree, or in the Plan window.

To select an object in the Perspective View window:

•	Click the object. The selected object or the hierarchic group of objects is marked with a yellow bounding box.

Note:

If the object is a member of the hierarchic group of objects in the Scene Tree window as shown on the following figure,

there are two ways to select objects. To  move up or down  through the levels of hierarchy,  click the [image] Select Lowest or [image] Select Highest button on the Object toolbar or choose the appropriate command from the Object menu.

Select Highest Clicking the Lamp object in the Perspective View window results in the selection of all these objects:

When you click the Lamp object again, this selects the objects one level down in the hierarchy (a table and a lamp):

When you click the Lamp for the third time, this selects the lowest node in the hierarchy (a lamp):

Select Lowest When you click the object in the Perspective View window, this selects the object with its sub-objects. You can move the level up by clicking the object again.

To select an object in the Scene Tree window:

•	Click the object’s name. The name of the selected object is highlighted.  The object and all its sub-objects are also selected in the Perspective View window.

To select an object in the Plan window:

1.	 Move the pointer into the Plan window and point to the edge of the object you want to select in the Plan window. The pointer should look like a wide plus.

2.	Click on of the visible edges of an object. It turns red.

Note:

If the object is a member of the hierarchic group of objects in the Scene Tree window, there are two ways to select objects (see the previous note for details). To move up or down through the levels of hierarchy, click the [image] Select Lowest or [image] Select Highest button on the Object toolbar or choose the appropriate command from the Object menu.

To select an object in the Routing Diagram window:

•	Click the object’s name at the top of the icon.


Delete objects

To delete an object:

1.	Select the object to be deleted.

2.	Choose Delete from the Edit menu or click [image] on the Standard toolbar or press the Delete key.


Rename objects

To rename an object:

1.	Click the highlighted object name in the Scene Tree window. An edit box for the object name appears.

2.	Enter the new name and press Enter.


Drop objects

To place an object on the top of the other underlying object in the scene:

1.	Select the object you want to drop.

2.	  Click the Drop button on the Object toolbar. The object attaches with its bottom to the first underlying horizontal face and becomes its sub-object.


Align an object

When you rotate an object in the scene, you may need to align the object’s axis parallel to the axis of the scene (the object belongs to scene) or the parent object (the object one level up in the hierarchy).

To align an object:

1.	Select the object you want to align.

2.	 Choose Align from the object menu or click  the Align button on the Object toolbar.

To align the object directly in the Perspective View window:

•	Right-click the object you want to align in the Perspective View window, and then click Align in the appeared pop-up menu.


Move objects into another hierarchy level
Move objects to another hierarchic level

To move an object:

•	In the Scene Tree window drag its name to the name of the object you want to make a parent - drag until the parent’s name becomes highlighted. If you want the object to be at the top of  hierarchic level,  drag its name to the vacant place of the Scene Tree window.


Change size, position and orientation using Object Manipulator
Manipulate objects in the Plan window

Object position, orientation, size and proportions are set with the Object Manipulators.

To turn Object Manipulators on:

1.	 Position the pointer in the Plan window on any line on an object you want to manipulate with. The mouse pointer changes to a wide plus icon.

2.	 Click a plan’s line associated with the desired object. The object becomes selected and the Object Manipulator appears nearby.

Note:

You can also select an object in the Scene Tree window.

To change an object ’s position:

 Drag the Object Manipulator’s moving point (it’s center). You can move an object in any of the three virtual space dimensions using the Top view options for horizontal movements, and the Front view or Left view options for vertical movement.

To change an object’s position about a single horizontal or vertical axis in Plan:

1.	Hold down the SHIFT key.

2.	Drag the Object Manipulator’s moving point  in the desired direction. The initial movement determines the only direction (vertical or horizontal in Plan) to change the position. The  [image] arrows indicate the direction of possible movement.

To uniformly resize an object :

 Drag the Object Manipulator’s resize jack (the boxes at the end of the object axes or levers).

To scale an object  along its axis:

1.	Hold down the SHIFT key.

2.	 Drag the appropriate Object Manipulator’s resize jack. The arrows indicate the direction of possible movement.

To change an object ’s orientation:

 Drag the Object Manipulator’s lever. To rotate the box in the horizontal plane, rotate in the Top view. To rotate (incline) the box in the vertical plane, rotate in the Front or Left view.  The minimal angular step equals 15 degrees. To achieve smooth object rotation, SHIFT-drag a lever.

To change the location of Object Manipulator’s moving point:

  By default, the Object Manipulator’s moving point locates close to the center of an object. Hold down the CTRL key, and then drag the Object Manipulator’s moving point to change its location. The initial movement determines the only direction (vertical or horizontal in Plan). The arrows indicate the direction of possible movement.


Cut, copy, and paste objects

You can cut or copy an object onto the Clipboard and paste it into another place in your scene.

To cut or copy the object onto the Clipboard:

1.	Select the object you want.

2.	  Click the Cut button on the Standard toolbar or choose Cut on the Edit menu to cut the object to the Clipboard, or

  click the Copy button on the Standard toolbar or choose Copy from the Edit menu to copy the object to the Clipboard. The object and all its sub-objects are copied onto the Clipboard.

To cut or copy the object directly in the Perspective View or Plan window:

•	Right-click the object you want to cut or copy in the Perspective View or Plan window, and then click Cut or Copy in the pop-up menu. The object and all its sub-objects are copied onto the Clipboard.

To paste the object from the Clipboard, do one of the following:

•	  Click Paste on the Standard toolbar or choose Paste on the Edit menu to paste data from the Clipboard to the scene. If any object in the scene is selected, the object you paste becomes its sub-object and appears at the same place in the scene.

•	Right click the place in the Perspective View or Plan window where you want to paste data. The pop-up menu appears. Click Paste. An object will be inserted into a scene so that the center of the parallelepiped which defines its limits will appear at the click point on the plan.

To replace an object currently selected onto an object stored on the Clipboard:

•	Choose the Paste and Replace command from the Edit menu.

To copy an object using the Scene Tree window:

•	Hold down the CTRL key, then drag the object you want to the Perspective View or Plan window. The copy of the object appears in a scene.

To copy an object using the Plan window:

1.	Select the object in Plan.

2.	Press the D key (Duplicate an object). The copy of the selected object appears on the Plan at a point where the pointer is positioned. The third coordinate of the bounding box center, which can not be defined from the current plan view, is, by default, set to be the same as for the selected object. If the pointer is not positioned over Plan, the object appears at the center of Plan.


Placement

Object position, orientation, and size are set with the Object Manipulators both in Plan and Perspective View.  However, it is sometimes convenient to manipulate object by setting the numerical values:

1.	Select the object.

2.	Click the Placement tab in the Properties/Events window.

3.	Click the Absolute or Relative field to enter the appropriate mode.

4.	Enter the desired value, and click OK.

Absolute

allows transformation in the local coordinate system of the parent object. If the object is at the top hierarchical level, VRML coordinate system is assumed.

Relative

allows transformation from the object current position.

Translation

to move an object by specified amounts in the X,Y, and Z directions, in meters.

Scale

specifies a scale, which can be a nonuniform.

Rotation

to rotate around X,Y, and Z axes, in degrees.

Center

allows you to move the Object Manipulators moving point (center).


Update objects
Update objects (only in ISA Pro v.1.0)

This command helps you to update (replace) all objects in a scene with its new version, if any. By default, ISA keeps information on the location of the object, which has been included to a scene. ISA compares the SFFloat _version_  field values in a prototype defined both in an object file and a scene, and replaces the object in a scene if its version is older.

To update objects in a scene, click Update Object from the Object menu.

Note:

•	When you edit the ISA object, the version number is automatically increased.

•	It is impossible to update objects in published scenes.

•	It is impossible to update objects which have been added to a scene using the Insert Objects from Scene command.


Save Object (only in ISA Pro v.1.0)
Save an object (only in ISA Pro v.1.0)

The Save Object command (Object menu) helps you to save the selected object from the loaded scene.

To save an object:

1.	Select the object you want.

2.	Choose Save Object… on the Edit menu. A dialog box for the file name appears.

3.	In the File name box, specify an object name under which the object will be displayed in the Object gallery.

4.	Choose a gallery name where you want to save the object. Note that if you select the Objects folder, your new object appears at General tab.

5.	Click Save.

Note:

•	Only predefined abilities will be saved with your new object.

•	Animations associated with the object cannot be saved.


Insert Objects from Scene
Insert Objects from Scene (only in ISA Pro v.1.0)

Insert Objects from Scene command (Edit menu) inserts all objects from the selected scene to your current scene. When you select this command, the Insert Scene dialog appears, prompting you to open or find a scene from which to extract all objects.


Import Scene
Import Scene (only in ISA Pro v.1.0)

Imports VRML scene, keeping scene hierarchy.

This command makes it possible to import a model, consisting of several objects and make all these objects accessible in ISA. You can add abilities and animations to any of the component objects of the model. Also you can save any of the objects in Object Gallery for future use or editing, using the Save Object command. When importing VRML scene, each Transform or Group node in it is converted to ISA object. Object hierarchy remains unchanged. All fields and events inside Transform or Group node, which have routes connected to them are exposed in the newly created ISA object as properties or events, and routes are reconnected.


Manipulate objects in the Perspective View window

You can change the object’s position, scale and orientation directly in the Perspective View window with the help of Object manipulator controls. This is useful when:

•	You need to position and set the size of the object in a 3D space relative to the other scene items and view the result directly in the Perspective View window.

•	You need to place the object onto the specific face of the other scene item, for example on the ground landscape surface or on the floor of the virtual house.

To display the Object manipulators in the Perspective View window select the appropriate object  in the Perspective View window, Plan window or Scene Tree window.

Using the Object manipulator controls in the Perspective View window you can:

•	Rotate an object

•	Scale an object

•	Move an object to another place and snap it onto another face in the scene


Object manipulator controls in the Perspective View window

The Object manipulator controls in the Perspective View window are shown on the following pictures. There are two types of controls:

Object rotation controls: green cones at the end of the axes crossing the object center. When you position the mouse pointer over the rotation control, the cone is colored in red and object name appears on the screen.

Object resizing (scale) controls: yellow boxes in each bound box vertex. When you position the mouse pointer over the scale control, the box is colored in red and object name appears on the screen.

To move Object rotation controls relative to an object:

•	Position the pointer over the Object rotation control in the Perspective View window.

•	Drag the Object rotation control while holding down the CTRL key.

To restore Object rotation controls in the center of  the object bounding box:

•	Double-click the green cone of the Object rotation control.


Rotate an object
Rotate an object directly in the Perspective View window

You can rotate the object in the Perspective View window using the rotation controls: green cones at the end of the axes crossing the object center. The minimal angular step equals 15 degrees. For example, the following images demonstrate a rotation about the horizontal axis:

To achieve smooth object rotation:

•	Hold down the SHIFT key while dragging the rotation control.

Note:  If you rotate the object around the axis, parallel to the bottom face of its bounding box, the object becomes not snapped to the face of the other scene item. Use snap the object to any visible face to attach the object to the face again.


Scale an object
Scale an object directly in the Perspective View window

You can resize the object directly in the Perspective View window using the object scaling controls: yellow boxes in each bound box vertex. When you position the mouse pointer over the scale control, the box is colored in red and object name appears on the screen.

The following rules are applied for the scaling operations:

•	The object is resized (scaled) in all dimensions simultaneously when you drag the scaling control:
increased, if you move the pointer out of the opposite diagonal vertex of the object bounding box;
decreased, when you move the pointer closer to the opposite diagonal vertex of the object bounding box.

•	The object is resized in the single direction when you SHIFT-drag the scaling control. The initial movement determines the scaling direction.

•	When you drag the scaling control while holding down the CTRL key, the object is resized in all dimensions and the yellow box opposite the box you drag does not move. It is sometimes useful for the furniture arrangement in the room. The initial movement determines the scaling direction.

•	If you scale the object, it becomes intercepting the floor or the wall. Use this technique only if you actually need to insert the object into the other scene items. Try scaling the objects in the Perspective View window by yourself and find your own intuitive understanding of the scaling procedures.


