Welcome

Welcome to the worlds of VRCreator—worlds that you create!

VRCreator is an easy-to-use tool for creating interactive 3D worlds based on VRML 2.0 (Virtual Reality Modeling Language), the new Internet standard for 3D on the Web. VRML worlds can be experienced over the Web, within corporate intranets, and on standalone computers. Developers can also use VRML technology as an embedded component within traditional client/server applications.

Simply drag and drop 3D objects, colors, textures, sounds and behaviors to create an interactive 3D experience of the highest quality. Use the drag-and-drop elements that come with VRCreator or add your own. Animate objects in your world using the animator. Experience worlds as you create them using the embedded VRML 2.0 browser. Creating the best of all possible worlds is that easy.

Worlds built for the Web can be experienced on any computer using any VRML 2.0-compliant browser. New Web browsers, such as Netscape’s Navigator 4.0 and Microsoft’s Internet Explorer 4.0, include built-in VRML 2.0 browsers—nearly everyone with a computer can explore and interact with the worlds you build in VRCreator.

Enjoy VRCreator and enjoy your journey into the world of VRML authoring!


Product Registration

Please take a moment to register your copy of VRCreator electronically via our Web address at:

 	http://www.platinum.com/products/register.htm

As a registered user of either the Learning Edition or the Personal Edition of VRCreator, you’ll be eligible for applicable product updates/upgrades and information about exciting new PLATINUM technology, inc. (PLATINUM) products. Registered users of the Personal Edition will also be eligible for technical support from PLATINUM’s support team. Technical support for Learning Edition users is limited to the online help and the  and the Frequently Asked Questions (FAQ) pages on the PLATINUM web site (http://support.platinum.com).


Stay in Touch

We hope you enjoy VRCreator. If you have questions or suggestions, please let us know. Your suggestions and comments help us improve our existing VRML software products and help us create great new products. Give us feedback using the Web-based forms at:

 	http://support.platinum.com

If you’ve created some great VRML content using VRCreator, let us know. Contact us using the Web-based forms at:

 	http:// support.platinum.com

We may want to create a link to your site, feature you as a talented VRML content developer on our Web site, or write a customer success story for our Web site.

Thanks for helping us bring the value of VRML to the world!


Interactive 3D Worlds for Your Web Site

Now that you have the power to create worlds on the Web, just what can you use them for?

Here’s a sampling of uses and applications.

•	Add interactive 3D worlds to 2D HTML Web pages to distinguish them from 2D only sites. In the fast moving world of the Web, you’ve got to stay ahead of the competition!

•	Share information that is inherently three-dimensional—like architectural plans, products and product designs, layouts, configurations, and theater staging—with others. Post these environments to your Web site or email them directly to your customers, clients, suppliers, and users.

•	Communicate processes—such as assembly instructions, how-to’s, and procedures—to others. Customers will have a much easier time assembling their new playground swing set or home entertainment center when they can go to your web site and see it assembled, step by step, in front of their eyes in 3D. Sure beats those multi-language instruction sheets!

•	Showcase collections of objects in 3D galleries and showrooms for exploration, feature comparison, configuration and online shopping.

•	Deliver ground-breaking presentations that stand out. VRML worlds can now be embedded in popular presentation packages such as Microsoft’s PowerPoint. With VRCreator, you can produce business and educational presentations and reports that are fun, exciting, and guaranteed not to put your audience to sleep. Interactive 3D generates far more attention than traditional 2D multimedia.

•	Create next-generation computing solutions and next-generation user interfaces that others haven’t even dreamed of yet. Create a hot new 3D game. Create a killer financial application that reads in real-time stock ticker data and displays it in 3D. Create state-of-the-art 3D data visualization worlds that give your organization unparalleled competitive advantage. The applications are truly limited only by the imagination.


VRCreator 2.0 System Requirements

To run VRCreator, you’ll need a minimum of the following:

•	PC with Pentium processor or better

•	16 MB of memory, 32 MB recommended

•	80 MB of available disk space (or more depending on options chosen during startup)

•	Windows 95

•	Windows-compatible mouse

The following additional items will enhance your world building experience and extend your capabilities:

•	Sound card or built-in sound support for .wav file playback

•	3D graphics accelerator board supporting Microsoft’s Direct3D

•	Additional media libraries including sound files (.wav format), texture and image bitmaps, and 3D clip model collections. VRCreator includes many of these types of files within the Library page of the VR Binder.


Installation

You can install VRCreator from floppy disks, from the VRCreator CD-ROM, or from a downloaded version of VRCreator. To use the VRCreator program, you must install it onto your hard disk. You cannot run the program from a CD-ROM.

To Install VRCreator

•	Start Windows, if you have not already done so. Close all open applications.

•	If you have previously installed an earlier version of VRCreator, you should uninstall that version of VRCreator using the Control Panel Add/Remove Programs feature of Windows 95.

•	Choose one of the following options:

To install VRCreator from the CD-ROM, insert the CD-ROM into your CD drive. Choose Run from Program Manager File menu or from the Windows 95 Start menu. Type d:\setup.exe (where d: is the CD-ROM drive indicator) and click OK or Next.

To install VRCreator from a downloaded file, be sure you know where the downloaded install file is on your hard drive. Choose Run from Program Manager File menu or from the Windows 95 Start menu. Use the Browse function to find the downloaded install file, select it, and then click OK or Next.

To install VRCreator from the floppy disks, insert the VRCreator Disk 1 into drive a: or b:. Choose Run from Program Manager File menu or from the Windows 95 Start menu. Type a:\setup.exe (where a: is the drive indicator) and click OK or Next.

•	Follow the on-screen instructions.

For best results, configure your Windows display mode to 16 bit (65,000 colors). Review your Windows documentation for instructions on how to change your display mode.


VRCreator - One Learning Curve, Multiple Editions

The Learning Edition of VRCreator gets you building the best of all possible VRML 2.0 worlds today! The Learning Edition is available from http://www.platinum.com—tell all of your friends!

PLATINUM technology, inc. (PLATINUM) offers the Personal Edition for a modest upgrade fee to owners of the Learning Edition. You can order the Personal Edition at the PLATINUM web site. The Personal Edition greatly expands your VRML 2.0 world-building powers:

•	The Personal Edition includes over 1000 additional drag and drop objects, colors, textures, sounds and behaviors, allowing you to quickly and easily create VRML 2.0 worlds of the highest quality.

•	The Personal Edition allows an unlimited number of objects in the world and 200 keyframes. The Learning Edition limits you to 300 hierarchical objects in the world and 20 animation keyframes.

•	The Personal Edition includes an easy-to-use, powerful 3D modeler that enables you to design your own objects from scratch.

•	The Personal Edition allows you to import non-VRML 3D file formats to take advantage of models you’ve already created and models created by third-party model vendors.

•	The Personal Edition includes a freely distributable, installable VRML 2.0 runtime player so you can easily share your VRML creations with your friends, co-workers, and customers.

•	The Personal Edition gets you a complete software package, with software on CD-ROM and a printed manual. More importantly, you’re on track to receive information on future upgrades and other exciting VRML products from PLATINUM.

•	The Personal Edition includes additional technical support options. For example, Personal Edition users can contact PLATINUM’s support team directly with questions concerning VRCreator. Technical support for the Learning Edition is limited to the online help and the Frequently Asked Questions (FAQ) pages on the PLATINUM web site (http://support.platinum.com).


Expert Mode -- Special Features for Power Users

VRCreator supports a range of users. Novice users can develop animated, interactive 3D worlds using simple drag and drop techniques. Users familiar with the VRML 2.0 specification can utilize VRCreator’s “Expert Mode”, which enables additional editors that take advantage of advanced VRML 2.0 features. VRCreator even comes with an online version of the VRML 2.0 Specification to assist advanced users in tapping this power.

See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


VRCreator Environment Overview

VRCreator provides an easy-to-use yet powerful environment for creating state-of-the-art VRML 2.0 content. This section introduces you to the VRCreator environment by covering the following topics:

•	The VRCreator Main Screen

•	View Windows Overview

•	VR Binder Overview


The VRCreator Main Screen

The VRCreator environment consists of six main components:

•	The Menus (found in the Menu Bar across the top of the screen) offer a wide variety of functions grouped by category.

•	The Toolbar (the strip of buttons just below the Menu Bar) contains common control functions, some of which provide shortcuts for commonly-used menu items.

•	The View Windows (displayed on the right-hand portion of the screen) serve as views into your virtual world.

•	The Navigation Controls (the cluster of arrow buttons at the right end of the Toolbar) are used to move through your virtual world.

•	The VR Binder (displayed on the left-hand portion of the screen) looks like a notebook. The VR Binder is comprised of tabbed pages which contain common groupings of functions.

•	The Status Bar (located along the bottom of the screen) presents information about current operations. For example, if an object is selected and subsequently moved or rotated, then the Status Bar displays the distance an object has been moved or the amount it has been rotated.


View Windows Overview

The View windows display various Viewer perspectives on your world. Most of your world creation and manipulation occurs within the View windows.

In the default setup, the top View window is the 3D Perspective View, in which you can move around and work in 3D just as you do in the real world. The two windows below the 3D Perspective View provide 2D top and front views. You can define as many 2D and 3D View windows as you wish and position them in the way that best serves your needs.

Active Window

Certain functions within VRCreator will only apply to the active View window. The active window is the window in which you are working. A window can be made active by clicking anywhere in or on the window. An active window is distinguished by a highlighted title bar. The title bar is at the top of the window.

Adjusting a Window

All windows may be moved and resized. At any time, you can restore the default positions by using the Restore Default View Layout option that is available under the Windows menu.


VR Binder Overview

The VR Binder contains the tools you need to have to create virtual worlds.