Move an object
Move an object directly in the Perspective View window

To move the object in the Perspective View window:

1.	Select the object you want to move by clicking it in the Perspective View window.

2.	Position the pointer over any face of yellow bounding box of the selected object. Drag the object to position where you want to place it. The face of bounding box you choose defines the plane in which you can move the object in a 3D space.

You can  transfer an object to another place in a scene using Scene Tree window:

•	Drag the object icon from the Scene Tree to position where you want  to move the object in the Perspective View window. If the object is placed on any face then it is placed as if the face is holding it up. For example, when an object such as a chair is dragged to the vertical face of a scene, the chair is placed with its legs directly in contact with this face, as if the face was the ground. If an object is placed into vacant space of the scene, the center of its bounding box is located in 10m distance from the camera. If an object is moved to a face of another object, it becomes its sub-object.

Note:

•	An object cannot be moved to its own face or to a face of its sub-object by the above method.

•	When an object is moved, all its sub-objects are also moved or copied, retaining their orientation relative to the parent object.

You can snap the object to any visible face of the other item in the Perspective View window:

1.	Select the object you want to snap by clicking it in the Perspective View window.

2.	Position the pointer over any face of yellow bounding box of the selected object. Drag the object  while holding down the CTRL key to the appropriate (probably horizontal) face in the scene. The object becomes attached to that face and slides along it while you move the mouse. Note that if an object is moved to a face of another object, it becomes its sub-object.


Replace an object

To replace an object in the scene with the object from the Object gallery:

1.	Hold down the CTRL key, then drag the object using the right mouse button from the Object gallery on the object you want to replace in Perspective View.

2.	A menu appears with the available options. Click the option you need:

Add Object.  Places an object into a scene without replacing.

Replace Object.  Places an object from the gallery and keeps its original size. The object in the Perspective View where the mouse button was released while dragging is removed.

Replace Object, Keep Proportions.  Replaces an object and performs uniform scaling in the three directions. The amount to scale by is determined to inscribe the object within the bounding box of the previous one.

Replace Object, Keep Bounds. Replaces an object and performs transformations to fit the current object’s bounding box to the previous one.

Cancel. Click this to abandon the operation and return to editing the scene.


Adjusting a camera

While creating, editing, and assembling your scene, you can move the camera to a position, suitable for viewing object:

•	Right-click the object in the Perspective View window, and then select Go To [object name], or

•	Double-click the object in Perspective View , or

•	 Select the object you want to view, and then click Go To Object From Current Position on the Object toolbar or choose the appropriate command from the Camera menu. The camera moves to fit the current object’s bounding box to the Perspective View window.

To view object in your scene from Top, Bottom, Left, Right, Front , or Back:

•	Select the object you want to view.

•	 Click the appropriate button on the Object toolbar or choose Go To Object From command from the Camera menu.


Scroll a plan (pan the view)

Besides scrolling a plan using the ordinary scroll bars of the Plan window you may also do it by moving your mouse.

To move plan views:

1.	 Position the pointer anywhere in a vacant place of the Plan window and press the left mouse button. The pointer looks like a hand.

2.	Move the mouse while holding the left mouse button to move plan.


Change a View

To select between Left, Top, Front, and Symbols (only in ISA Pro v.1.0) scene plan views:

•	Click the Plan Top, Plan Left, Plan Front, or Plan Symbols button on the Plan toolbar.

Note:

•	There are objects in the Garden Object gallery which cannot be seen well from the Top view. Use Symbol view (only in ISA Pro v.1.0) instead. The objects become visible in Plan as they are shown in the gallery. When an object is rotated about horizontal axis, it is not shown as a picture in Plan. When several objects overlap, the selected object  always is shown at the top of other objects in Plan. If the object has sub-objects, the children objects are shown above the parent object.


Zoom of plan

To increase or decrease view magnification:

1.	Position the pointer anywhere in the Plan window.

2.	Press the left mouse button and simultaneously press the CTRL key on the keyboard.

3.	Move the mouse up or down to increase or decrease view magnification

4.	Release the left mouse button and the CTRL key.

To magnify a selected part of a plan:

1.	Position the pointer anywhere in the Plan window.

2.	Press the left mouse button and simultaneously press the CTRL key on the keyboard. Select a particular area in Plan by dragging the mouse.

You can also use buttons on the Plan toolbar:

   Click Zoom In or Zoom Out on the Plan toolbar to increase or reduce the plan view magnification.

Note:

•	The grid can be hidden as a result of zooming.


Fit plan to object

To make object views visible in the Plan window:

1.	Select the object you want to make visible in Plan.

2.	  Click Fit to Object on the Plan toolbar.

Note:

•	Objects on the plan have the dimensions of a rectangular parallelepiped, where the object and its sub-objects are included. The scale of the plan is adjusted so that all components of the object are visible.


Fit plan to a scene

To make a scene views fully visible in the Plan window:

•	  Click Fit to Scene on the Plan toolbar.

Note:

•	The plan’s scale is set so that all elements of the scene, including camera Pinocchio Icon, can be seen.


Turn the Grid on/off

The Grid is not shown in the Plan window by default.

To turn the Grid on/off:

1.	Choose Grid... from the right-button pop-up menu in the Plan window. The Grid settings dialog box appears.

2.	Check Show Grid to turn the grid on or clear to turn off. You can also specify the Grid cell in meters and activate Snap to grid option.

3.	Click OK.


Turn the Guides on/of

ISA allows you to have an unlimited number of vertical and horizontal guide lines in the Plan window. It’s often useful to have a line to keep an eye while you are assembling the scene in the Plan window.

To include a guide line:

1.	Position the pointer over the vertical or horizontal ruler in the Plan window and press the left mouse button.

2.	Move mouse to the plan area while holding down the left button. The Guide line appears.

To move a guide line:

1.	  Position the pointer over the guide line to be moved. The pointer changes to a double arrow.

2.	Drag the guide line.


A keyboard commands
Keyboard commands

You can manipulate the Plan using keyboard commands:

•	A - Adjust the plan view to show area with maximum density.

•	D - Duplicate an object. The copy of the selected object appears on the Plan at a point where the pointer is positioned. The third coordinate of the bounding box center, which can not be defined from the current plan view, is, by default, set to be the same as for the selected object. If the pointer is not positioned over Plan, the object appears at the center of Plan.

Note: To use keyboard commands, make sure the Plan window is active.  To activate the Plan window click anywhere on an empty part of Plan.


Objects properties

Any object from the Object gallery or VRML file located in a scene has at least the following properties:

1.	Name - the object name. Defines the name of the object in the Scene Tree. Objects appear in the Scene Tree under their gallery names that can be changed lately.

2.	Owner - indicates the parent of the object.

3.	Abilities - enable the way to add the following properties to the object:

 Touchable

 Collidable

 Hidable

 Moveable

 Turnable

 Proximity

 Looksensitive

 Billboarded

 Highlighted

 Labeled

 Linked

Groups of objects located in the Object gallery may have additional predefined properties. For example, objects located in the System gallery support interaction with the user and provide light sources, sounds, the scene background, viewpoints, and guided tours.


Viewing properties

To display object’s properties:

1.	Select the object.

2.	Click the Properties tab in the Properties/Events window.

You will see the list of properties for the selected object. It has two columns: the first column represents a name, and the second one indicates the value that defines the object’s property and may be changed.


Change properties

To change an object’s property:

1.	Select the object.

2.	Click the Properties tab in the Properties/Events window.

3.	Click anywhere in the value column to activate the object’s property you are going to change. If the [image] button appears, click it and select the value from the drop-down list box. Some properties such as Name, intensity, radius , etc.  may be changed manually using keyboard. All changes are immediately reflected either in the Perspective View  or Scene Tree window.

Note:

Click the Help tab in the Properties/Events window to get an explanation of object’s properties.


Interacting of the objects
Interaction of the objects

Some objects generate events in response to environmental changes or user actions. Event is an indication that something has happened. ISA gives the user a mechanism, through which these events can be propagated to cause changes in other objects. This is called a route. The route is the connection between an object generating an event and an object receiving the event. You can represent the route as a path through which information passes from one object to another. For example, you can connect the Button object from the System gallery  to the PointLight object to turn on a light.

You can create a route both in the Properties/Events and Routing Diagram windows. Once an object has generated an initial event, the event is propagated from the object producing the event along any routes to other objects. These other objects may respond by generating additional events, etc.


Events

An object receives incoming events and passes the events to the other object. With events you can change object’s properties or start animations.

To show object’s events:

1.	Select  the appropriate object.

2.	Click the Events tab in the Properties/Events window.

You will see the list of events. Events are of two types: outgoing events send values, and incoming events receive values. The [image] left-pointing arrow represents the incoming event, and the  [image] right-pointing arrow represents the outgoing events. The following icons indicate the types of the events:

  - SFTime

  - SFBool

  - SFColor

  - SFFloat

  - SFVec3F

  - SFRotation

  - MFString

  - SFNode

Note:

Only objects from the Animated, Characters, Logical, and System galleries have the predefined events. Animator adds  the Animation.signal, Animation.start, and Animation.toggle events to animated objects list.


Routing in the Properties/Events window

To create a route:

1.	Select the object from which you want to create a route.

2.	Click the Events tab in the Properties/Events window.

3.	Click the outgoing event. The right-pointing arrow becomes red.

4.	Select an object receiving the event.

5.	Click the incoming event.

For example, the following image demonstrates a route from the Triggered Button to Door object:

To remove a route:

•	Click the [image] cross.


Routing in the Routing Diagram window

To create a route:

1.	Click the Routing Diagram tab.

2.	Position the pointer over outgoing event, located at the right of the object.

3.	Press the left mouse button and, holding down it, stretch the route to incoming event, located at the left of the object.

For example, the following image demonstrates a route from the Triggered Button to the Door object:

To remove a route:

1.	Position the pointer over the route. It will be colored with red.

2.	Press the right mouse button.

3.	Choose Remove Route from the right-button pop-up menu.

You can also remove a route by double-clicking it.

To display information concerning routes:

•	Position the pointer over the wire, information about routing displays in ToolTip.


Rules for Routing

•	Incoming events are always routed to outgoing events, and vice versa. You can't route two incoming events to each other, or two outgoing events to each other.

•	The types of the events at both ends of the route must be identical. For example,  a [image]  SFTime  event to [image]  SFTime event.

•	You can't route an outgoing event to an incoming event for the same field of the same object.


Move an object in Routing Diagram

You can change an object location in the Routing Diagram window for your convenience. To move an object, drag its title bar.

To maximize or minimize an object,  double-click the title bar or click the [image] in the upper right corner of the object.


Hide or show objects

To hide or show objects in the Routing Diagram window:

1.	Choose Hide/Show Objects from the right-button pop-up menu. The Hide/Show Diagram Object dialog box appears.

2.	Select or clear the checkbox corresponding the object you want to show or hide.

To hide or show all objects in the Routing Diagram window click Hide All or Show All to hide or show all objects in the Routing Diagram window. To hide objects without any routes in the Routing Diagram window, click Hide Routeless.

By default, the Hide/Show routed object option is clear. Selecting this option allows you to hide both an object selected from the list and all objects routed to it. If you want to show or hide objects one by one, clear Hide/Show routed object.

3.	Click OK.


Find the selected object

Sometimes you might want to find an object in the Routing Diagram window. In this case, you can:

1.	Select the appropriate object in the Scene Tree or Perspective View window.

2.	Choose Find Selected from the right-button pop-up menu.

Note: By default, ISA adjusts the view in the Routing Diagram window to show the selected object. Select  or clear Follow Selection from the right-button pop-up menu of the Routing Diagram window for switching.


Turn the Snap Valid Routes On/Off

By default, the route automatically connects to the appropriate incoming event of the object when you drag the route in the vicinity of the object incoming event. This allows you to see whether the types of these events are identical and the events can be routed.

To turn the Snap Valid Routes On/Off:

•	Choose Snap Valid Routes from the right-button pop-up menu of Routing Diagram or

•	Select Properties from the right-button pop-up menu and Set or Clear Snap Valid Routes. Click OK.