•	The Library Page contains drag-and-drop objects, colors, lights, textures, sounds and behaviors that can be used in building your virtual world. The Preview window, located at the bottom of the Library page, lets you display objects, colors and textures before you apply them to the virtual world.

•	The Hierarchy Page displays all of the components of your virtual world in a hierarchical format and allows you to select and modify the components of your virtual world. The Hierarchy Page is essential for advanced world manipulation.

•	The Properties Page provides direct access to the VRML controls “behind the curtain” of VRCreator. We strongly recommend that you become familiar with the VRML 2.0 specification before editing any properties. The Properties page is only active in Expert Mode.

•	The Tools Page contains powerful tools for creating and manipulating objects. For example, you can use the Tools Page to snap two objects together, set an object’s snap and pivot points, or change the distance between two selected objects.

•	The Viewer Page lets you re-position and re-orient yourself while you are editing your virtual world. You can also change the speed at which you move through the virtual world you are editing.

•	The Animator Page allows you to create VRML animations for your virtual world to make them truly dynamic. The Animator lets you define positions and orientations for an object for the “keyframes” of your animation. VRCreator automatically generates the animation by filling in the blanks between the keyframes so that your animated object moves and rotates smoothly along the animation paths you define.

•	The Modeler Page contains a sophisticated 3D Modeler that lets you create custom objects that you can drag and drop into your virtual world. The 3D Modeler contains advanced creation features like extrusion, surface of revolution, and boolean operations. The 3D Modeler is only available in the Personal Edition of VRCreator.

•	The Transform Page provides precision object manipulation tools. You can precisely translate, orient and scale objects using the tools on the Transform page.

•	The Grid Page controls the position and appearance of the grid.

•	The Runtime Page allows you to preview what people will see when they experience your virtual world using a VRML 2.0 browser on the Web.

For more detailed information on each of the VR Binder pages, see the Reference section of the online help.


Navigating in VRCreator

What Can You Do if You Get Lost in Cyberspace?

Before you read about and experiment with the various Navigation techniques available to you within VRCreator, you may want to know what you should do if you get lost. After all, learning how to navigate in 3D takes some time. The learning curve is about the same as (or just slightly greater than) the learning curve we all had when we first learned how to use a mouse to drag a cursor precisely across our 2D desktop. The first time you try to navigate in 3D you may find you blast off to some unknown position and some unknown orientation. To get back to where you started, simply click on the Reset button—sometimes also referred to as the Default Viewer Position button—in the Navigation Controls.

Now, with an understanding of how to get back to where you started whenever you need to using the Reset button, you’re ready to learn the Basic Navigation Techniques of VRCreator. Before you know it, you’ll be as comfortable navigating in 3D as you are in 2D!

Basic Navigation Techniques

As you are creating your world, you can navigate through your world in 3D just as you do in the real world. You typically will do this in one of two ways:

•	By clicking and dragging your mouse directly within the world that you are creating (that is to say, within the 3D Perspective View window). See the topic below for instructions on how to navigate using the mouse:

•	Navigating using your Mouse

•	By clicking on the Zoom Buttons (three buttons with arrows) in the Navigation Control.

•	Navigating using the Zoom Buttons

The Navigation Quickstart in the Getting Started section walks you through (no pun intended) these basic navigation concepts. You may want to wait to experiment with navigation until you’ve started the Navigation Quickstart because in that quick tutorial you’ll walk around a world that you will have populated with objects. It’s much easier to keep your bearings in a world where you have some reference points.

Note: Additional navigation methods are discussed in detail in the Navigating within Worlds topic in the How To section of the online help.


Navigating Using your Mouse

Mouse Left Drag	Move Viewer forward/backward and Yaw Viewer left/right
Ctrl + Mouse Left Drag	Move Viewer up/down and Move Viewer left/right
Shift + Mouse Left Drag	Pitch Viewer up/down and Roll Viewer left/right


Navigating using the Zoom Buttons

The Zoom Buttons (patent pending), which are part of the Navigation Controls, provide a simple and efficient way to both maneuver in 3D space and manipulate objects in 3D space using a standard mouse.

The zoom buttons are used to move the viewer through the virtual world. Each zoom button provides you with two ways to move (i.e. two degrees of freedom). A zoom button is active once you click and hold down the left mouse button, which can be done whenever the cursor is above a zoom button. For example, clicking and holding down the left mouse button while the cursor is above the Navigation Button (the leftmost zoom button) results in that button expanding to look like this:

Once a button is expanded, the zoom button is active until you stop pressing the left mouse button down. While the button is active, you can drag the mouse up and down to experience one way to move, and drag the mouse left and right to experience another way to move. For example, in the case of the Navigation Button, dragging the mouse up and down will move the viewer forwards and backwards respectively. Dragging the mouse left and right will yaw the viewer left and right respectively. As you drag further away from where you first clicked, the speed of movement will increase.

We encourage you to experiment with the zoom buttons. They are an intuitive way to experience virtual worlds. In addition to using the zoom buttons, you can always use the direct mouse controls as an alternative.

First Button with Direction Arrows	Move Viewer forward/backward and Yaw Viewer left/right
Second Button with Direction Arrows	Move Viewer up/down and Move Viewer left/right
Third Button with Direction Arrows	Pitch Viewer up/down and Roll Viewer left/right


Navigation Quickstart

Note: If you are referencing this tutorial in the online help, you may want to consider printing the tutorial, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

Before you do any world building with VRCreator, it’s important to have a thorough understanding of how to navigate in 3D. This Navigation Quickstart tutorial will teach you the basic concepts of how to navigate in 3D using VRCreator, as well as introduce you to other fundamental world building concepts.

 Start a new world by pressing the New button on the Toolbar. The new button is located on the left end of the Toolbar.

In the VR Binder (displayed on the left-hand portion of the screen), click on the Animator tab, the Hierarchy tab, and some of the other tabs to display the various VR Binder pages so that you can get a feel for some of the tools that are available to you. During this Quickstart tutorial and some of the other tutorials, you’ll get a good look at each of the tools.

Click on the Library tab to display the Library page. The Library page contains 3D objects, colors, textures, sounds, behaviors and other elements for creating an interactive virtual world. It is one of the most useful tools in the VR Binder.

Note that the Library page has three panes. The pane at the top left is the Category Pane. This pane contains the different categories of elements that can be added to a VRML world. The right pane is the Elements Pane. It contains a list of all elements in the current category. The bottom pane is the Preview Window. Objects, colors and textures can be previewed in this window before they are added to a world.

Select the Architecture - Exterior (“A” in image below) category in the left pane of the Library page. If you’ve just installed VRCreator, did the full installation, and haven’t customized the Library page, this category is the tenth category in the list. If you do not have the Architecture - Exterior category—this will only be the case for those of you that did a minimal installation—then select the Favorites category, which is first on the list.

In the right pane, a list of 3D shapes appears. One of the first objects is the Archway (“B” in the image above).

Place the mouse cursor over the Archway. When the Archway is highlighted, click and hold the left mouse button down. Slowly drag the Archway into the 3D Perspective View window, which is the larger View window located on the right-hand portion of the screen.

When the cursor is in the center of the Construction Plane, as shown in the diagram below, release the mouse button. The arrow in the diagram shows the target drop location for the Archway.

The position of the mouse cursor when the button is released is the drop location for the object, and the base of the object will be centered at this location.

Note: In addition to the 3D Perspective View window, VRCreator has two other view windows in its default settings—the Top View (sometimes labeled View1 - top) window and the Front View window (sometimes labeled View1 - front). Both are located to the right of the VR Binder below the 3D Perspective View Window. If you accidentally drag a view window or drag the VR Binder, you can immediately restore the windows to their default settings using the Restore Default View Layout under the Windows menu.

Note: In this tutorial, you don’t want to release the Archway when your cursor is above the Construction Plane. If you accidentally do this, you can simply do an Edit > Undo and try again.

Navigating Forward and Backward

The group of buttons on the right side of the Toolbar at the top of VRCreator are the Navigation Controls (as shown below).

These controls allow you to navigate in the active View window. One or none of the View windows may be active at this point. Set the 3D Perspective View window to be the active window by using the Perspective option under the Window menu at the top of VRCreator. Alternatively, you can simply click in or on the Perspective window. The 3D Perspective View window is now active as indicated by a darkened title bar.

Now, place the mouse cursor on the Navigation Button, which, as indicated below, is the first button on the left side of the Navigation Controls.

Click and hold down the left mouse button while the cursor is above the Navigation Button. The button expands or “zooms”, displaying four arrows—we sometimes refer to the three buttons on the left of the Navigation Controls as the “zoom buttons”. The arrows you see on the expanded button represent four different movement directions, one for each arrow.

While still holding the left mouse button down, slowly drag the mouse up as shown below. When the cursor enters the top portion of the Navigation Button, notice that the arrow pointing forward illuminates. In the 3D Perspective View window, this action will result in your traveling forward towards the archway. Continue holding the mouse button down with the top arrow illuminated and notice that you are moving closer to the archway. Continue holding the mouse button down until you pass through the archway. If you get lost, you can always click on the Reset button to restore yourself to your original starting position—we’ll do that as part of the tutorial soon.

While still holding the left mouse button down, slowly drag the mouse down (as shown below). When the cursor enters the bottom portion of the zoom button, the arrow pointing backward illuminates. In the 3D Perspective View window, this action will cause you to travel backward. Continue holding the mouse button down with the bottom arrow illuminated until you move backward through the archway and can view the entire archway in the 3D Perspective View window.

Restoring your Original Viewer Position

Release the mouse button. Place the mouse cursor over the Reset button (as shown below) in the navigation control portion of the Toolbar. This button resets the view to the default view position. Click the Default Viewer Position Button and notice that your view was restored to its original position. This button is often helpful if you find yourself lost in a world.