Turn the Follow Selection On/Off

When you route the objects, you have to find the object you need. By default, ISA adjusts the view in the Routing Diagram window to show the selected object.

To turn the Follow Selection On/Off:

•	Choose Follow Selection from the right-button pop-up menu of Routing Diagram or

•	Select Properties from the right-button pop-up menu and set or clear Follow selection. Click OK.


Animation

ISA lets you to make a scene richer and more convincing by animating the objects. You can change the position, orientation, and size of any object in your scene over time. You can also change all its other properties (only in ISA Pro v.1.0) such as color, transparency, intensity, etc. represented in the Properties/Events window. An object may have one or more animation associated with it. To create an animation, you should make a  sequences of keyframes, and interpolate between them in the Animator window. When the animation is created, the following events are associated with the object: Animation signal, Animation start, and Animation stop.

If  animated object has sub-objects, the object’s movement animation spread to all its sub-objects. For example, if a table is the object, and a book on it is its sub-object, the movement of the table is at the same time the movement of the book.

Each object in the scene has a parent. The object’s movement animations are related to location of the parent. Changing the parent's location, you also change location of the point relative to which the object’s movement animations are performed. If you move the object to another parent, its animation will be made relative to coordinates of the new parent.


Create an animation

To create an animation with an object:

1.	Click the Animator tab.

2.	Select the object you want to animate.

3.	Click the [image] New Animation button on the Animator window toolbar.

4.	On the left of timeline there is a list of the object’s properties which can be changed in the process of animation. Any object possesses the position property. An object may have other properties, such as color, transparency, radius, intensity and so on. Position property includes translation, rotation, scale, orientation and center. Click [image] to open these properties. Click the radio buttons near properties to mark that you want to change in the current keyframe.

5.	Slide the time bar’s dotted line by dragging the yellow diamond:

6.	Move the selected object in your scene to the new position you want to associate with the time you set in step 5. This association is called a keyframe.

7.	Note that the radio buttons near properties you changed in the current keyframe became red.

8.	Click the [image] red record button on the Animator window toolbar or manually select fields you are going to animate in the left bar.

9.	Repeat steps 5-8 until you set up all the keyframes in your animation.

10.	To preview the animation click the [image] Play button on the Animator window toolbar.

Note:

You can also control the length of each cycle of the already created animation by typing the cycle length in the CycleTime field at Properties tab of the Properties/Events window.


Animator toolbar

  New Animation. Creates a new animation (keyframe).

  Delete Animation. Removes the animation you are currently editing.

 displays the name of animation you are currently editing. You can select the other animation associated with the object from this drop-down list box.

  Select Trigger Properties from this drop-down list box.

World Entry. Stars the animation when the world is loaded into a browser. This kind of trigger  takes a lot of processing power and thereby slow down your world.

Touch Sensor. Starts the animation when the user clicks the specified object.

Proximity Sensor (only in ISA Pro v.1.0). Starts the animation when the camera enters a box-shaped region around the specified object.

Collision Group. Starts the animation when the camera runs into an object.

Visibility Sensor (only in ISA Pro v.1.0). Makes sure the animation runs only when someone is looking at it. When the animation is out of view, it stops, and starts when it comes back into view. This is a useful way to cut down on the processing time required for animations.

Custom Events. Lets you choose a sensor in the scene that will start your animation manually by creating of routes.

 Constant Interpolation (only in ISA Pro v.1.0). The value remains fixed until the next keyframe. No interpolation is performed.

 Linear Interpolation. The value changes linearly from the current value to the next keyframe value.

 Hermite Interpolation (only in ISA Pro v.1.0). The value passes through the key, but it follows a smooth curve to avoid discontinuity.

 Record all Changes. When the record button has a red dot, you can click it to record all object changes.

 Toggle the Stop Milestone. Lets you to stop the animation at selected points on the timeline. If you click the button again, the [image] stop mark removes. By default, the animation always loops.

 Toggle the Event Milestone. Generates the [image] Animation.signal outgoing event at selected points on the timeline. With this event you can start the other animation.

 Rewind. Sets the time bar’s dotted line at the beginning of the timeline.

 Stop. Stop playing of the animation.

 Play. Lets you to preview the animation.

 Forward. Sets the time bar’s dotted line at the end of the animation.

 Displays the position of the time bar’s dotted line. You can also specify its position in this field.

 Zoom In. Increases the view magnification of timeline.

 Zoom Default. Returns the view of timeline to its original size.

 Zoom Out. Reduces the view magnification of timeline.


Previewing an Animation
Preview an animation

To see how your animation will look, do one of the following:

•	Click the Play button on the Animator controls to play the animation. To stop the animation at any time, click the Stop button.

•	Drag the diamond back and forth to preview the animation.

•	 Click anywhere in the timeline to jump the diamond to that point.

To see how your animated scene will look in a browser, choose  Play from the View  menu or click the Play button on the View toolbar.


Select a keyframe

To select a keyframe:

•	 To select a keyframe, click its blue dot. The selected keyframe turns red.

•	To select multiple keyframes, CTRL-click additional keyframes to add them to the selection.

 Note:

Once you've selected keyframes, you can drag them around in time. You can also copy keyframes if you drag them while holding down the CTRL key.

To deselect a keyframe:

•	To deselect a single keyframe, CTRL-click the keyframe.

•	To deselect all keyframes, click on an empty part of the Animator window.


Cutting and copying keyframes

To remove a keyframe:

•	Select the keyframes you want to delete, then press Delete.

To copy keyframes:

•	Select the keyframes you want to copy, then drag them while holding down the CTRL key.

Instead of copying keyframes by dragging you may choose the other way to copy:

1.	Drag the yellow diamond to the keyframe you want to copy.

2.	Hold down the CTRL key, then drag the yellow diamond to a new position.

3.	Click the [image] red record button on the Animator toolbar to automatically record all object changes, or manually select fields you are going to animate in the left bar.


Animating a viewpoint

You can animate the position and orientation of a viewpoint using the Animator in order to move the viewer around in the world. Use this feature to define the exact path the user follows through the scene. The process of animating looks much like the one for the geometrical object, but requires some specific actions.

To animate a viewpoint:

1.	Drag Viewpoint2 from the System gallery to an empty place of Scene Tree.

2.	To store the start camera position, make sure Viewpoint is selected, then click the Store field at Properties tab of the Properties/Events window, and then the appeared [image] button.

3.	Click the Animator tab, and then the [image] New Animation button on the Animator toolbar.

4.	Select the Custom Events Trigger Properties from the [image] Trigger drop-down list box. This allows you to start your animation manually by creating of routes. The other possible Trigger is World Entry.

5.	Select the interpolation method by clicking the appropriate button on the Animator toolbar.

6.	Move the camera to the second location by using navigation’s commands in Perspective View or dragging the Pinocchio icon in Plan.

7.	Slide the animator time bar’s dotted line by dragging the yellow diamond to the desired position.

8.	Click the [image] red record button on the Animator window toolbar to record the second keyframe. The first keyframe is recorded automatically.

9.	Set up all the other keyframes in your animation by repeating steps 6-8.

10.	Click [image] rewind.

11.	Create a route to activate animated viewpoint in a scene. If you want the animation of the viewpoint is started every time the viewpoint becomes active, create a route from IsBound to Animation.toggle field.

12.	To avoid re-writing the first position of the animated viewpoint, deselect the Viewpoint object by clicking somewhere in the Perspective View window.

Note:

•	You do not need to click the [image] Store button at Properties tab every time you want to set up the next keyframe. When you create a new animation for the Viewpoint object, the camera locks to the viewpoint and they are synchronized until you deselect the Viewpoint object.

•	After you've created or edited the animated viewpoint, click [image] rewind to set the animation at the beginning.

•	To see animated viewpoint in the Preview mode, you should deselect the Viewpoint object before clicking Play on the View toolbar.

•	You cannot preview animated viewpoint by clicking the [image] Play button on the Animator toolbar.

•	A descriptive name of the viewpoint will appear in the list of the predefined viewpoints only in Preview.

•	The change of FieldOfView at Properties tab does not affect field of view immediately. To examine changes, enter Preview and select the viewpoint with the appropriate name.

•	While recording a keyframe, you can directly select which of the viewpoint’s parameter should be entered: translation, rotation or both. Click [image]  in Animator to open these properties. Click the radio buttons near properties to mark that you want to change in the current keyframe.


Key Features of AVI Recorder

AVI Recorder allows you to create live video demonstrations of scenes created with ISA by recording actions that are performed in the Perspective View window of ISA. You can save the recording as a movie that you can then play , or send to others to play. The video file may have been compressed using a several common video codecs that is included with Windows.

Note: AVI Recorder supports only the software renderers (R98 High/True Color ). To verify that the appropriate renderer is selected, use the right mouse button to click somewhere in the Perspective View, click Preferences, and then click the Renderers tab.

Hardware Requirements:

•	Random Access Memory (RAM): minimum of 64 MB.

•	The video files you create with the AVI Recorder require space on your hard disk. The exact amount of space required will vary with the kind and amount of activity, such as recording time, size of recording area (Perspective View window), screen resolution.


Record a movie

1.	Open a scene you want to capture for a recording.

2.	Click [image] Play to enter previewing.

3.	To start recording a movie, click [image] Record AVI on the View toolbar or from the View menu .

4.	To stop recording, click [image] Stop, or click the [image] Record button again.

Note:

If the [image] Record button is depressed, the recording always proceeds in the Preview mode.


AVI Recorder Options

To open AVI Recorder dialog box, point to Options from the Tools menu, click AVI Recorder. This dialog box allows you to define the general parameters of AVI Recorder.

Enable. Starts the recording of a movie in the Preview mode.

Use Compression. Ensures the video file compression when you stopped recording before saving the video file.

OnLine Compression. Allows on-line the video file compression for every frame. Do not use OnLine Compression on slow computers.

Current compressor. Displays the currently installed compressor.

  Allows you to select a video codec and modify its settings.

Used File. Displays the file name for your movie.

  To look for a file.

Use this file for all records. Saves a movie with the file name displayed in the Used File box .

Enumerate file name. Adds a number consequently incremented for every record to the file name displayed in the Used File box.

Ask file for every record. Provides a dialog box for you to tape the name of every record.

  Applies and saves any changes you have made and then closes this dialog box.

  The cancel button closes this dialog box without saving any changes you have made.


Save as a new object
Save a scene as a new object (only in ISA Pro v.1.0)

Use this command to convert the current ISA scene to the file format of ISA object, save it under a different filename, and choose field names to be visible in the Routing Diagram window or Properties/Events at Events tab whenever this new object is placed in a scene. You can use VRML files both from ISA and other VRML editors.

To save the current scene as a new ISA object:

1.	 Click the Save Scene as Object button on the Object toolbar or choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears:

2.	In the New Object Name field, enter a name under which the object will be displayed in the Scene Tree of ISA.

3.	In the Scene Tree, double-click the field you want to be accessible in your new object.  The selected field appears in exposed Fields/Events window below. Note that to delete a line in the exposed Fields/Events window, select it by clicking, then press Delete.

4.	To change the name of the exposed field, click it twice in the exposed Fields/Events window, type the new name, and then press Enter.

5.	Click OK, then choose a gallery name where you want to save the object and object name under which the object will be displayed in the Object gallery. Note that if you select the Objects folder, your new object appears at General tab.

Note:

•	Gallery’s name is the name of a sub-folder of the default ISA object folder. For example, if ISA is installed in C:\ISA, its default object folder is C:\ISA\Objects. All objects files from the Basic gallery are placed in C:\ISA\Objects\Basic.

•	A field name in the exposed Fields/Events window cannot start  with  " 0", "1 ", "2 ", "3 ", "4 ", "5 ", "6 ", "7 ", "8 ", "9 ", " +", "- " characters. The following characters shall not be used for field names: space,  comma,  point, separator character, comment,  "#", "\", " {", "}", "[", "]". These characters are replaced with  "?".