Rotating Yourself to the Left and to the Right

Expand the first zoom button—the Navigation Button—again. While still holding down the left mouse button, slowly drag the mouse to the left (as shown below). When the cursor enters the left portion of the zoom button, the arrow rotating to the left illuminates. In the 3D Perspective View window, this action will cause your view to rotate to the left. Notice that your view changes as you hold down the left mouse button with the left arrow illuminated.

While still holding the left mouse button down, slowly drag the mouse to the right. When the cursor enters the right portion of the zoom button, the arrow rotating right illuminates. In the 3D Perspective View window, this action will cause your view to rotate to the right.

Release the mouse button. Reset the view to the default view position by pressing the Reset button on the Navigation Controls.

Using the Other Zoom Buttons

The Pan Button, the second navigation button, allows you to “pan” (or slide) in any of four different directions. Place the mouse cursor on the second button in the Navigation Controls (as shown below).

Click and hold down the left mouse button. The Pan Button expands or zooms (as shown below), displaying four arrows. These arrows represent the four different panning movements available to you. The top arrow slides the viewer up. The bottom arrow slides the viewer down. The left arrow slides the viewer left and the right arrow slides the viewer right.

Now, practice navigating forward, backward, up, down, left and right using the first and second navigation controls. When finished, release the mouse button. Reset the view to the default view position by pressing the Reset button on the Navigation Controls.

Tilting and rolling can be accomplished with the Rotation Button, the third navigation button. Place the mouse cursor on the Rotation Button in the Navigation Controls (as shown below).

Click and hold down the left mouse button. The button expands or zooms (as shown below), displaying four arrows. These arrows represent the four different tilting and rolling movements available to you. The top arrow tilts the viewer up. The bottom arrow tilts the viewer down. The left arrow rolls the viewer counterclockwise and the right arrow rolls the viewer clockwise.

Tilt up and down, and roll left and right using the Rotation Button. Then, practice using all three navigation controls using the same techniques mentioned above. Notice that by using all three navigation buttons, you can position the viewer anywhere in the world. You can even can view the world from underneath. Try it! When finished, release the mouse button. Reset the view to the default view position by pressing the Reset button on the Navigation Controls.

Navigating with the Mouse

Navigation can also be accomplished using the mouse inside the view window. Place the mouse cursor inside the 3D Perspective View window, but not on the archway. Click and hold down the left mouse button. Slowly drag the mouse up and down to move forward and back. While still holding down the mouse button, drag the mouse left and right to turn left and right.

Jumping to a Pre-Defined Viewer Position

The last button on the Navigation Controls is the Camera button—sometimes also referred to as the Change Viewer Position button—which is designated by an icon that looks like a camera. This button allows you to immediately change the view of the current window to six different views. These views are Top, Bottom, Left, Right, Back, and Front, which are labeled: T, Bt, L, R, Bk, and F respectively. Click the button and hold the left mouse button down. While holding the left mouse button down, drag your cursor to the “Bt” symbol until it illuminates. Then, release the mouse button and notice that the current view window has immediately changed to view the world from the bottom. Repeat this process with the other five views.

Note: The 3D Perspective View window provides you a three-dimensional view of the world and will likely be the view you use most. The Top View and Front View windows are two-dimensional, or orthographic views, and are typically used for fine-tuning the position and proximity of objects. Since orthographic view windows, such as the Top View or Front View, are two-dimensional, only the translation navigational changes—that is, moving forward and backward, and sliding up, down, left and right—are active in these windows.

 Save the world by pressing the Save button on the Toolbar and naming the file Quickstart1. Now, you know how to get around in a 3D world, and you’re ready to start building your own worlds!


World Building Quickstart

Note: If you are referencing this tutorial in the online help, you may want to consider printing the tutorial, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

Note: If you haven’t already done the Navigation Quickstart, please do it now. The World Building Quickstart assumes that you already have a basic understanding of how to navigate in 3D while using VRCreator.

This World Building Quickstart tutorial will teach you how to build a simple VRML world using VRCreator, and, in the process, will teach you the basics of world building.

Dragging and Dropping Objects

 Start a new world by pressing the New button on the Toolbar.

In the VR Binder, select the Library tab to display the Library page. As you learned in the Navigation Quickstart, the Library page contains 3D objects, colors, textures, sounds, behaviors and other elements for creating a interactive virtual world.

Select the 3D Shapes category in the left pane of the Library page. If you’ve just installed VRCreator and haven’t customized the Library page, this category is second on the list. In the right pane, a list of generic 3D shapes appears. Scroll the right pane until the Pyramid object appears in the list.

Place the mouse cursor over the Pyramid. Notice that the Pyramid appears in the Preview Window. When the Pyramid is highlighted, click and hold the left mouse button down. Slowly drag the Pyramid into the 3D Perspective View window. When the cursor is over (but not above) the left portion of the Construction Plane, release the mouse button. The position of the mouse cursor when the button is released is the drop location for the object. The base of the object will be centered at this location. The arrow in the following diagram shows the drop location for the Pyramid.

Scroll the left pane of the Library page until the category Playground is visible. Select the Playground category. The list in the right pane changes to a list of objects that one would find in a playground. Scroll down the list of objects until the Merry Go Round is visible. Notice that the Merry Go Round appears in the Preview Window. Drag and Drop the Merry Go Round onto the right portion of the Construction Plane using the same method used to put the Pyramid on the left portion of the Construction Plane.

Dragging and Dropping Colors

The appearance of an object can be set by simply dragging and dropping attributes such as colors or textures onto the object. Change the Library category to Colors and drag and drop the color Red onto any visible portion of the Pyramid. The color of the Pyramid changes to red.

The appearance of the background can be set using the same method. Scroll down the list of colors until the color Light Olive is visible. Drag and drop the color into the scene, but not onto any object. The background changes to the color light olive.

Dragging and Dropping Textures

Find the color White in the colors category of the Library. Drag and drop the color white onto both the Pyramid and the background. Change the Library category to Textures. Drag the texture brick01 onto the Pyramid. This changes the appearance of the Pyramid from white to brick.

The background can have a texture for its appearance as well. In the Textures category, locate the texture gradiant01, then drag and drop it onto the background of the scene. The texture is stretched across the background of the window.

Dragging and Dropping Behaviors

Objects can also exhibit behaviors, which can be dragged and dropped as well. Change the Library category to Behaviors. Find the Auto Rotate - Yaw behavior. This behavior causes an object to spin continuously.

Note: In this case, the object is said to “yaw”—that is to say, it spins around its own Y axis. Don’t worry if you’ve never heard the term “yaw” before. You can do basic authoring in VRCreator without having to have aced your geometry class in high school. At a certain point, as you begin to author more complex worlds and take advantage of VRCreator’s advanced features, you’ll need to understand basic concepts—such as the difference between an object’s axes and the world’s axes; basic pitch, yaw and roll; angles; and X,Y and Z coordinates. We cover concepts like these in the 3D Primer found in the Appendices section of the online help.

The effect of Behaviors cannot be seen in the 3D Perspective View window of VRCreator, but the effects can be seen in VRCreator’s built-in Runtime Viewer, which can be launched from the Runtime page of the VR Binder. We’ll launch the Runtime Viewer shortly. For now, drag and drop the Auto Rotate - Yaw behavior onto the Merry Go Round. A message will flash quickly in the Status Bar to let you know that the behavior has been properly dropped—watch closely or you may miss it!  You won’t see the behavior you dropped in the 3D Perspective View window, but it’s there.

Dragging and Dropping Sounds

In the Sounds category, find the Mouse Over - Knock on Door sound behavior and drag and drop it onto the Pyramid. This behavior is triggered whenever the mouse cursor is placed over the object. As soon as the mouse is over the object, a knocking sound is heard. Like all behaviors, sound behaviors cannot be viewed or experienced in the 3D Perspective View window.

Experiencing your World

To experience the behaviors you’ve just dropped, the world must be viewed in the Runtime Viewer. The Runtime Viewer is actually an embedded version of PLATINUM’s WIRL, an award-winning VRML browser. In the VR Binder, choose the Runtime page. At the top of the Runtime page is a Run Current World button. Click this button and the world will appear in a VRML Browser embedded inside the Runtime page.

Inside the runtime viewer, the Merry Go Round is spinning. If the mouse cursor is placed over the Pyramid, a knocking sound is heard. Using the navigation buttons at the bottom of the Runtime Viewer, you can move around inside the world and view the world from different angles. If you navigate closer to the Pyramid and then place your cursor over the Pyramid, you will notice that the knocking sound will sound louder. This effect demonstrates VRCreator’s use of spatialized sounds.

 Save the world by pressing the Save button and naming the file Quickstart2. You’ve just built your first world!


Tutorials

These tutorials assume you have already completed the Navigation Quickstart and the World Building Quickstart tutorials, which are located in the Getting Started section of the online help. If you haven’t already done these short tutorials, we suggest you do them now.

The following tutorials are available to you:

•	Tutorial #1 - Object Manipulation

•	Tutorial #2 - Working with Primitives

•	Tutorial #3 - Animation

Note: If you are referencing these tutorials in the online help, you may want to consider printing the tutorials, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.


Tutorial #1 - Object Manipulation

Note: If you are referencing these tutorials in the online help, you may want to consider printing the tutorials, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

This tutorial will teach you how to manipulate objects in 3D using VRCreator. Among other things, you will learn how to rotate, scale and move an object.

Selecting an Object

 Start a new world by pressing the New button on the Toolbar.

In the VR Binder, select the Library page. Select the Vegetation category in the left pane of the Library page. Scroll the right pane until the Little Plant object appears in the list. Drag and drop the plant onto the center of the Construction Plane in the 3D Perspective View window.

Place the mouse cursor on any part of the plant and click and release the left mouse button. A yellow bounding box with red handles appears around the plant indicating that it is selected. If the bounding box does not appear, click and release the left mouse button again. This bounding box and its associated handles allow for the quick and easy manipulation of objects.

Zoom in to the object by choosing the Selected Object option under the View menu. This will move the current view such that the selected object fills the View window.

Rotating an Object

With the object still selected, place the mouse cursor on the yellow vertical bar of the bounding box on the left side of the plant. (as shown above) The mouse cursor changes to a rotation cursor, indicating that a rotation can be executed using this bar.

  The Rotation Cursor

While the rotation cursor is displayed, click and hold down the left mouse button, and slowly drag the mouse cursor left and right to rotate the plant around. You are rotating the plant around an axis that is parallel to the bar of the bounding box.

Note: In effect, you are rotating the object around the plant’s y-axis. In VRCreator, we’ve tried as much as possible to take the geometry out of VRML authoring but you may find you need to think in geometric terms—such as angles and X,Y and Z coordinates—periodically, particularly if you want to take advantage of VRCreator’s advanced features and if you want to precisely position or orient an object. See the 3D primer for a refresher on basic geometry concepts and how these apply to VRCreator world building.

You can also rotate the object in other ways (e.g. around the plant’s x-axis or the plant’s z-axis). Place the mouse cursor over any yellow horizontal bar at the top of the bounding box of the plant. When the cursor changes to the rotation cursor, click and hold down the left mouse button and slowly drag the mouse up and down. The plant now rotates around the plant’s x-axis. When these rotations are completed, the plant may appear similar to the plant in the image below.

Before moving on to the next section of this tutorial, re-align the plant by choosing the Align to Plane option from the Object menu.

Scaling an Object

With the object still selected, place the mouse cursor on the red sizing handle at the front right upper corner of the bounding box as shown below.

The mouse cursor changes to a scale cursor, indicating that the object may be scaled using this handle.

  The Scale Cursor

Click and hold down the left mouse button, and slowly drag the mouse cursor up and down to scale the plant larger and smaller. Scaling objects in this manner will cause objects to resize uniformly in all dimensions. Note that the handle opposite the sizing handle that you are using—in this case, the rear left lower corner of your plant—remains fixed in space.

Undo the change by pressing the Undo button on the Toolbar.

Note: The Undo button will also undo a series of changes you have made to an object. Simply press the Undo button again until you reach the point at which you began making unwanted changes.

With the object still selected, place the mouse cursor on the red sizing handle in the center of left side of the bounding box as shown below.

The mouse cursor changes to a scale cursor. Click and hold down the left mouse button, and slowly drag the mouse cursor left and right to scale the plant along one axis. Scaling in this manner will cause object to resize in only one dimension. Note that the handle opposite the sizing handle being scaled, remains fixed in space.

Undo the change by pressing the Undo button on the Toolbar.

Translating (or Positioning) an Object

With the object still selected, place the mouse cursor over the base of the plant, at the spot indicated below.

The cursor changes to the movement cursor (four-way arrow) indicating that a translation can be executed.

  The Movement Cursor

Click and hold down the left mouse button, and slowly drag the mouse cursor left and right to move the plant side to side along the Construction Plane. Release the mouse button and press the Undo button to return the plant to its starting point.

Place the mouse cursor over the base of the plant once again. Click and hold down the left mouse button and slowly drag the mouse up and then down to move the plant forward and back along the Construction Plane. Release the mouse button and again press the Undo button to return the plant to its starting point.

Toggle the Constrain to Plane button off by clicking the button on the Toolbar button, as indicated in the image below.

Place the mouse cursor over the base of the plant once again. Click and hold down the left mouse button and slowly drag the mouse up and down to move the plant up and down. The object no longer moves in relation to the Construction Plane. Rather, it moves vertically up and down—that is to say, along the y-axis. Release the mouse button and press the Undo button to return the plant to its starting point.

Changing Views

From the Window menu, choose the View1 - top option. The active (title bar highlighted) window switches from the 3D Perspective View window to the top View window located just below the 3D Perspective View window on the left.

Note: You may also switch the active view by clicking in or on the View window in which you wish to work. However, switching the active view by clicking in a View window may result in your de-selecting the selected object. You can select an object in a 2D View window in the same way you’ve learned to select an object in the 3D Perspective View window—just click on it!

With the object still selected and the 2D Top View window active, go to the View menu and choose the Selected Object option. This will move the current view such that the selected object fills the current view window. Place the mouse cursor over any green portion of the plant and notice that the cursor changes to the translation cursor (four-way arrow). Click and hold down the left mouse button and slowly drag the mouse around the top view window. Note that the object only moves in two dimensions (along the xz plane) while you are working in the top view.

Release the mouse button and repeat the steps above for the front view. As with the top view, the object only moves in two dimensions (in this case, along the xy plane) while you are working in the front view. The object translations in the orthographic views (Top, Bottom, Front, Back, Left and Right) are always constrained to the plane of the view window.

 Save the world by pressing the Save button and naming the file Tutorial1.


Tutorial #2 - Working with Primitives

Note: If you are referencing these tutorials in the online help, you may want to consider printing the tutorials, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

This tutorial will teach you about VRCreator’s selection modes. You will learn how VRCreator lets you work not only with entire objects but also with groups of objects and with the individual components of an object. By the time you’re done, you’ll have a good understanding of the difference between Group selection mode and Primitive selection mode.

Selecting Objects Using the Hierarchy Page

First, we’ll learn a new way to select objects. In previous tutorials, you simply clicked on an object in a View window to select it. Now, we’ll use the Hierarchy page to select an object.

 Start a new world by pressing the New button on the Toolbar.

In the VR Binder, select the Library page. Select the Miscellaneous category in the left pane of the Library page. Scroll the right pane until the Big Hand object appears in the list. Drag and drop the Big Hand onto the center of the Construction Plane in the 3D Perspective View window.

Zoom in to the object by choosing the All Objects option from the View menu. This will move the view such that all the objects in the world fit in the current view window. Take a moment to practice the object selection technique you learned in previous tutorials. Place the mouse cursor on any part of the hand and click and release the left mouse button. A yellow bounding box with red handles appears around the object indicating that it is selected. If the yellow bounding box does not appear, you may need to click and release the left mouse button again.

Now let’s try a new way. First, deselect the object by choosing the Deselect All option from the Edit menu.

Note: You can also deselect an object by clicking on any portion of the current View window that is not “covered” by an object.

Now, click on the Hierarchy tab in the VR Binder to choose the Hierarchy page. The Hierarchy will display the Scene Graph for the current world. The Hierarchy functions much like Windows Explorer. At the top of the list, the world icon represents the entire world. Branching below it are components of the world such as objects, lights, and viewpoints—some of which may have their own components (or children). In the hierarchy, select the big hand object by single left-mouse-clicking on the word “bigHand”. Notice that a bounding box now appears around the object in your 3D Perspective View window, confirming that the object is selected.

Hence, objects can either be selected by clicking the object in one of the view windows, or by clicking on the object’s name in the hierarchy.

Working with Group Selection Mode

VRCreator allows you to work in any of six different selection modes: Group, Primitive, Vertex, Face, Pivot Point and Snap Point. Each mode lets you select a different type of entity to work with within VRCreator. In this tutorial, we’ll learn about the difference between Group selection mode and Primitive selection mode. We’ll learn about the other selection modes later.

The default selection mode is Group selection. This mode lets you select an entire object or grouping of objects. Let’s quickly do some things in group selection mode—this will be a good refresher course on some of the things you’ve already learned in prior tutorials—and then we’ll switch to Primitive selection mode to see the difference.

With the Big Hand object still selected, place the mouse cursor on the yellow horizontal bar of the front of the bounding box just above the fingers (the red arrow in the previous picture is pointing at the horizontal bar you want to grab). When the cursor changes to the rotation cursor, click and hold down the left mouse button and slowly drag the mouse up and down to rotate the entire hand group.

  The Rotation Cursor

Notice that the entire object rotates—that’s because you are in Group selection mode!

Realign the hand by choosing the Align to Plane option from the Object menu. Deselect the object by choosing the Deselect All option from the Edit menu. Now, choose the Library page in the VR Binder. From the Colors category, drag and drop the color Red onto the thumb of the Big Hand in the 3D Perspective View window. Notice that the entire hand turns red—again, that’s because you are in Group selection mode. Now let’s try rotating and changing colors when we are in Primitive selection mode.

Working with Primitive Selection Mode

Change from Group selection mode to Primitive selection mode by using the Selection Mode drop down box in the middle of the Toolbar.

Find the color Lime in the Colors category on the Library page and drag and drop it on to the thumb of the big hand in the 3D Perspective View window. This time only the thumb changes to the lime color—that’s because you are now in Primitive selection mode, which lets you work with the individual components of an object. Drag the color White on to the smallest finger (pinkie) on the hand if you want some additional drag and drop practice.

Note: Some objects do not have components. They’re just big geometries. The creator of a model has to decide that he wants a model to have components. When this Big Hand model was originally designed, the creator made a decision to construct each finger as a separate component (or child) of the parent object. Having objects that include good definitions of components makes it much easier to do some authoring tasks, such as creating complex VRML animations. For example, you cannot make a man walk in VRML unless you can select his arms and legs.

Now, let’s rotate a primitive. In the VR Binder, choose the Hierarchy page. Expand the bigHand group in the hierarchy by single left-mouse-clicking on the “plus”-symbol just to the left of the icon for the bigHand (as shown below).

Notice that the bigHand group contains six children objects. These objects are the thumb, index_finger, middle_finger, ring_finger, pinky_finger and palm. In the Hierarchy, single left mouse click on the word “thumb” to select the thumb object. Only the thumb becomes selected and a bounding box appears around only the thumb.