•	Field names in the exposed Fields/Events window must be different.

•	Fields names are case-sensitive.

The ISA installation package contains examples for scenes and objects that provide a simple way to learn how to use Save Scene as Object command. Look in the folder ISA\Objects\_Tutorial and ISA\Samples\SaveAsObject\ for objects and scenes respectively. This tutorial containes step-by-step exercises to teach you how to create new ISA objects from objects of other VRML editors and ISA itself:

Exposing fields and events from any VRML scenes

•	Exposing texture and material properties from simple geometry objects

•	Exposing several textures fields from complex objects

•	Controlling animation

Exposing fields and events from ISA scenes

•	Exposing texture from ISA scene

•	Controlling animation from ISA scene


Editing ISA object
Editing ISA object (only in ISA Pro v.1.0)

To edit already existing ISA object:

1.	Open an object. To open the object, it is very convinient to drag the object from the gallery to ISA’s title bar.

2.	Modify the scene, for example, by adding new objects and creating routes.

3.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. All fields, exposed in this object, are displayed in the exposed Fields/Events window.

4.	You can add new exposed fields,  change their names, and remove exposed fields that shouldn’t be used. For details, see Save a scene as a new object.

5.	Mark the Generate New Version checkbox if you want to apply the Update objects command.

6.	Click OK, then choose a gallery name where you want to save the object and an object file name. Note that if you want to apply the Update objects command lately, you should replace the object you edit with its new version and don’t change its file name.

Note:

When you mark the Generate New Version checkbox, the object version number is automatically increased. This allows you to replace all objects in an already created scene with its new version using the Update objects command.


Using simple geometry objects from VRML editors
Exposing texture and material properties from simple geometry objects (only in ISA Pro v.1.0)

This example demonstrates a use of an object with simple geometry that was created in an other VRML editor. Then you will make changeable in ISA its material and textures.

To create a new object with material and textures exposed in ISA:

1.	Open  box.wrl  from "…\ISA\Objects\_Tutorial\box.wrl". To open the object as a scene, it is very convinient to drag the object from the gallery to ISA’s title bar.  Please note that the Scene Tree window is empty whenever  is box.wrl opened.

2.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. It contains three windows - 3D window (on the left), Scene Tree (on the right), and exposed Fields/Events (bottom).

3.	In the New Object Name field, type “BoxObject” for the new object name.

4.	In the Scene Tree, click the plus sign for appearance[Exp] node to display nodes within it:

5.	To get a possibility of changing a texture in ISA, double-click texture[Exp]. The corresponding line appears in the exposed Fields/Events window.

6.	To get a possibility of changing colors and transparency in ISA, click the plus sign for material[Exp] node, double-click all nodes of this group:

diffuseColor

emissiveColor

shininess

specularColor

transparency

7.	Click OK, and then choose the Objects folder to save your new object. Note that ISA contains BoxObject available in the object Gallery at Tutorial tab.

Using BoxObject in ISA:

1.	Create a new scene by clicking the New button on the Standard toolbar.

2.	Add BoxObject to scene by dragging its icon from the Object Gallery at Tutorial tab somewhere into Perspective View.

3.	To apply the texture, select texture property by clicking it in the Properties/Events window at properties tab, then open the drop-down window, pressing the [image] button with down arrow, and click Custom. The Open dialog box appears. Choose any image file for texture, for example, “…\Isa\Textures\Pic koz1.jpg”. Note that to remove a texture, select texture property in the Properties/Events window at properties tab, then open the drop-down window by clicking [image] button, and click None.

4.	To change color of the object, make sure the object is selected, then click, for instance, the diffuseColor, emissiveColor or shininess in the Properties/Events window, then enter the desired values or choose them from the palette. Note that all of these properties can be animated with the Animator.

5.	This ready scene is available at “…\ISA\Samples\SaveAsObject\Box_scene.wrl”


Using objects from ISB
Exposing several textures fields from complex objects (only in ISA Pro v.1.0)

This example demonstrates a use of  an object from Internet Space Builder. It teaches you the technique of how to make the material and textures of several object shapes available in ISA.

1.	Open  Armchair.wrl from "…\ISA\Objects\_Tutorial\Armchair.wrl". Please note that the Scene Tree window is empty whenever Armchair.wrl is opened.

2.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears.

3.	In the New Object Name field, type “ArmObject” for the new object name.

4.	Using the navigation commands, make the scene view fully visible in the 3D window.

5.	Click the armchair’s seat, this selects the corresponding shape in the Scene Tree window:

6.	In the Scene Tree below the selected shape, click the plus sign for appearance[Exp] node to display nodes within a node:

7.	To get a possibility of changing a texture of the armchair’s seat in ISA, double-click texture[Exp]. The corresponding line appears in the exposed Fields/Events window.

8.	To change the name of the exposed field, click it twice in the exposed Fields/Events window and enter “texture_seat”:

9.	To expose textures corresponding to armchair’s arm, click the arm in the 3D window, then repeat steps 6-8.

10.	Click OK, and then choose the Objects folder to save your new ArmObject. Note that ISA contains ArmObject available in the object Gallery at Tutorial tab. Now you can add this object to a scene to make sure that all textures are available for editing in ISA.


Controlling animation from 3D Studio MAX
Controlling animation (only in ISA Pro v.1.0)

This example demonstrates how you can change the parameters of animation originated from 3D Studio MAX.

To create a new object with animation exposed in ISA:

1.	Open  cube.wrl from "…\ISA\Objects\_Tutorial\cube.wrl". Please note that the Scene Tree window is empty whenever cube.wrl is opened.

2.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. In the New Object Name field, type “CubeObject” for the new object name.

3.	To control animation from ISA, you should expose parameters of TimeSensor corresponding to this animation. In the Scene Tree, click the plus sign for children[Exp] node to display all nodes:

4.	Under Box01-TIMER (TimeSensor) double-click the following fields to expose them:

cycleinterval[Exp]

enabled[Exp]

loop[Exp]

startTime[Exp]

stopTime[Exp]

isActive[Out]

Note that in your real animation you may expose not all of these fields.

5.	Click OK, and then choose the Objects folder to save your new CubeObject. Note that ISA contains CubeObject available in the object Gallery at Tutorial tab.

Using CubeObject in ISA:

•	The animation is running cyclically. See example CubeLoopTrue at “…ISA\Samples\SaveAsObject\CubeLoopTrue.wrl”. The enabled property is set to FALSE. All  others are set to their default values. To start the animation, click the object. To stop the animation, click the animation again.

•	The animation plays only once with the six second length whenever you click the object. See example CubeLoopFalse at  “…ISA\Samples\SaveAsObject\CubeLoopFalse.wrl”.  The properties of the object are the following: loop - FALSE, cycleInterval - 6, all the others - by default. To start the animation, click the object.

•	The animation is running cyclically and controllable through events - startTime, stopTime. See example CubeStartStop at  “…ISA\Samples\SaveAsObject\CubeStartStop.wrl”.  The properties of the object are the following: stopTime is set to 1, all the others - the default values. Note that setting the StopTime more then StartTime prevents playing the animation automatically when the scene is loaded in a VRML browser.

The animation starts or stops whenever you click START of  STOP in the scene respectively. To highlight the text in this scene according to the state of the animation, the outgoing event isActive is used. When the animation starts, it is set to TRUE. When the animation stops - to FALSE.


Exposing texture from ISA scene
Exposing texture from ISA scene (only in ISA Pro v.1.0)

This example demonstrates a use of scene from ISA. It teaches you the technique of how to make  materials and textures of objects within the scene available for editing in ISA in newly created object.

1.	Open the Sign_scene scene from "…\ISA\Samples\SaveAsObject\Sign_scene.wrl". This scene represents a guide sign. You can easily create it using the Signpost, SignL, and SignR objects from the Tutorial gallery.

2.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. In the New Object Name field, type “SignObject” for the new object name.

3.	The Scene Tree window (on the right) displays all objects from the loaded scene hierarchy structure and it corresponds to the hierarchy of the original scene in ISA. The following images show both the scene tree from the Save Scene As ISA Object dialog box and Scene Tree of ISA:

The levels of hierarchy of objects in the left image are marked with the gray diamond.

To expose textures in a new object, double-click Texture[Exp] for each of three objects: SignL, SignR, SignL(2). The corresponding lines appear in the exposed Fields/Events window.

4.	In the exposed Fields/Events window, change the names of these three fields to: Texture1, Texture2, Texture3.

5.	Click OK, and then choose the Objects folder to save your new SignObject. Now you can add this object to a scene to make sure that all textures are available for editing in ISA. Note that ISA contains SignObject available in the object Gallery at Tutorial tab.


Controlling animation from ISA scene
Controlling animation from ISA scene (only in ISA Pro v.1.0)

One of the common way of using the Save Scene as Object command is to create animated objects. Animations don’t start by themselves; events have to trigger them. The Save Scene as Object command allows you to expose the appropriate fields to control animations. In this example you create an object which is analogous to the Door object from the Animated gallery.

Step 1.  Exposing animation’s fields:

1.	Open  Door_scene from "…\ISA\Samples\SaveAsObject\Door_scene.wrl". This scene represents a door that can be opened or closed. You can easily create such a scene by yourself using the Doorframe and Door objects from the Tutorial gallery. You should also create two animations: to open and to close the Door. See Create an animation for details.

2.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. In the New Object Name field, type “DoorObject1” for the new object name.

3.	In the Scene Tree window (on the right),  the open and close animations are displayed as sub-objects of the Door object:

where

CycleTime[Fld]  - the length of animation cycle, in seconds.

start[In] - starts the animation running when the incoming event is of the SFTime type.

toggle[In] - starts the animation when the incoming event is TRUE; stops it, when FALSE.

signal[Out] - the outgoing event of the SFTime type is sent whenever there is a stop mark in the Animator.

In the Scene Tree window, double click the following fields to expose them, then change their names:

In the open animation: start[In], rename to open

In the open animation: signal[Out], rename to opened

In the close animation: start[In], rename to close

In the close animation: signal[Out], rename to closed

4.	Click OK, and then choose the Objects folder to save your new DoorObject1. Note that ISA contains DoorObject1 available in the object Gallery at Tutorial tab.

Step 2.  Adding logical elements to object:

In this step, you edit the object created in step1. You add  logical objects, new exposed fields,  change their names, and remove exposed fields that shouldn’t be used.

1.	Open  DoorObject1 from  "…\ISA\Objects\_Tutorial\DoorObject1.wrl".

2.	Add two of the Tbconv object from the Logical gallery to scene by dragging them into the Routing Diagram window.

3.	In the Scene Tree window, rename the Time_Bool_Converters objects to In_Conv and Out_Conv.

4.	Create routes as shown in the following figure:

To enable the user to open or close the door by sending the event of the SFBool type to InBool of the In_Conv object, the following routes are used:

From outTimeOff of the In_Conv object to close.start of the Door object

From outTimeOn of the In_Conv object to open.start of the Door object

To enable this object to send the outBool outgoing event of the SFBool type whenever the door is completely open or closed, the following routes are used:

From close.signal of the Door object to inTimeOff of the Out_Conv object

From open.signal of the Door object to inTimeOn of the Out_Conv object

5.	Choose Save Scene as Object from the Object menu. The Save Scene As ISA Object dialog box appears. In the New Object Name field, type “DoorObject2” for the new object name.

Note that all fields, exposed in the step 1, are displayed in the exposed Fields/Events window.

6.	Remove two exposed fields: closed and opened by selecting them in the exposed Fields/Events window, and pressing Delete. We’ll replace them with the single field.

7.	In the Scene Tree window, find the Out_Conv node and double-click the outBool[Out] field. The corresponding line appears in the exposed Fields/Events window.

8.	In the exposed Fields/Events window, rename outBool to OpenComplete.

9.	In the Scene Tree window, find the In_Conv node and double-click the inBool[In] field. The corresponding line appears in the exposed Fields/Events window.