In the 3D Perspective View window, rotate the thumb up and down (in effect, pitching it) using the top front yellow bar of the bounding box. Notice that only the thumb rotates. After you’ve done this, realign the thumb by choosing Align to Plane from the Object pull down menu.

You can also drag and drop textures and behaviors on individual primitives. Select the Textures category on the Library page of the VR Binder. Drag and drop the Gradient01 texture on to the palm of the hand in the 3D Perspective View window.

Change the category to Behaviors. Drag and drop the Click - Pitch 30 Degrees behavior on to the thumb in the 3D Perspective View window. In the VR Binder, choose the Runtime page and click the Run Current World button. In the Runtime Viewer, each time the thumb is clicked, it will pitch 30 degrees.

 Save the world by pressing the Save button and naming the file Tutorial2. You should now have a good understanding of the difference between Group selection mode and Primitive selection mode.


Tutorial #3 - Animation

Note: If you are referencing these tutorials in the online help, you may want to consider printing the tutorials, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

This tutorial teaches basic VRML animation techniques. When you finish this tutorial, you will have created an animation of an angel moving around on a chessboard and you’ll have a good understanding of the basic concepts of creating VRML 2.0 animations using VRCreator.

Setting up the Scene

 Start a new world by pressing the New button on the Toolbar.

Before you get started, be sure you have turned off your Viewer Headlight. The default setting for VRCreator is to have the Viewer Headlight off, but if you’ve experimented with VRCreator a bit before getting to this tutorial, or if others have been using VRCreator, the setting may have changed. If you look at the Viewer Headlight option on the Options menu and if the headlight option is off, you should not see a checkmark. If you do see a checkmark, toggle the headlight off by choosing the Viewer Headlight option with your mouse.

Note: VRCreator’s Viewer Headlight feature works just as if you were wearing a miner’s hat with a built-in light and is useful for working in a dark scene. However, the Viewer Headlight can render an object temporarily invisible if the light is exactly perpendicular to the object, as will be the case whenever you are working in the Top view. Because we use the Top view extensively in this tutorial, it is important to turn the Viewer Headlight off.

In the VR Binder, select the Library page. Select the Terrain category in the left pane of the Library page. Scroll the right pane until the Checkered Floor object appears in the list. Drag and drop the floor onto the center of the Construction Plane in the 3D Perspective View window.

Place the mouse cursor on any part of the floor and click and release the left mouse button. A yellow bounding box with red handles appears around the floor indicating that it is selected. If the bounding box does not appear, click and release the left mouse button again.

From the Window menu, choose the View1 - top option. The active (title bar highlighted) window switches from the 3D Perspective View window to the top View window located just below the 3D Perspective View window on the left.

Choose the Gouraud option on the View > Shading sub-menu. This changes the shading model from wire frame to smooth shading in the current view window—in this case, the 2D Top view.

Note: Gouraud shading requires more computer processing power and may slow down the speed at which the world is rendered during your authoring session.

With the object still selected, zoom in to the object by using the View > Selected Object option. This will move the view such that the selected object fits in the current view window. Deselect the object by choosing the Deselect All option from the Edit menu.

Double check that the View1 - top window is the active window. This window is active if its title bar is highlighted with a blue color. If it is not active, you can make it active by clicking on the title bar. Now, let’s use the Navigation button on the Navigation controls (located on the right side of the Toolbar) to navigate in the Top view.

Navigate towards the checkered floor until the top row of squares is near the top of the View1 - top window (as shown below).

Select the Favorites category in the left pane of the Library page. Scroll the right pane until the Angel 1 object appears in the list. Drag and drop the Angel onto the black square at the top left corner of the checkered floor in the View1 - top window (the red arrow in the picture above is pointing to this square).

Note: You’ve just learned something new! In previous tutorials, you’ve only dragged and dropped objects into the 3D Perspective View window. We just dropped the angel into a 2D window. All of the drag and drop features of VRCreator can be applied to either 2D or 3D windows.

Understanding the Basics of Animation

The Animator works by recording an object’s position and orientation for each of a sequence of keyframes. At run time, a VRML 2.0 Browser (or the Runtime Window of VRCreator) will compute the position and orientation of the animated object for all the frames between the keyframes. This is often called "betweening" or simply "tweening" by animation professionals.

Let’s start animating! In the VR Binder, choose the Hierarchy page. In the hierarchy’s Scene Graph, select the Angel object by a single left-mouse-click on the word Angel_1 (as shown below).

With the angel selected, choose the Animator page in the VR Binder. To activate the animator for the currently selected object, press the Key button in the upper left corner of the Animator page.

 The Animator Key Button

The objective of this tutorial is to create a custom animation for the angel that will follow the path set in the image below. At each change in direction, the angel will pause and turn to face the next direction. Then, the angel will proceed to the next position. The Animation Path Diagram below shows the path that the angel will follow. Keep this diagram handy—we’ll refer to it throughout this tutorial.

Animation Path Diagram

An Edit Frame slider is located under the words “Current Frame” in the Edit Points section of the Animator. The Edit Frame slider has values ranging between 0 to 100, with the default value set to frame 0. These are the individual frames of the animation.

Click and hold the Edit Frame slider and move it until the current frame is frame 15. You may also move the Edit Frame slider one frame at a time using the arrow keys on the left and right ends of the slider bar. “Current Frame: 15” indicates that you are 15% of the way through the animation.

In the View1 - top window, place the mouse cursor over the Angel. When the mouse cursor changes to the translation cursor (four-way arrow), click and hold down the left mouse button and move the Angel two squares down to the next black square (see location “A” in the Animation Path Diagram above). Then, release the mouse button to set this position.

Press the Rewind button at the top of the Animator (as shown below).

The Angel moves back to the starting position, and the current frame is set to zero. At Frame: 15, a “key” position is displayed as a small round blue circle on the translation keys display (as shown below). Frame 15 has now become a keyframe. This key indicates that 15% of the way through the animation the Angel will be 2 squares (location A) in front of the starting position.

Preview the animation. To preview, press the Play button at the top of the Animator (as shown below).

As the animation plays, the Angel begins in the corner square at frame 0; then moves toward location “A” between frames 1 - 14 until it reaches location “A” at frame 15. Since you have not created any keys after frame 15, the Angel remains on the black square after reaching frame 15.

There is a key at frame 0 (by default) and now a second key at frame 15, which we set. The key at frame 0 has the Angel positioned in the upper left corner of the checkered floor—frame 0 is always the starting point of the animation. The key at frame 15 has the angel positioned two squares in front of the starting point. As the animation moves from frame 0 to frame 15, the object will move between these two keys. Between frames 1 and 15, the Animator automatically interpolates the position of the object in order to generate the animation effect. This is the basic principle upon which keyframe animation works. Set a start point and an end point, and the object will animate between these two points.

Building your Animation

Now that we understand the basics, let’s get back to work. The objective of our animation is to move the Angel to locations, “A”, “B”, “C”, and “D”. When the Angel reaches each location, we will pause her movement for 10 frames so she has time to turn 90 degrees to face her next direction. Accordingly, the Angel will remain at the second square for frames 15 through 25. Later in the tutorial, we will instruct the Angel to rotate during each pause.

Move the Edit Frame slider to frame 25. Place the mouse cursor on the current frame indicator (purple double bar) in the Translation display (as shown below).

Double click the left mouse button to set a key at this frame. A small oval appears, indicating that a key has been set. The position of the Angel has not changed from its position in frame 15. Since frame 15 and 25 now have the same position, the Angel will not translate (move) during this portion of the animation.

Move the Edit Frame slider to frame 40. In the View1 - top window, place the mouse cursor over the Angel. When the mouse cursor changes to the translation cursor (four way arrow), click and hold down the left mouse button and move the Angel two squares to the right, to the black square at the location “B” in the Animation Path Diagram. Release the mouse button to set this location.

Move the Edit Frame slider to frame 50. Place the mouse cursor on the current frame indicator (purple double bar) in the Translation display. Double click the left-mouse-button to set a key at this frame. The position of the Angel has not changed from its position in frame 40. The Angel will not translate (move) between frames 40 and 50.

Move the Edit Frame slider to frame 65. In the View1 - top window, place the mouse cursor over the Angel. When the mouse cursor changes to the translation cursor (four way arrow), click and hold down the left mouse button and move the Angel two squares down, to the black square at the location “C” in the Animation Path Diagram. Release the mouse button to set this location.

Move the Edit Frame slider to frame 75. Place the mouse cursor on the current frame indicator (purple double bar) in the Translation display. Double click the left-mouse-button to set a key at this frame. The position of the Angel has not changed from its position in frame 65. The Angel will not translate (move) between frames 65 and 75.

Move the Edit Frame slider to frame 90. In the View1 - top window, place the mouse cursor over the Angel. When the mouse cursor changes to the translation cursor (four way arrow), click and hold down the left mouse button and move the Angel two squares to the right, to the black square at the location “D” in the Animation Path Diagram. Release the mouse button to set this location.

Change the active view window from the Top view to the 3D Perspective view by clicking the title bar of the 3D Perspective View window (as shown below).

Preview the animation. To preview, press the play button at the top of the Animator. The Angel moves across the checkered floor along the path, pausing before each change in direction.

Press the Rewind button at the top of the Animator.

Adding Rotations into Your Animation

Now, we will instruct the Angel to rotate 90 degrees at each translation pause in the animation, so that the Angel is always facing forward when she translates (moves).

Move the Edit Frame slider to frame 15. Place the mouse cursor on the current frame indicator (purple double bar) in the Rotation display (as shown below). Double click the left-mouse-button to set a key at this frame.