10.	In the exposed Fields/Events window, rename inBool to Open.

11.	Click OK, and then choose the Objects folder to save your new DoorObject2.

Step 3.  Using DoorObject2:

In this step, you’ll replace the Door object from the Animated gallery by your new DoorObject2 in the already created scene e103.wrl from the Samples folder.

1.	Open the e103 example from  "…\ISA\Samples\e103.wrl".

2.	To replace the Door object onto new DoorObject2, drag DoorObject2 using the right mouse button from the Tutorial gallery over the door in the Perspective View window, then choose Replace Object. Note that all of the abilities and routes should be without any changes, since we have gave all the fields in our new object the same names as in the Door object.

3.	Save the current scene with the new name and explore it.

4.	Note that  already created scene is available at  "…\ISA\Samples\SaveAsObject\DoorObject_e103.wrl". This scene also highlights the door when it is opened to demonstrate a use of the OpenComplete outgoing event.

5.	Repeat points 2-3 of this step for the example from  "…\ISA\Samples\e104.wrl". The  created scene is available at  "…\ISA\Samples\SaveAsObject\DoorObject_e104.wrl".


Troubleshooting

This section contains answers to the most common technical support questions.

Unpredictable behavior of the character in the scene.

If the character does not move, make sure that the names of the objects you chose as the checkpoints are mentioned in the checkpoints field of PathFinder at Properties tab of the Properties/Events window.

If the objects which have been chosen as the checkpoints are replaced, you should also change the names for these new objects in the checkpoints field of PathFinder at Properties tab of the Properties/Events window.

Live Camera does not follow the object chosen in a scene.

If the object chosen as a target is replaced, you should also change the name of the object in the watchObject field of LiveCamera at Properties tab of the Properties/Events window.

How do I modify a viewpoint of an object imported to ISA’s  scene  (for example, object from ISB  with cameras attached )?

The ISB's object is treated like the whole object. Any part of such object can not be removed or changed. But ISA displays list of all named viewpoints. These viewpoints get into the ISA’s scene and there is no way to delete, rename or move them.

Why sometimes I can't animate the Viewpoint object? The Animator does not react to camera moving.

It is strongly recommended to activate the Properties tab of the Properties/Events window before you select Viewpoint object. However, you may activate any other tabs in the Properties/Events window when the Viewpoint object is already selected. If the Viewpoint object is selected but Animator does not react to camera moving, click the Properties tab in the Properties/Events window to correct this problem.


ISA limits

Several restrictions exist regarding the size of scenes,  objects, and the scale of a plan.

Maximum size of a scene: 10000 m (10km).

Minimum size of a shape or object: 0.002m (2mm).

Minimum scale of a plan: 0.0001 m/pixel (0.1mm/pixel).

Maximum scale of a plan: 1m/pixel.


Creating ISA Objects by ISB
The Creating Internet Scene Assembler’s Objects using Internet Space Builder

To create Internet Scene Assembler’s (ISA) objects using Internet Space Builder (ISB) do one of the following:

1.	Create a 3D object by means of the rich tool kit of the ISB. Set a uniform background using Set Background command (File menu) to exclude the scene background from the new object.

2.	Publish a scene applying the Publish command (File menu). It is recommended to Publish a scene in a new folder to avoid mixing of textures of different objects.

3.	Copy file with extension .wrl and all resources of a scene from folder containing published scene into folder containing ISA objects (its default folder is ProgramFiles/ParallelGraphics/ISA/objects/[gallery name]).

Or

1.	If you are using ISB and ISA on the same computer, copy the selected object in ISB and paste it in ISA.

2.	Save the object into folder containing ISA objects (its default folder is ProgramFiles/ParallelGraphics/ISA/objects/[gallery name]) using the Save Scene as Object (only in ISA Pro v.1.0) command from the Object menu of ISA.

The created object will be available in the appropriate gallery of the ISA.

There is also a different way of the creating ISA objects with ISB. It is recommended for the expert users:

1.	Select an object in the Perspective View window of ISB.

2.	Save an object in the object gallery of ISB using the Save command (Object menu).

3.	Copy file with created object from the object gallery of ISB to the object gallery of ISA (from default folder Program Files/ParallelGraphics/ISB/objects/[gallery name] into Program Files/ParallelGraphics/ISA/objects/[gallery name]). Note: If you are using ISB and ISA on the same computer, you do not need the steps 4 and 5.

4.	Copy object resources to the desired folder.

5.	Change the path to resource file in the URL field in the file with extension .vcd using any text editor.

This object will not have inherent to scene nodes like Background, Viewpoint, DirectionalLight.

Thus, you may create an object with pure geometry without any internal properties. The objects like these have no properties or events that may be changed. To create an object with internal properties, you need to follow the rules of the Internet Scene Assembler’s objects building.

So, what is an object of ISA? It is prototype with the following structure:

PROTO _0B880041-0F36-11d2-A1E9-00A0C94C695A

[

Requirement fields

#Name of object type

exposedField SFString _type_name_ "Object Name"

#Node of embedding of object in the scene.

exposedField SFNode _object_site_ NULL

#indicator of runtime mode

exposedField SFInt32 _runtime_mode_ 0

Optional fields

#Path of an object icon in the EMF format

field MFString _sign_view_ ""

#Path of a help file in the HTML format.

field SFString  _help_url_ ""

#Object interface

...

...

]

{

}

The prototype name is the GUID with an underscore character ("_") prefix. It gets the unique name to each prototype. The filed _type_name_ contains name of object indicated in the Object gallery. An object is embedded in the scene by means of the _object_site_ field. The further access to this object is realized through this field. The value _runtime_mode_ is equal to 1 in the Preview mode and 0 in opposite. The optional fields _sign_view_ and _help_url_ contain file names with a image that is associated with an object in the Object gallery and help file in the Properties/Events window. The object interface is specified by means of definition of fields that can be changed in the Preview or ISA editing (not previewing) mode. The syntax of a field declaration is defined in the VRML97 standard. If a field is declared with exposedField then the corresponding property is available both at the Routing Diagram window (and the Events tab of the Properties/Events window) and at the Properties tab of the Properties/Events window. If the field is declared with field then the corresponding property is available at the Properties tab of the Properties/Events window only. The internal events are declared by means of eventIn and eventOut.

This simple example contains an object with the color and transparency properties that can be changed using ISA:

#VRML V2.0 utf8

PROTO _CCCF8720-E133-11d2-A3BB-00A0C94BBF16 [

exposedField SFString _type_name_ "Ball"

exposedField SFNode _object_site_ NULL

exposedField SFInt32 _runtime_mode_ 0

field SFString _help_url_ "myHelp.htm"

field MFString _sign_view_ "ball.emf"

field SFFloat radius 1.0

exposedField SFColor color 0 0 1

exposedField SFFloat transparency 0

]

{

Shape

{

geometry Sphere { radius IS radius }

appearance Appearance { material Material {

diffuseColor IS color

transparency IS transparency}

}

}

}


ANIMATED

Click the topic below to get the explanation.

 Car

 Curtain

 Door That Can Be Opened

 Frog

 Picture

 Policemen

 Printer

 Traffic Light

 Window

 Worm


LOGICAL

Click the topic below to get the explanation.

 Logical AND

 Logical NOT

 Logical OR

 Logical XOR

 Time Bool Converter

 Boolean Filter

 Time Filter


SYSTEM

Click the topic below to get the explanation.

 Background

 Button

 DirLight

 Fog

 Link

 Live Camera

 MessageBox

 Navigation Info

 PointLight

 Proximity Sensor

 Sound

 Text

 Timer

 Viewpoint


CHARACTERS

Click the topic below to get the explanation.

 Boy

 CheckPoint

 PathFinder


Plan window

Top, Left, and Front views of the scene. By default, the top view of 3D scene is shown. You can change the view using  pop-up menu, which you access by pressing the right mouse button while the pointer is over Plan window.


Perspective View window

3D scenes are viewed here. You may navigate the camera using the mouse or keyboard. ParallelGraphics Cortona VRML client is used as a viewer in Perspective View window.


Properties/Events window

Allows you to display and set the object’s properties and possible events connection.


Scene Tree Window

This window is used for viewing and selecting objects within the hierarchical structure of the current scene.


Animator window

This window is used to animate the object in the scene.


Object gallery

Objects that can be added to your scene. Objects are grouped by category and are displayed by clicking a category’s tab at the bottom of the gallery window.


Main menu bar

Located at the top of the screen. Some menu commands duplicate the function buttons in the Standard toolbar.


Standard toolbar

Buttons for managing files, help, window control.


View toolbar

Buttons for controlling the viewing mode of ISA and the recording a movie.


How to exit Preview

Click Stop on the View toolbar to exit Preview mode. By default, the program allows you to create and edit a scene, and add behavior to the objects of virtual 3D space.


Routing Diagram Tab

Allows you to switch to the Routing Diagram window.


Plan Tab

Allows you to switch to the Plan window.


Animator Tab

Allows you to switch to the Animator  window. This window is used to animate the object in the scene.


Object gallery Tab

Allows you to switch to the Object gallery window.


Outgoing Event in Properties/Events window

The  [image] right-pointing arrow represents the outgoing event in the Properties/Events window.


Incoming Event in Properties/Events window

The [image] left-pointing arrow represents the incoming event.


Incoming Events in Routing Diagram window

The [image] right-pointing arrow represents the incoming event in the Routing Diagram window.


Outgoing Event in Routing Diagram Window

The [image] right-pointing arrow represents the outgoing event in the Routing Diagram window.


Preview_mode

Use Preview mode to preview your work to make sure it looks right within a VRML browser. Choose Play from the View menu or click Play on the View toolbar to enter Preview mode.


Pinocchio Icon.


Show Toolbars

You can show or hide toolbars by selecting Show Toolbars from the pop-up menu of Perspective View window . The toolbars are not shown in the Perspective View window by default.


Touchable

Adds the following events:

TouchSensor.click

indicates whether the pointing device button is currently pressed. Generates [image]  SFTime event.

TouchSensor.enable

indicates whether the sensor is currently paying attention to pointer device. Receives [image]  SFBool event. If False, the sensor is turned off.

TouchSensor.over

indicates whether the pointer is over the object. Generates [image]  SFTime event.

TouchSensor.toggle

indicates whether the pointing device button is currently pressed. Generates TRUE on the first click, FALSE on the second, and etc.

Adds the following object’s property:

Enabled

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the sensor is turned off.


Hidable

Setting this property allows you to hide or show the object.

Adds the following object’s event:

Cloak.show

indicates whether the user can see an object. Receives [image]  SFBool event. If False, the object is not currently in view.

Adds the following object’s property:

Visible

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the object is not in view.


Collidable

Setting this property allows you to set up collision detection for selected object. Determines whether the viewer has collided with an object. Note that collision detection should be enabled in the VRML browser.

Adds the following object’s events:

Collider.enable

indicates whether collision detection is turned on or off. Receives [image] SFBool Collider.enable event.

collider.hit

generates [image]  SFTime outgoing event whether the viewer collides with an object.

Adds the following object’s property:

Enabled

indicates whether collision detection is activated or not whenever you load the scene with the VRML browser. If False, collision detection is turned off.


Movable

Setting this property allows you to transform pointer motion into a moving of the object. As you position the pointer over the object, the pointer changes to [image] in Preview mode or Cortona VRML client, and you can move the object in the horizontal plane while holding down the left mouse key.

Adds the following event:

Mover.enable

indicates whether the sensor is currently paying attention to pointer motion. Receives [image]  SFBool event.

Adds the following object’s properties:

Enabled

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the sensor is turned off.

Alternate

allows a moving of the object in horizontal or vertical plane (in the local coordinate system of the parent object). If False, a horizontal moving.

MinPos

constrains the translation. Indicates the minimal values along each axis.

MaxPos

constrains the translation. Indicates the maximum values along each axis. Note: If the x component of MinPos is greater then the x component of MaxPos, or the minimum y is greater then the maximum y, translation are not clamped in that direction.


Turnable

Setting this property allows you to transform pointer motion into a rotation of the object around its “Y“ (usually vertical) axis.

As you position the pointer over the object, the pointer changes to [image] in Preview mode or Cortona VRML client, and you can rotate the object about its “Y“ axis while holding down the left mouse key.