Since the Angel was facing in the proper direction at the beginning of the animation, we do not need to change the Angel’s rotation between frames 0 and 15. By double clicking on the Rotation display while at frame 15, we are indicating that the Angel will not have any rotation between frames 0 through 15.

Move the Edit Frame slider to frame 25. In the 3D Perspective View window, place the mouse cursor over any of the vertical yellow bounding box bars of the Angel ( as shown below ).

Note: If the bounding box of the Angel is not easily visible, use the navigation controls to slowly navigate closer to the Angel before attempting rotations.

When the mouse cursor changes to the rotation cursor, click and hold down the left mouse button and drag the mouse to the right, until the Angel has rotated (yawed) 90 degrees. The lower right corner of VRCreator’s status bar will indicate the current rotation of the object. Release the mouse button when the yaw figure reads 90.0 (as shown below).

Move the Edit Frame slider to frame 40. Place the mouse cursor on the current frame indicator (purple double bar) in the Rotation display. Double click the left-mouse-button to set a key at this frame.

Move the Edit Frame slider to frame 50. In the 3D Perspective View window, place the mouse cursor over any of the vertical yellow bounding box bars of the Angel. When the mouse cursor changes to the rotation cursor, click and hold down the left mouse button and drag the mouse to the left, until the Angel is spun (yaw) back to 0 degrees as indicated in the lower right corner of VRCreator’s status bar rotation display. Release the mouse button to set this position.

Move the Edit Frame slider to frame 65. Place the mouse cursor on the current frame indicator (purple double bar) in the Rotation display. Double click the left-mouse-button to set a key at this frame.

Move the Edit Frame slider to frame 75. In the 3D Perspective View window, place the mouse cursor over any of the vertical yellow bounding box bars of the Angel. When the mouse cursor changes to the rotation cursor, click and hold down the left mouse button and drag the mouse to the right, until the Angel has rotated (yawed) 90 degrees as indicated in the lower right corner of VRCreator’s status bar rotation display. Release the mouse button to set this position.

Move the Edit Frame slider to frame 90. Place the mouse cursor on the current frame indicator (purple double bar) in the Rotation display. Double click the left-mouse-button to set a key at this frame.

Move the Edit Frame slider to frame 100. In the 3D Perspective View window, place the mouse cursor over any of the vertical yellow bounding box bars of the Angel. When the mouse cursor changes to the rotation cursor, click and hold down the left mouse button and drag the mouse to the left, until the Angel has rotated (yawed) back to 0 degrees as indicated in the lower right corner of VRCreator’s status bar rotation display. Release the mouse button to set this position.

Preview the animation by pressing the play button at the top of the Animator.

Changing the Trigger for your Animation

You may also change the event which triggers the animation from World Startup to Mouse Click. In the Triggered On drop down combo box in the center of the animator, change the option to Mouse Click (as shown below). Now, this animation will be activated in the Runtime Viewer, or any other VRML 2.0 compliant-browser, when the user clicks on the Angel.

Deactivate the Animator by pressing the Key button in the upper left corner of the Animator page. Answer “Yes” to the Save Changes to Animation? Question. Name the animation “mover”—do not type in the quotation marks—and press the OK button.

In the VR Binder, choose the Runtime page and click the Run Current World button. In the runtime viewer, click the Angel and it will animate along the path you created in the Keyframe Animator.

Note: In this animation, we animated an entire object. You also can animate individual primitives within an object. You might want to try creating a new world and animating the individual fingers of the Big Hand object we used in a previous tutorial. You’ll need to create and save one animation for each of the fingers you want to animate. In theory, a VRML 2.0 file can have as many animations as you want. In practice, if you continue to add animations, you will start to experience some degradation in rendering speed.

 Save the world by pressing the Save button and naming the file Tutorial3. You should now have a good understanding of how you can create VRML 2.0 animations using VRCreator. As you continue to use VRCreator, you’ll find that creating animations gets easier and easier. As with any discipline, practice makes perfect!


Tutorial #4 - Building Objects From Primitive Shapes

Note: If you are referencing these tutorials in the online help, you may want to consider printing the tutorials, rather than swapping back and forth from VRCreator to the online help. In Windows 95, you can print any topic from within an online help file using the File > Print Topic option.

Although the Learning Edition of VRCreator does not include the 3D modeler that comes with the Personal Edition, you can still create custom 3D objects with the Learning Edition of VRCreator by resizing primitive shapes and attaching them together. In this tutorial, you’ll build a military tank using simple 3D objects (primitives) and the tools in the VR Binder.  This tutorial assumes that you have previously completed the other tutorials.

 Start a new world by pressing the New button on the Toolbar.

First, we’ll construct the base of the tank. In the VR Binder, select the Library page. Select the 3D Shapes category in the left pane of the Library page. Scroll the right pane until the Keyboard Key object appears in the list. Drag and drop the Keyboard Key onto the center of the center of the Construction Plane in the 3D Perspective View window.

In the VR Binder, select the Transform page. With the object still selected, press the Orientation button at the top of the Transform page. Flip the object upside down by entering “180”—do not type in the quotation marks—in the Pitch field within the Rotation Information section. Press the Apply button to see your change take effect.

The base of the tank has now rotated 180 degrees. The base is now positioned above the Construction Plane. Choose the Drop To Plane option on the Object menu to bring the object back to the Construction Plane for easier editing.

Note: The rotated tank was initially above the Construction Plane because its pivot point is located at the top of the object rather than at the center of the object.

Now, we need to resize the base object to make it appear more like the base of a real military tank. Change the transform mode to Scale by pressing the Scale button at the top of the Transform page. Scale the object to be 30% smaller in height by entering the value “-30” for the Y value—again without quotation marks; this will be the case for all of the field values mentioned in this tutorial going forward. At the same time, let’s make the object 100% larger in depth. To do this, enter the value “100” for the Z value Now, press the Apply button. Congratulations! You have just resized the base of the tank to have the proper dimensions!

Next, we will add another object which will act as the turret for the tank. In the VR Binder, select the Library page. Select the 3D Shapes category in the left pane of the Library page. Scroll the right pane until the Keyboard Key object appears in the list. Drag and drop the Keyboard Key onto the Construction Plane in the 3D Perspective View window and select the Keyboard Key by clicking it.

The turret is the correct shape, but needs to be smaller. In the VR Binder, select the Transform page and press the Scale button at the top, if it is not already pressed. Make the object 50% smaller in all three dimensions by entering “-50” for each axis (X, Y and Z). After entering these values, press the Apply button.

Now, we need to position the turret on top of the base. This task is accomplished in the 3D Perspective View window using the Vertex selection mode. Change from Group selection mode to Vertex selection mode in the Selection Mode drop down box in the Toolbar. Now, all subsequent selections will occur at the vertex level.

Place the mouse cursor on the front upper left corner of the base and single click on the corner. The first vertex selected becomes the anchor vertex, and is designated by a red/green/yellow arrow pointing outward (“A” as shown below).

Hold the [Ctrl] key on the keyboard and select the vertex on the front lower left corner of the turret (“B” as shown above). The second vertex selected becomes a secondary vertex and is designated by a red/green/blue arrow pointing outward.

Now that we have two vertices selected, the two objects can be aligned using the Attach tool. In the VR Binder, select the Tools page. In the Object Manipulation section, press the Attach button, highlighted in the picture below. Alternatively, you can attach objects by selecting the Attach option from the Object menu.

The turret is now positioned so that its selected vertex aligns with the anchor vertex of the base of the tank.

Change your selection mode back to Group selection mode from Vertex selection mode using the Selection Mode drop down box on the Toolbar. Place the mouse cursor on the turret and select it with a single left mouse button click.

Change the current view window by choosing the View1 - Top option on the Window menu. The highlighted window switches from the 3D Perspective View window to the Top view window. Notice that the turret is positioned on one corner of the base. This does not look right, as the turret should be positioned slightly inward. To do this, place the mouse cursor on the turret. When the cursor changes to the translation cursor (four-way arrow), click and hold down the left mouse button and slowly drag the mouse until the turret is positioned near the back edge of the base object, but not touching the sides (as shown below).

Note: An alternative (and more precise) method of positioning objects is available to you. Select the object you want to translate (position). Select the Transform page and press the Translation button at the top of the Transform Page. With your object still selected, click on any of the x, y, or z slider bars located in the middle of the Transform Page. This action will cause the selected object to translate (move) one “tick” (or increment) from its present position. Make sure that you click on the left or right side of the center mark, and not the center which is labeled “0”. If you click on the left side of the x slider bar, your object will move to the left (which in geometric terms means to move in the negative x-axis direction). If you click on the right side of the x slider, the selected object will move one tick to the right (which in geometric terms means to move in the positive x-axis direction). If you find that your object is translating (moving) too far with each tick, you can adjust the “units per tick” measurement at the bottom of the Transform page. This feature will enable you to position your objects very precisely.

Now, we will add the gun barrel, the final object needed to complete the tank, to the center of the turret. In the VR Binder, select the Library page. Select the 3D Shapes category in the left pane of the Library page. Scroll the right pane until the Long Thin Tube object appears in the list. Drag and drop the tube onto the Construction Plane in the 3D Perspective View window and select it by single left mouse clicking on the object.

In the VR Binder, select the Transform page and press the Orientation button at the top of the binder page. Pitch the tube 90 degrees by entering “90” in the Pitch field within the Rotation Information section. Press the Apply button to see the change take effect.

Change the current view window by choosing the View2 - Front option on the Window menu. The highlighted window switches from the 3D Perspective View window to the Front view window.

Note: This action can also be done by simply clicking on the title bar of the desired view window.

Navigate closer to the objects so you can see them more clearly. In the Front View, drag the gun barrel of the tank (that is to say, the Long Thin Tube object) so it is near the center of the turret. Place the mouse cursor on the gun barrel. When the cursor changes to the translation cursor (four-way arrow), click and hold down the left mouse button and slowly drag the mouse until the gun barrel is positioned in the center of the turret, as shown below.

Change the current view window by choosing the View1 - Top option on the Window menu. The highlighted window switches from the 3D Perspective View window to the Top view window.

Now, we want to insert the gun barrel into the turret. In the top view, place the mouse cursor on the barrel. When the cursor changes to the translation cursor (four-way arrow), click and hold down the left mouse button and slowly drag the mouse until the barrel is positioned in the center of the front section of the turret (as shown below).

Now, we need to group the gun barrel object and the turret object together, so that when the turret turns, the gun barrel will rotate with it. To group two or more objects together, we first must select an anchor object. The anchor object is always the first object selected. The anchor object’s rotation point will become the rotation point for all of the objects in the group. In this case, we would like the rotation point for the entire group to be based on the rotation point of the turret. So, we will make the turret our anchor object for this group by selecting it first.

Select the anchor object (turret) with a single left mouse click on the object in the 3D Perspective View window. Notice that a yellow bounding box appears around the turret, indicating that the anchor object is selected. With the anchor object selected, hold down the [Ctrl] button on the keyboard for multiple selection. While holding down the [Ctrl] button, single left mouse click on the gun barrel. A blue bounding box appears around the gun barrel object, indicating that it is selected,  and that it is not the anchor object (as shown below).

The view in the 3D Perspective View window has been changed for greater clarity.

Now that both objects are selected, group them together using the Group option on the Object menu. A yellow bounding box appears around the gun barrel and turret. You have now successfully grouped two objects together!

Use the vertical bar of the bounding box (as shown below) to rotate the turret/gun barrel group to see how it pivots around the center of the anchor object. Then, undo the rotation by using the Align to Plane option on the Object menu.

The view in the 3D Perspective View window has been changed for greater clarity.

Change the selected object name by choosing the Info option on the Object menu. Enter the name to “turret” and hit the OK button. Your turret/gun barrel group has automatically been renamed in the Hierarchy Scene Graph. Click on the Hierarchy Tab to see the change.

Now, let’s group the base object and the new “turret” group together using the same techniques as before. Select the base object. Then with the [Ctrl] button held down, select the turret group. Choose the Group option on the Object menu. Before continuing, change the name of this group to “tank” using the Info option on the Object menu.

Before we finish, let’s change the color of the tank to green. To change the color, select the Library page in the VR Binder. Select the Colors category in the left pane of the Library page. Scroll the right pane until Green appears in the list. Drag and drop the color onto the tank in the 3D Perspective View window. The tank changes to the color green.  Now we’ve finished this quick lesson in object creation!

The view in the 3D Perspective View window has been changed for greater clarity.

If you wish to reuse the tank object, the tank can be added to the Favorites category on the Library page. With the tank selected, simply choose the option Add from the Object menu, and choose the To Favorites… sub-menu option. Enter the name “tank” and press the OK button. The tank you created is now in your Favorites library and can be dragged and dropped into any world you create in the future.

 Save the world by pressing the Save button and naming the file Tutorial4. You should now have a good understanding of how you can create fairly complex VRML 2.0 objects using simple 3D shapes.


Introduction to 3D

VRCreator lets you create virtual worlds on the desktop—worlds that can be experienced by others via the Web. So just what is virtual reality? One way to describe it is “real-time interactive 3D”.

The Basics of 3D

Let’s start with the basics. When you look at computer graphics created in products like Adobe Photoshop or CorelDraw, you’re looking at two-dimensional (2D) graphics. 2D objects have the two dimensions of height and width, but no depth. Images that appear to have depth, like a photo or a painting of a three-dimensional (3D) scene, are actually using a 2D representation of depth. 3D graphics break the flat metaphor by actually describing objects in 3D worlds using height, width, and depth. In this sense, 3D is to 2D graphics what sculpting is to painting. You can view the 3D world from any position by moving the camera or viewpoint.

XYZ Axes

3D worlds are described in terms of three axes, each with positive and negative branches emanating from the center of the world or “point of origin”. When looking toward the point of origin from the “front”, the X axis runs horizontal or left/right; the Y axis runs vertically or top/bottom; and the Z axis represents depth or foreground/background. Any point in 3D space can be described by the coordinates X,Y,Z. The point of origin, for example, is 0,0,0, while a point 5 units to the right, 10 units above and 20 units beyond the point of origin would be described as having coordinates of 5,10,20. What’s a unit? That depends upon the 3D system. In VRML 2.0, one unit generally equals one meter.

In the image below the space shuttle lies along the Z axis and is pointing towards positive Z. The left wing points towards positive X while the right wing points towards negative X. The tail points towards positive Y.

Yaw, Pitch and Roll

Now imagine that you’re in the space shuttle flying through a 3D world. While the objects in the world and the shuttle itself can be described as points with specific coordinates, you can also climb, bank, turn and so forth—in other words, rotate around any of the three axes. In VRML 2.0, yaw describes rotation around the Y axis, essentially turning left or right along the yellow ring. Pitch describes rotation around the X axis, basically climbing or diving along the purple ring. Roll describes rotation around the Z axis, along the red ring, as when the pilot brings the left wing up and the right wing down.

Yaw

Roll

Pitch

Navigation

Navigation through a virtual world is accomplished by moving the viewer. As the viewer moves, your perspective within the 3D world changes.

3D and 2D View Windows

VRCreator offers two types of View windows in which you can navigate and manipulate objects—3D Perspective View windows and 2D View windows. The window used most often is the 3D Perspective View window, and this View window is similar to the viewing window found in VRML 2.0 browsers. In the 3D Perspective View window you can move in 3D along all three axes. You also can change your 3D orientation by pitching, yawing or rolling your view. You can also move and orient objects in 3D space in the 3D Perspective View window. 2D View windows provide views along a specific axis to provide a vantage point from front, back, top, bottom, left and right. 2D View windows are useful for aligning objects used to build virtual worlds.


Introduction to Building Worlds

Selecting Objects

You add objects to your world by dragging them from the VR Binder Library into a View window.

A 3D object is composed of simple parts. Consider a cube. A cube has 6 sides. Each square side of the cube is made up of two triangles, generally called polygons or faces. Each triangular face is made up of three edges, and at each point at which these edges intersect you have a vertex. So our cube has 8 vertices, 12 edges, and 12 faces—all to make a simple cube.

The good news is that you don’t need to build a cube from vertices, edges, and faces. With VRCreator, you can simply drag a cube into your world. In fact, there are hundreds of objects in the VR Binder Library that you can drag into your world. Some of them are as simple as a cube and others are as complex as a city block.

Assembling Objects

This isn’t the only way to create new 3D objects. You can use a 3D modeler to create custom objects or you can import your existing 3D files. You also can take existing objects and assemble them into a more complex object—right within VRCreator. For example, take a cube and mount a Pyramid on top to create a simple building. To do this, you need to understand that an object comprises many faces because you will want to attach a face at the bottom of the Pyramid to a face at the top of the cube and group them together to ensure they will stay together and act as a single object. VRCreator makes this easy.

Texturing Objects

To add realism you can add colors to objects or to individual faces of an object. Images, or “textures”, can be applied to objects. For example, you can apply a wood texture to the walls of a house. This is called texture mapping.

Lighting

Just as our real world seems formless without illumination from the sun or other light source, the same is true in a virtual world. Light sources of various types and intensities can be positioned and directed in the virtual world to add both illumination and realism.

Rendering

A 3D scene is brought to life when it is rendered—the process in which all of the object positions and attributes, as well as all of the lighting, is taken into consideration from the perspective of the current viewing position and presented on the surface of the computer monitor. There are various methods of rendering, which largely translate to how light reflection and shadow are calculated. The higher the rendering quality, the longer the rendering time. Similarly, the more surfaces there are, the longer the rendering time. Consider a sphere, for example. While it is supposedly round, the 3D graphic version is comprised of numerous triangular faces. The smaller the triangles, the smoother the sphere; however it takes longer to calculate how the light is reflected off of those numerous surfaces.

Until recently, desktop 3D has not been a real-time proposition. Single scenes have classically taken minutes, hours or even days to render photo-realistically. VR achieves its real-time speed through a variety of means, such as efficient management of 3D data coupled with faster, less photo-realistic rendering algorithms and object descriptions that have a minimum number of faces and vertices.

3D Graphics Accelerator Boards

VRCreator renders even faster with the addition of a 3D graphics accelerator board that supports Microsoft’s Direct3D. This technology fulfills the first half of virtual reality’s mandate for interactivity—navigation by moving the viewer in real time and having the scene rendering updated “on the fly”. The other factor is user interactivity, such as an object revolving or a sound being produced by virtue of clicking on an object or even just the mere action of approaching the object.

VRML

The technology that allows VRCreator to produce desktop virtual reality is a universal standard called VRML 2.0 (Virtual Reality Modeling Language). You are probably familiar with HTML (Hypertext Markup Language) that is the enabling technology for describing 2D pages on the Web. VRML employs a somewhat similar concept, but describes entire 3D worlds. Using VRML 2.0 directly requires some pretty advanced programming skills. Fortunately, that’s where VRCreator comes in.

VRCreator

VRCreator provides an intuitive graphical interface that allows you to build complex 3D worlds without knowing how to program in VRML. VRCreator automatically generates the VRML 2.0 code that allows others using VRML 2.0 browsers on the Web to see and experience exactly what you do!

For more information on VRML 2.0, please see VRML Primer.


VRML Primer

Note: The following section can be skipped on your first pass through VRCreator and returned to when you want to exploit the Expert Mode facilities that depend on an awareness and understanding of VRML 2.0 components and usage.