Adds the following object’s event:

Rotator.enable

indicates whether the sensor is currently paying attention to pointer motion. Receives [image]  SFBool event.

Adds the following object’s property:

Enabled

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the sensor is turned off.


Proximity
Proximity (only in ISA Pro v.1.0)

Setting this property allows you to generate events whenever the user moves into, out, or within a box-shaped region. The region is shown with red bounding box in the Perspective View window in the ISA editing (not previewing) mode. Adds the following events:

Proximy.Sensor.enable Indicates whether the sensor is currently paying attention to user motion. Receives [image]  SFBool event.

Proximy.Sensor.enter Indicates whether the user has entered the region. Generates [image]  SFTime event.

Proximy.Sensor.leave Indicates whether the user exit the region. Generates [image]  SFTime event.

Proximy.Sensor.toggle Indicates whether the user has entered the region (TRUE) or has left the region (FALSE). Generates [image]  SFBool event.

Adds the following object’s properties:

Enabled

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the sensor is turned off.

Center

the center of the region in the local coordinate system where the sensor detects the user motion. X,Y, and Z are in units of the corresponding half dimension of object bounding box.

Size

the extends, along each axis, of the region around the defined Center. X,Y, and Z are in units of the corresponding half dimension of object bounding box.


Looksensitive
Looksensitive (only in ISA Pro v.1.0)

Setting this ability allows you to detect when the user can see an object. When the object is visible, it can activate a behavior or animation.  When the object is not in view, it can deactivate the behavior or animation to improve the performance. Adds the following events:

VisibilitySensor.enable

specifies whether the sensor is active. Receives [image]  SFBool event. If TRUE, the object detects changes to the visibility status of the object bounding box and send outgoing events. If FALSE, the object does not send outgoing events.

VisibilitySensor.enter

indicates whether any portion of the object bounding box is in view. Generates [image]  SFTime event.

VisibilitySensor.leave

indicates whether the object bounding box is not in view. Generates [image]  SFTime event.

VisibilitySensor.toggle

indicates whether the object bounding box becomes in view  (TRUE) or  out of view (FALSE). Generates [image]  SFBool event.

Adds the following object’s property:

Enabled

indicates whether the sensor is activated or not whenever you load the scene with the VRML browser. If False, the sensor is turned off.


BillBoarded
Billboarded (only in ISA Pro v.1.0)

Setting Billboard allows you to include 2D images in your scene and to rotate them so that they are always facing the camera.

Adds the following object’s property:

ScreenAligned

specifies the axes to use to perform the rotation. These axes are defined in the local coordinates of an object. If False, the vertical axis of an object is used for the rotation. True - both the vertical and horizontal axes.


Highlighted
Highlighted (only in ISA Pro v.1.0)

Setting Highlighted allows you to light the current object and all sub-objects.

Adds the following object’s event:

DirLight.on

receives [image]  SFBool event.  If TRUE, the object is highlighted. Repeats the received event as an outgoing event of the same type.

Adds the following object’s properties:

On

indicates whether the light is turned on (True) or off (False) whenever you load the scene with the VRML browser.

Color

allows you to specify the color of the light emission.

Intensity

allows you to specify the brightness in the range from 0.0 (no light emission) to 1.0 (full intensity).


Labeled

Allows the drawing of one or more text string above the current object.

Adds the following object’s events:

Label.Color

receives [image]  SFFloat event and then repeats it as an outgoing event. Allows you to change the color of text.

Label.Text

receives [image]  MFString event and then repeats it as an outgoing event. Allows you to change text strings.

Label.enabled

allows you to show or hide the text. Receives [image]  SFBool event. If TRUE, the text is shown. If FALSE, the text is hidden.

Adds the following object’s properties:

Enabled

indicates whether the text string is in view or not whenever you load the scene with the VRML browser.

Text

allows you to specify any number of strings to be displayed above the object. Click the text field in the Properties window to activate the Add button and click it to enter the text.

Color

allows you to change the color of text.

Transp

defines the degree of transparency of text in the range from 0.0 (clear surface) to 1.0 (completely opaque surface).

FontSize

allows you to change the height of text.


Linked

Allows you to link an Internet shortcut to an object.

Adds the following object’s properties:

Address

allows you to specify links or references to other file or scene. Click the Address field and enter the desired address for a Web page or scene.

Params

provides the method to enter the additional information for the VRML or HTML browser. This information is a string in the form "keyword=value". For example, some browsers allow the specification of a 'target' for a link to display a link in another part of an HTML document. The parameter field is then:

target=name_of_frame

Comments

allows you to enter a note on the current link.


Show Cortona pop-up-menu
Show Cortona pop-up menu

To show Cortona pop-up menu right-click anywhere in the Perspective View window.


Plan toolbar

Controls for Plan window modes, zooming, fitting plan to the window, and dropping objects on the underlying face.


Camera toolbar

Controls for navigation modes, collider, and headlight.


Object toolbar

Object operations.


Guide line


Status bar

Located at the bottom of ISA screen.

You can read short explanations for the commands and program status information here.


VRML coordinate system


Logical AND

Properties:

State1

indicates whether State1 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

State2

indicates whether State2 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

Events:

When inBool1 or inBool2 receives an incoming event, the value of State1 or State2 changes to the value of corresponding event.

The outBool outgoing event is generated every time when an object receives an incoming event. Possible outgoing events of the Logical AND object are summarized in the following table. F - Boolean value FALSE, T - TRUE.

State1  T T F F

State2  T F T F

---------------------

outBool  T F F F


Logical NOT

The Logical NOT object converts incoming Boolean event into outgoing event as shown in the following table. F - Boolean value FALSE, T - TRUE.

InBool   T F

---------------

outBool F T


Logical OR

Properties:

State1

indicates whether State1 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

State2

indicates whether State2 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

Events:

When inBool1 or inBool2 receives an incoming event, the value of State1 or State2 changes to the value of corresponding event.

The outBool outgoing event is generated every time when an object receives an incoming event. Possible outgoing events of the Logical OR object are summarized in the following table. F - Boolean value FALSE, T - TRUE.

State1  T T F F

State2  T F T F

---------------------

outBool  T T T F


Time Bool Converter

The Time Bool Converter object converts Boolean and SFTime incoming event into SFTime or Boolean outgoing event respectively.

When inBool receives TRUE, outTimeOn generates the event of the SFTime type.
When inBool receives FALSE, outTimeOff generates the event of the SFTime type.

When inTimeOn receives the event of the SFTime type, outBool generates TRUE.
When inTimeOff receives the event of the SFTime type, outBool generates FALSE.


Logical XOR
Logical XOR (only in ISA Pro v.1.0)

Properties:

State1

indicates whether State1 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

State2

indicates whether State2 is set to TRUE or FALSE (the default value) whenever you load the scene with the VRML browser.

Events:

When inBool1 or inBool2 receives an incoming event, the value of State1 or State2 changes to the value of corresponding event.

The outBool outgoing event is generated every time when an object receives an incoming event. Possible outgoing events of the Logical XOR object are summarized in the following table. F - Boolean value FALSE, T - TRUE.

State1  T T F F

State2  T F T F

---------------------

outBool  F T T F


Boolean Filter
Boolean Filter (only in ISA Pro v.1.0)

Repeats an incoming Boolean event as an outgoing one if state is set to TRUE.

Properties:

state  indicates whether state is set to TRUE or FALSE whenever you load the scene with the VRML browser.

Events:

Possible incoming and outgoing events are summarized in the following table. F - Boolean value FALSE, T - TRUE, N - no outgoing event, M - outgoing event of SFTime type.

In          T F T F

state    T T F F

-------------------

out      T F N N

error  N N M M

When the set_state field receives an event of Boolean type, the state changes to the value of the event.

When the set_state_Off field receives an event of SFTime type, the state changes to FALSE.

When the set_state_On field receives an event of SFTime type, the state changes to TRUE.


Time Filter
Time Filter (only in ISA Pro v.1.0)

Repeats an incoming SFTime event as an outgoing one if state is set to TRUE.

Properties:

state  indicates whether state is set to TRUE or FALSE whenever you load the scene with the VRML browser.

Events:

Possible incoming and outgoing events are summarized in the following table. F - Boolean value FALSE, T - TRUE, N - no outgoing event, M - incoming or outgoing event of SFTime type.

timeIn     M M

state       T F

------------------

timeOut  M N

error        N M

When the set_state field receives an event of Boolean type, the state changes to the value of the event.

When the set_state_Off field receives an event of SFTime type, the state changes to FALSE.

When the set_state_On field receives an event of SFTime type, the state changes to TRUE.


Car

A car with predefined animation.

Properties:

CycleInterval  the length of each cycle, in seconds. Must be greater than zero.

Enabled  indicates whether the animation is activated or not whenever you load the scene with the VRML browser. If FALSE, animation doesn't run.

Event:

Enabled  starts or stops predefined animation when the event is TRUE or FALSE. Repeats an incoming Boolean event as an outgoing one.


Curtain

A curtain that is used at windows.

Events:

Open  to undraw the curtain.

OpenComplete  generates TRUE when animation is completed.


Door That Can Be Opened

A door turns on hinges when receives incoming events (close and open).

Events:

Open  the door opens and closes when the event is TRUE or FALSE.

OpenComplete  generates the outgoing TRUE event when the door is opened completely.

close  the door closes if the event of type SFTime comes.

open  the door opens if the event of type SFTime comes.


Frog

A frog with predefined animations.

Properties:

JumpCycle  the length of each animation cycle, in seconds. Must be greater than zero.

JumpLoop  if TRUE, animation is repeated indefinitely.

WinkEnabled  indicates whether the Wink animation is activated or not whenever you load the scene with the VRML browser. If False, animation doesn't run.

Events:

Croak  the Croak animation runs and stops when the incoming event is TRUE or FALSE.

Jump  the Jump animation runs and stops when the incoming event is TRUE or FALSE.

JumpEnd  generates the event of type SFTime  when the Jump animation is completed.

JumpEnd  starts the Jump animation if the event of type SFTime  comes.

WinkEnabled  the Wink animation runs and stops when the incoming event is TRUE or FALSE. Repeats an incoming event as an outgoing one.


Picture

Allows you to add a picture or photo into a scene.

Properties:

Center  specifies the center for the rotation and scale picture transformation. (0,0) means the lower-left corner; (1,1) - the upper-right corner of the picture. The default is (0.5 0.5), the center of the picture.

Picture  allows you to look for and add a picture. Click anywhere in the Picture field to activate the arrow button. Click the arrow button. Click the picture you need or click Custom… to activate the Open dialog box.

Rotation  specifies a picture rotation in degrees about the center, in a counterclockwise direction.

Scale  specifies how to scale the picture on the face. (2,1) means that the picture is compressed by 2 and repeated twice in horizontal. (1,2) means the same but in vertical.

Shift  allows you to translate the picture. (0.5,0) means that the picture is translated to the left by its half width. (0,0.5) - downward by its half height.

Events: Events correspond to the object’s properties description. All incoming events are repeated as the outgoing ones.


Policemen

Police officer directs traffic.

Properties:

Loop  if TRUE, animation is repeated indefinitely.

Events:

Animate  animation runs and stops when the incoming event is TRUE or FALSE.

AnimateComplete  generates the event of type SFTime when animation is completed.

AnimateStart  starts animation if the event of the SFTime type comes.


Printer

A printer that produces output on paper.

Properties:

Texture  allows you to look for and chose a picture visible in a printer. Click anywhere in the Texture field to activate the arrow button. Click the arrow button. Click the picture you need or click Custom… to activate the Open dialog box.

Events:

Texture  allows you to change a picture visible in a printer. When the incoming event is of type SFNode and specifies references to other file containing a picture, the picture changes. Note: you can generate these events using the Animator and changing the texture or picture properties of the appropriate object.

print  Print animation runs when the incoming event is of type SFTime.


Traffic Light

A red, yellow, and green lights may be flashed.

Properties:

State  if set to 0, 1 or 2, the color of the traffic light is determined to be red, yellow or green respectively after loading the scene in VRML browser.

Events:

IsGreen  generates TRUE when a green light is on.

setGreen the traffic light is green if the event of the SFTime type comes.

setRed  the traffic light is red if the event of the SFTime type comes.

setYellow  the traffic light is yellow if the event of the SFTime type comes.

switchState  changes the color of the light if the event of the SFTime type comes.


Window

A window opens and closes when receives incoming events.

Incoming Events:

OpenLeft  the left shutter opens and closes when the event is TRUE or FALSE.

OpenRight  the right shutter opens and closes when the event is TRUE or FALSE.

left_close  the left shutter closes if the event of type SFTime  comes.

left_open  the left shutter opens if the event of type SFTime  comes.

right_open  the right shutter opens if the event of type SFTime  comes.

right_close  the right shutter closes if the event of type SFTime  comes.

Outgoing Events:

OpenedLeft  generates TRUE when the left shutter is opened completely.

OpenedRight  generates TRUE when the right shutter is opened completely.


Worm

Worm with predefined animation.

Properties:

CycleInterval  the length of each animation cycle, in seconds. Must be greater than zero.

EnableWriggle  indicates whether the animation is activated or not whenever you load the scene with the VRML browser. If FALSE, animation doesn't run.

Event:

EnableWriggle  starts or stop predefined animation when the event is TRUE or FALSE. Repeats an incoming Boolean event as an outgoing one.


Background

Background  allows you to specify a set of smoothly graded colors for both the ground and sky colors in your scene. The sky forms a sphere around your scene. This sphere has horizontal gradation of colors, which gradually ranges from SkyHoriz to SkyZenith. Similarly, the ground forms a hemispere under your scene, with the infinite radius but drown as though inside the sky sphere.

Properties:

GroundHoriz  the ground color close to horizon.

GroundNadir  the Nadir (straight down) ground color.

SkyHoriz  the sky color close to horizon.

SkyZenith  the Zenith sky color.

Events:

Bind  the background is visible or not in the scene when the incoming event is TRUE or FALSE.

GroundHoriz  the incoming event of the SFFloat type specifies the ground color close to horizon. Repeats an incoming event as an outgoing one.

GroundNadir  the incoming event of the SFFloat type specifies the Nadir (straight down) ground color. Repeats an incoming event as an outgoing one.

SkyHoriz  the incoming event of the SFFloat type specifies the sky color close to horizon. Repeats an incoming event as an outgoing one.

SkyZenith  the incoming event of the SFFloat type specifies the Zenith sky color. Repeats an incoming event as an outgoing one.


Triggered Button

Generates outgoing event when a user clicking the button.

Properties:

color  provides the method to choose the color of the Triggered Button object in the scene from the palette.

enabled  indicates whether the Triggered Button is activated or not in the scene whenever you load the scene with the VRML browser. If False, the button doesn't generate outgoing events.

transparency  defines the degree of transparency of the Triggered button object (a sphere) in the range from 0% (clear surface) to 100% (completely opaque surface).

Events:

color  the incoming event of the SFColor type specifies the color of the Triggered Button object in the scene. Repeats an incoming event as an outgoing one.

enabled  the Triggered Button is activated or not in the scene when the incoming event is TRUE or FALSE. Repeats an incoming event as an outgoing one.

off  generates event to turn something off.

on generates event to turn something on.

toggle  generates Boolean value that is either TRUE or FALSE.

transparency  the incoming event of the SFFloat type specifies the degree of transparency of the Triggered button object (a sphere). Repeats an incoming event as an outgoing one.


DirLight

A directional light is a light that illuminates a scene with parallel rays. Affects only sub-objects; objects that are children of the DirLight object.

Properties:

ambientIntensity  affects the ambient (indirect) lighting for lit objects. The ambient lighting is computed (for each of red, green, and blue) by multiplying the light's intensity by its ambientIntensity, and multiplying the result for that color component.

color  specifies the spectral color properties of both the direct and ambient light emission as an RGB value.

direction  specifies the direction vector of the illumination.

Intensity  specifies the brightness in the range from 0.0 (no light emission) to 1.0 (full intensity).

on  indicates whether the light is turned on (TRUE) or off (FALSE).

Events: Events correspond to the object’s properties description. All incoming events are repeated as the outgoing ones


Link

The Link object allows you to add an Internet shortcut to an object, picture in a scene. You can load a Web page or scene by sending the SFTime event to the Link object in the Routing Diagram window. Note: To check how the object reacts, publish your scene and explore it using a VRML browser.

Properties:

Address  provides the method to specify links or references to other file or scene. Click the Address field and enter the desired address for a Web page or scene.

Params  provides the method to enter the additional information for the VRML or HTML browser. This information is a string in the form "keyword=value". For example, some browsers allow the specification of a 'target' for a link to display a link in another part of an HTML document. The parameter field is then:
target=name_of_frame

Event:

load  loads a page defined in the Address property field when the incoming event is of the SFTime type.


MessageBox
MessageBox (only in ISA Pro v.1.0)

The MessageBox object allows you to show a message window. You can control it by sending the appropriate events to the MessageBox object in the Routing Diagram window. You can also include the HTML version 2.0 code into the MessageBox.

Notes:

All double quotation marks (") should be replaced by (&quot;). Tags IMG, CENTER,U, A are ignored.

To check how the object reacts, publish your scene and explore it using a VRML browser.

Properties:

Message  provides the method to specify any number of strings to be displayed in the Message window. Click the message field in the Properties window to activate the Add button and click it to enter the text or HTML code you want.

enabled  indicates whether the MessageBox is activated or not. If FALSE, the message window doesn't appear.

Event:

on  shows or hides a message when the incoming event is TRUE or FALSE.


Navigation Info
Navigation Info (only in ISA Pro v.1.0)

The Navigation Info object allows you to describe values used to describe the virtual presence of the viewer within the world and viewing model.

Properties:

avatarSize  specifies parameters to be used in determining the viewpoint dimensions for the purpose of collision detection and terrain following.

The first parameter specifies the allowable distance between the camera's position and any collision geometry in a VRML world before a collision is detected.

The second value is the height above the terrain the viewpoint (camera) should be maintained.

The third value is the height of the tallest object over which the viewer can move.

All parameters are in meters.

headlight  specifies whether a VRML browser should turn on a headlight.

speed  sets the rate at which the viewer travels through a scene, in meters per second.

type  specifies a navigation paradigm. Types are WALK, EXAMINE, FLY, and NONE.

visibilityLimit  sets the farthest distance the user is able to see.

Events:

avatarSize  specifies parameters to be used in determining the viewpoint dimensions for the purpose of collision detection and terrain following.

headlight  turns on or off a headlight when the incoming event is TRUE or FALSE. Repeats an incoming event as an outgoing one.

set_bind  sets parameters defined in the properties fields when the incoming event is TRUE.

IsBound  repeats the set_bind incoming event as an outgoing one.

speed  sets the rate at which the viewer travels through a scene, in meters per second.

type  specifies a navigation paradigm.

visibilityLimit  sets the farthest distance the user is able to see.


PointLight

A point light which can be located at a specific point in a scene and illuminates in all directions.

Properties:

ambientIntensity  affects the ambient (indirect) lighting for lit objects. The ambient lighting is computed (for each of red, green, and blue) by multiplying the light's intensity by its ambientIntensity, and multiplying the result for that color component.

attenuation  specifies three coefficients to be used in calculating an attenuating factor. The first number is for the constant attenuation, the second for linear attenuation over distance, and the third for quadratic attenuation.

color  specifies the spectral color properties of both the direct and ambient light emission as an RGB value.

intensity  specifies the brightness in the range from 0.0 (no light emission) to 1.0 (full intensity).

on  indicates whether the light is turned on (TRUE) or off (FALSE).

radius  indicates how far away from the light an object can be still lit.

Events: Events correspond to the object’s properties description. All incoming events are repeated as the outgoing ones.


Proximity Sensor

Generates events whenever the user enters or leaves a defined box-shaped region.

Properties:

enabled  indicates whether the sensor is turned on or off. If FALSE, the sensor is turned off.

Events:

enabled  the ProximitySensor is activated or not in the scene when the incoming event is TRUE or FALSE.

enter  generates the outgoing event of the SFTime type whenever the user (a camera) enters a defined box-shaped region.

leave  generates the outgoing event of the SFTime type whenever the user (a camera) leaves a defined box-shaped region.

toggle  generates the Boolean outgoing event whenever the user enters (TRUE) or leaves (FALSE) a defined box-shaped region.


Sound

Provides a location and information on where a sound can be heard. The Sound object is located at the specific place in the scene in the coordinates origin of the object (or the scene if Owner is None) which is parent to Sound. The direction of the sound is parallel to the (1 0 0) vector in local coordinate. The region in which the sound can be heard is defined by two spherical regions. The inner one defines the region where the sound played at the given intensity. In the region between the inner and outer sphere, the volume fades as a function of distance from the inner sphere.

Properties:

intensity  adjusts the volume of the sound source; an intensity of 0 is silence, and 1 is the full volume.

Loop  if TRUE, the sound is repeated indefinitely.

maxR  defines the spherical region where the sound can be heard.

minR  defines the spherical region where the sound is at full volume.

Speed  lets you specify the factor to play a sound at different rates; a speed of 1 is normal playing.

URL  provides the method to select the sound file to be played.

Events:

Intensity  adjusts the volume of the sound source when the incoming event is of the SFFloat type.

SetOn  if TRUE or FALSE, to play or stop playing a sound.

seton  to play a sound when the incoming event is of the SFTime type.


Text

The Text object allows you to add 2D text to a scene.

Properties:

color  provides the method to choose the color of the Text object in the scene from the palette.

family  indicates whether the text should be in a serif font, a sans-serif font, or a typewriter-like fixed-width font. The browser chooses a specific font to be used in each of those categories.

Horizontal  indicates the direction of the text, whether the text reads horizontally (TRUE) or vertically (FALSE).

justify  the first value indicates whether to line up the beginnings of the lines of text, to center each line of text, or to line up the ends. The second value indicates how to align the block of text in the minor direction.

size  the height of each line of horizontal text, or the width of each line of vertical text.

spacing  determines the distance, in lines, between consecutive lines of text. A value of 1 means single-spaced text; a value of 2 means double-spaced text.

string  provides the method to specify any number of string to be displayed. Click the plus sign to change the string and use the appeared buttons to add or delete the string from the list.

style  indicate whether the text should be in a roman (PLAIN), bold, italic, or bold italic typeface.

transparency  defines the degree of transparency of the Text object in the range from 0% (clear surface) to 100% (completely opaque surface).

Events:

color  the incoming event of the SFColor type specifies the color of text in the scene. Repeats an incoming event as an outgoing one.

transparency  the incoming event of the SFFloat type specifies the degree of transparency of text in the scene. Repeats an incoming event as an outgoing one.


Timer Ticker
Timer

The Timer object generates the outgoing Boolean events TRUE or FALSE and of the SFTime type (tick) with the period defined by cycleinterval.

Properties:

CycleInterval  the length of each cycle, in seconds. Must be greater than zero.

Enabled  starts the timer whenever you load the scene with a VRML browser.

Loop  if TRUE, the timer generates outgoing events indefinitely.

Events:

enabled  if TRUE or FALSE, to start or stop a timer in a scene.

tick  generates the outgoing event (or repeated events if Loop is set to TRUE) of the SFTime type with the Cycleinterval delay when the timer starts.

toggle  generates the outgoing TRUE event with the Cycleinterval delay when the timer starts. If Loop is set to TRUE, generates the events indefinitely: TRUE, FALSE, TRUE…


Animated Viewpoint
Viewpoint

Viewpoints are useful in cases when you want the browser to control how the user views the scene. Describes a position and orientation for viewing the scene. You can also animate a viewpoint using the Animator to create guided tour. Use this feature to define the exact path the user follows through the scene.

Properties:

Store  allows you to store the current camera position as a viewpoint. To add a viewpoint to a scene, move the camera in Perspective View or Plan to the desired location, click anywhere in the Store field, and then click the appeared button.

GoTo  allows you to move the camera to the location of the viewpoint. Click anywhere in the GoTo field, and then the appeared button.

Description  a viewpoint name which the browser will show. Note that a descriptive name of the viewpoint will appear in the list of the predefined viewpoints only in Preview.

FieldOfView  specifies a field of view from this viewpoint, in radians. Note that the change of this field does not affect field of view immediately. To examine changes, enter Preview and select the viewpoint with the appropriate name.

Jump  controls a jump method from the old viewpoint to the new viewpoint.
TRUE - instantaneous transition to the new viewpoint.
FALSE - a jump with the transition effect.

Events:

bind  the incoming event of Boolean type allows you to make the viewpoint active (TRUE) or inactive (FALSE) by routing with any outgoing event.

bindTime  generates the outgoing event of SFTime type when the viewpoint is activated.

isBound  generates the TRUE or FALSE outgoing events of type Boolean when the viewpoint becomes active or inactive.


Live Camera

A Live Camera is a viewpoint that follows an object chosen in a scene. It is useful in cases when you want to show some object moving in the scene. A green cone represents the Live Camera object in Perspective View and defines its initial position in a scene. Note that the Live Camera moves only in the horizontal plane.

Properties:

bindFirst  if TRUE, activates the viewpoint of Live Camera whenever you load the scene with the VRML browser.

description  a viewpoint name which the browser will show.

jump  controls a jump method from the previous viewpoint to the Live Camera viewpoint.
TRUE - instantaneous transition to the Live Camera viewpoint.
FALSE - a jump with the transition effect.

maxAngleSpeed  the maximum angular speed at which the camera may rotate, in radian per second.

maxDistance  the maximum distance at which the camera may leave the object, in meters.

maxSpeed  the maximum speed with which the camera moves, in meters per second.

minDistance  the closest distance at which the camera may approach to the object, in meters.

seeTranslation  allows to change a position of a target point of an object which is used by the camera to detect the object motion. The target point is positioned at (X,Y,Z) in the local coordinate system of an object.

watchObject  provides a method for you to search for an object which is followed by the camera. Click somewhere in the watchObject field, and then select the object currently included to the scene from the list.

Events:

set_bind  if TRUE, activates the viewpoint of Live Camera.
If FALSE, unbinds the viewpoint to change it to the previous one.

set_bind_on  when receives SFTime event, activates the viewpoint of Live Camera.

set_bind_off  when receives SFTime event, unbinds the viewpoint to change it to the previous one.


Boy

Allows you to add a walking character to scene. Note: You should add the character (Boy) and PathFinder objects to scene, and then define signposts to interpolate the trajectory. You have to always connect destination_points and point_reached fields of the PathFinder and character (Boy) object. You also have to forward the StartOut outgoing event from PathFinder to character’s animation (ani_walk).

Events:

ani_stopAll  allows to stop the current animation.

ani_wait  allows to start the Wait animation.

ani_walk  allows to start the Walk animation.

animation_finished  generates the signal when the animation stops.

animation_started  generates the signal when the animation starts.

destination_point  receives the information where the character should move. Should be connected with the destination_point field of the PathFinder object.

point_reached  generates the signal that the character have reached the current signpost. Should be connected with the point_reached field of the PathFinder object.

set_rotation  allows to rotate the character.

set_translation  allows to translate the character.


PathFinder

Adding this object allows you to run walk animation of the character from the Character gallery and forward it towards checkpoints in the scene.

Properties:

checkpoints  provides the method to choose the checkpoint in the scene.

loop  the character moves indefinitely between checkpoints or not when it is TRUE or FALSE.

Events:

StartIn  receiving the event of the SFTime type activates PathFinder to look for checkpoints defined in the checkpoints properties field.

StartOut  lets you run animation of the character. Repeats the StartIn incoming event as the outgoing one.

StopIn  receiving the event informs PathFinder not to look for the next checkpoint.

StopOutIn  generates the outgoing event, when the character has reached the last checkpoint and the loop field have been set to FALSE.

destination_point  generates the outgoing event to forward the character to the next checkpoint in the scene. You should connect this field with the appropriate (the same name) field of the character object.

point_reached  receives the information that the character has reached the current checkpoint. You should connect this field with the appropriate (the same name) field of the character object.


CheckPoint

Adding this object allows you to move the character from the Character gallery around it in the scene. Note: the CheckPoint object is not visible in the Preview mode or VRML browser.

Properties:

color  provides the method to choose the color of the CheckPoint object from the palette.

transparency  defines the degree of transparency of the CheckPoint object (a cylinder) in the range from 0% (clear surface) to 100% (completely opaque surface).


Fog
 Fog  (only in ISA Pro v.1.0)

Defines a region of decreased visibility, to simulate fog, smoke, or smog.

Properties:

color  the color of the fog.

type  the rate at which fog thickens as distance from the viewer increases. Types are LINEAR, EXPONENTIAL.

visibilityRange  the maximum distance at which a user can see anything through the fog, in meters; a value of 0 or less means no fog.

Events:

color  the incoming event of the SFFloat type specifies the color of the fog. Repeats an incoming event as an outgoing one.

isBound  indicates when the Fog becomes bound (TRUE) or unbound (FALSE).

set_bind  if TRUE, makes this Fog the current one.

visibilityRange  sets the maximum distance at which a user can see anything through the fog.


Align Camera command (Camera menu)

Places your view upright and level in the world.


Use Collider command (Camera menu)

Check this item to enable collision detection while navigating camera in the Perspective View window.


Back command (Camera menu)

Shows the rear view of selected object in the scene.


Bottom command (Camera menu)

Shows the bottom view of selected object in the scene.


Current Position command (Camera menu)

The camera moves to fit the bounding box of selected object to the Perspective View window.


Front command (Camera menu)

To view object in your scene from the front.


Left command (Camera menu)

To view object in your scene from the left.


Right command (Camera menu)

To view object in your scene from the right.


Top command (Camera menu)

Shows the top view of selected object in the scene.


AVI Recorder command (Tools menu)

Sets general AVI Recorder configuration parameters.


Use Headlight

The headlight always shines directly in front of the camera. Check this item to switch the headlight on.


Drop on Top Face command (Tools menu)

Enters the Drop on Top Face mode in Plan. When you drag and drop object into the Plan window, the object attaches with its bottom face to the top of underlying object.


Drop on Zero Level command (Tools menu)

Enters the Drop on Zero Level mode in Plan. When you drag and drop object into the Plan window, the object appears with its bottom face at zero level of the vertical axis.


Add Object command (Object menu)

Places ready VRML or VCD (ISB created) object from a file to scene.


Save Object command (Object Menu)

Saves the selected object.


Delete command (Edit menu)

Removes selected object.


Keyboard Shortcuts

To add a shortcut key to or delete one from a command.


Clear Environment command (Tools menu)

Clears any background image or landscape.


Set Environment command (Tools menu)

Opens a dialog box for setting any background image and landscape.


Post To Web command (File menu)

Opens a dialog box for publishing your scene on the Web. After all parameters are entered, your scene will be uploaded to the Internet site.


Publish command (File menu)

Creates a directory and copies the scene’s .wrl file and resources, for example, textures, pictures etc., to this directory. These files are used for scene publishing on the WWW.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


The Most-Recently Used List

Contains the names of the scenes that have been opened most recently by ISA.


Save Scene as Object command (Object menu)

Saves current scene as a new ISA object.


Update Object command (Object menu)

Updates an object in a scene. This command helps you to update (replace) all objects in a scene with its new version, if any.


Customize Toolbars command (Tools menu)

Customizes toolbar buttons.


Mail to support command (Help menu)

Opens a dialog box for sending a message to support@parallelgraphics.com


ParallelGraphics on the Web command (Help menu)

Opens the ParallelGraphics Home Page on the World Wide Web.


Pan command (Camera menu)

Enters Pan mouse mode.


Plan command (Camera menu)

Enters Plan mouse mode.


Roll command (Camera menu)

Enters Roll mouse mode.


Turn command (Camera menu)

Enters Turn mouse mode.


Examine command (Camera menu)

Enters Examine navigation mode.


Fly command (Camera menu)

Enters Fly navigation mode.


None command (Camera menu)

Enters None navigation mode.


Walk command (Camera menu)

Enters Walk navigation mode.


Align Object (Object menu)

Places the object’s axis parallel to the axis of the scene (the object belongs to scene) or the parent object (the object one level up in the hierarchy).


Drop command (Object menu)

Places the selected object on the top of the other underlying object in the scene.


Fit to Object command (Plan menu)

Makes object view fully visible in the Plan window


Fit to Scene command (Plan Menu)

Makes a scene view fully visible in the Plan window. The plan’s scale is set so that all elements of the scene, including camera Pinocchio Icon, can be seen.


Front command (Plan menu)

Shows the front view of the Plan window.


Left command (Plan menu)

Shows the left view of the Plan window.


Symbols command (Plan menu)

Enters the Symbols plan mode. It is useful for objects from the Garden Object gallery which cannot be seen well from the Top view. The objects become visible in Plan as they are shown in the gallery.


Top command (Plan menu)

Shows the top view of the Plan window.


Zoom In command (Plan menu)

Increases the view magnification in the Plan window.


Zoom Out command (Plan menu)

Reduces the view magnification in the Plan window.


Play command (View menu)

Starts the Preview mode to make sure the scene looks correct within VRML browser.


Stop command (View menu)

Stops the Preview mode.


Select Lowest command (Tools menu)

Enters the Select Lowest mode in Perspective View and Plan. When you click the object in the Perspective View or Plan window, this selects the object  with its subling objects. You can move the level up by clicking the object again.


Select Highest command (Tools menu)

Enters the Select Highest mode in Perspective View and Plan. When you click the object in the Perspective View or Plan window window, this selects all objects in the hierarchical group. If the object is not at the top, you can move the level down by clicking the object again.


Next command (Camera menu)

To move to the next viewpoint.


Previous command (Camera menu)

To move to the previous viewpoint.


Restore command (Camera menu)

To automatically return to the loaded world's original active viewpoint.


Open command (File menu)

Opens a scene from a specified file.


New command (File menu)

Creates a new scene. The scene is initially empty.


Save command (File menu)

Saves the current scene into the same file it was taken from.


Save As command (File menu)

Saves the current scene into the specified file.


Exit command (File menu)

Quits ISA and prompts to save the scene.


Undo command (Edit menu)

Reverses the last editing operation.


Redo command (Edit menu)

Recreates the last undone operation.


Cut command (Edit menu)

Cuts the selected object from the scene and places it on the Clipboard.


Copy command (Edit menu)

Copies the selected object onto the Clipboard.


Paste and Replace command (Edit menu)

Replaces an object currently selected onto an object stored on the Clipboard.


Status Bar command (View menu)

Displays or hides status bar


Paste command (Edit menu)

Inserts an object currently stored on the Clipboard onto a scene.


Record AVI (View command)

Begins recording your video in Preview mode. AVI recorder records an action in the Perspective View window until you press the Stop button.


Insert Objects from Scene command (Edit menu)

Inserts all objects from the selected scene to your current scene. When you select this command, the Insert Scene dialog appears, prompting you to open or find a scene from which to extract objects.


Toolbars command (View menu)

Displays or hides the Standard toolbar.


Toolbars command (View menu)

Displays or hides the View toolbar.


Toolbars command (View menu)

Displays or hides the Plan toolbar.


Toolbars command (View menu)

Displays or hides the Camera toolbar.


Toolbars command (View menu)

Displays or hides the Object toolbar.


About Internet Scene Assembler command (Help menu)

Displays ISA copyright and version number.


Displays Help topics for ISA.


Scene Tree command (View menu)

Displays or hides the Scene Tree window.


Properties/Events command (View menu)

Displays or hides the Properties/Events window.


Object Gallery command (View menu)

Displays or hides the Object gallery.


Animator command (View menu)

Displays or hides the Animator window.


Import Scene (File menu)

Imports VRML scene, keeping scene hierarchy.


Plan command (View menu)

Displays or hides the Plan window.