•	Overview

•	A VRML 2.0 Text File

•	The VRML 2.0 Scene Graph - the Structure of the World

•	Examining a VRML 2.0 Snippet

•	Nodes, Nodes, and More Nodes

•	VRCreator and the Scene Graph


VRML Primer: Overview

VRML 2.0, the second major release of the Virtual Reality Modeling Language, is a human-readable, structured text file format that contains all the information necessary to generate 3D virtual worlds that users can navigate, explore, and interact with.

The format that provides this has been adopted by the VRML Consortium, a group of 47 companies of which PLATINUM technology, the maker of VRCreator, is a member, along with other companies such as Silicon Graphics Inc. and Microsoft.

VRML 2.0 browsers, like PLATINUM’s WIRL Browser, take the information in the structured VRML 2.0 file and render the 3D world in real time, supporting navigation and interaction.

VRML was designed specifically to put a 3D interface on the World Wide Web and to be available to, and accessible by, everyone. Files structured with the VRML 2.0 format have a file name ending in .wrl, which stands for world.

Note: Files that support the earlier VRML 1.0 format also end in the .wrl extension. They are not compatible with browsers that only support VRML 2.0.

We begin by example, looking at three very different views of a very simple VRML 2.0 world. Below you will find the VRML 2.0 text file of a 3D scene with an illuminated red box. Following this you will find VRCreator’s graphical view of the same VRML text file in the hierarchy viewer that is part of the VRCreator Binder. Lastly, the same VRML world file is viewed in VRCreator’s Runtime window. Here the world appears as users will see it in a VRML 2.0 Browser—rendered in 3D.


A VRML 2.0 text file

Contents of VRML 2.0 text file RED_BOX.wrl

#VRML V2.0 utf8 - VREAM VRCreator

Background {

    skyColor 1 1 1

    frontUrl ""

}

Transform {

    translation -0.47505 3.53 3.65639

    rotation -0.82906 0.55161 0.09157 0.39523

    scale 1 1 1

    children DEF Default Viewpoint { position 0 0 0 orientation 0 0 1 0 }

}

DirectionalLight { direction -0.33104 -0.74485 -0.57932 color 1 1 1 on TRUE }

DEF aBox Transform {

    translation -4.3039 1 -2.31894

    rotation 0 1 0 0.56

    scale 1 1 1

    children [

        Transform {

            translation 0 0 0

            rotation 0 0 -1 0

            scale 1 1 1

            children [

                DEF aBox Shape {

                    appearance Appearance {

                        material Material {

                            specularColor 1 1 1

                            diffuseColor 1 0 0

                            shininess 0.2

                        }

                    }

                    geometry Box { size 2 2 2 }

                }

            ]

        }

    ]

}

RED_BOX.wrl viewed in VRCreator’s Hierarchy Viewer

RED_BOX.wrl viewed in VRCreator’s Runtime Viewer


The VRML 2.0 Scene Graph - the Structure of the World

Common to both the VRML 2.0 text file and VRCreator’s hierarchy view of RED_BOX.wrl is a data structure called a scene graph. The  VRML 2.0 scene graph consists of “nodes”, each node contains fields that contain a specific kind of data. The field values of a node define that node’s attributes.


Examining a VRML 2.0 Snippet

In the hierarchy view above you can see an icon for the node named aBox. In the text of RED_BOX.wrl you can find the textual definition of this node:

DEF aBox Shape {

                    appearance Appearance {

                        material Material {

                            specularColor 1 1 1

                            diffuseColor 1 0 0

                            shininess 0.2

                        }

                    }

                    geometry Box { size 2 2 2 }

}

Inside the first and last braces {} for aBox are its fields and their values. Even in this short segment from the VRML 2.0 text file you can see the hierarchical structure, depicted in outline form using indentation. The aBox node directly contains two fields: appearance and geometry.

The appearance field has a node as a value, named Appearance. This Appearance node has a field for material. Its value is also a node,  named Material. This node Material has three fields: specularColor, diffuseColor, and shininess. Each of these fields contains a numeric value rather than another node. This is the end of the line, with no further sub-components.

The other field of aBox, geometry, contains a node named Box, a VRML 2.0 primitive. Box in turn has a field for size, with three values, one for length along the X axis, the Y axis, and the Z axis. In this case, all these lengths are set to two VRML units, which  means two meters.


Nodes, Nodes, and More Nodes

VRML 2.0 nodes come in many varieties in order to represent a 3D world’s form, appearance, and actions, and to optimize for performance. The general categories of nodes are:

•	Geometry Nodes: Nodes for primitive shapes, like cones, boxes, and spheres as well as structures for more elaborate shapes, such as IndexedFaceSet.

•	Appearance Nodes: Color, finish properties like shininess, texture, and texture application properties.

•	Grouping Nodes: These nodes group other nodes into a sub-hierarchy or sub-tree and often imbue the group with special properties, e.g., a Billboard node forces its children to always face the user, useful for displaying text that is always readable. Transform nodes collectively position, orient, and scale the children they group together.

•	World Nodes (called Bindable Nodes): Characteristics of the world as a whole are specified here, including background color and image, atmospheric fog, and user viewpoints.

•	Sound and Light Nodes: Three kinds of lights and support for sound in the virtual world.

•	Sensors: Nodes that are sensitive to user input and action (or inaction) that are used to trigger actions and events in the world. The starting point of behaviors.

•	Interpolators: Nodes that act as translators between other nodes who cannot otherwise communicate with each other. Used with Routes (see below). Interpolators are the middlemen of behaviors.

•	Miscellaneous Nodes: Includes Geometric Properties and Special Group nodes. The Script node is of particular importance. A short discussion of the Script node is found at the end of the Events and Routes section below.

The VRML 2.0 Specification, included in the Help menu as an online reference with VRCreator, includes a Nodes Reference section—an encyclopedia of information on each Node type and how it is used.


VRCreator and the Scene Graph

Building a VRML 2.0 world from scratch involves creating a scene graph of nodes that represent the objects in the world. Filling in the values of each node’s fields provides each object with the properties that make the object unique. VRCreator assists in this process by providing an easy to use graphical interface for the creation of all aspects of a VRML 2.0 world.


For Further Reference

VRML 2.0 is a very powerful language for the definition of virtual reality worlds. To learn more about VRML 2.0, we suggest consulting one or more of the following excellent books.

VRML 2.0 Sourcebook, 2nd Edition by Andrea L. Ames, David R. Nadeau, and John L. Moreland, published by John Wiley & Sons, 1997

Teach Yourself VRML 2 in 21 Days, by Chris Marrin and Bruce Campbell, published by Sams Net, 1997

The VRML 2.0 Handbook—Building Moving Worlds on the Web by Jed Hartman and Josie Wernecke, published by Addison Wesley Developers Press, 1996


Glossary Terms

3D Accelerator

Computer hardware, either as an add-in graphics board or as a function of a graphics processor on your computer’s motherboard, that executes certain 3D graphics instructions faster than without the accelerator. The net effect is faster rendering and navigation of 3D graphics, including VRML worlds. VRCreator exploits 3D accelerators that support Microsoft’s Direct3D API (Applications Programming Interface).

Absolute Coordinates

The location and orientation of an object specified relative to the world itself. This is in contrast to coordinates relative to another object or to the viewer.

Axis/Axes

One of the three dimensions in a 3D space,  X, Y, and Z. The three axes are perpendicular to each other. The position of an object in 3D space can be completely specified in terms of its position relative to each axis.

3D worlds are described in terms of these three axes, each with positive and negative branches emanating from the center of the world or “point of origin”. When looking toward the point of origin from the “front”, the X axis runs horizontal or left/right; the Y axis runs vertically or top/bottom and; the Z axis represents depth or foreground/background. Any point in 3D space can be described by the coordinates X,Y,Z. The point of origin, for example, is 0,0,0, while a point 5 units to the right, 10 units above and 20 units beyond the point of origin would be described as having coordinates of 5,10,20. What’s a unit? That depends upon the 3D system. In VRML 2.0, one unit generally equals one meter.

Background

A VRML 2.0 node(s) that makes a color or image/texture visible in the world wherever no other object is visible. The background is at infinity with respect to all viewers - it is farther than the farthest object.

Behavior

A VRCreator term. A behavior is how VRCreator refers to a coordinated collection of VRML 2.0 nodes connected with routes. A behavior can be dragged and dropped on an object to provide it with unique responses to user interaction. Example from the VRCreator Library: Click Me and I Quack.

BMP

A standard Windows image format that can be used for textures in VRCreator if the number of colors is greater than or equal to 256. However, this format is not optimal for use in VRCreator. Better results are achieved using JPEG. See JPEG.

Bounding Box

A rectangular framework that is the smallest “box” that can enclose a selected object. Used in VRCreator to indicate an object is selected and to support movement, rotation, and scaling of the selected object.

Child Node

A node in the Hierarchy view or Scene Graph that is a sub-component of a node at a higher level. Example: When two or more objects are grouped together using the Group operation, a Group node is added to the world and the objects so grouped become children of the group node.

Compass

VRCreator’s unique visual indicator of a viewers orientation in a View Window. These are in all view windows, but the compass follows the windows shading. Change a 2D view window to Gouraud and the compass will be completely visible.

Construction Grid

A grid visible only inside VRCreator, used to align, space, and size objects in 3D.

Cursor

The on-screen indicator of your pointing device. VRCreator has different cursors for different purposes, such as moving, scaling, and rotating objects. These are the Move cursor, the Scale cursor, and the Rotate cursor, respectively.

Edge

The line that connects two vertices. Three or more edges can form faces, also called polygons.

EventIn

An exposed attribute or property of a VRML node. Typically these EventIn’s are used in creating cause and effect relationships between objects. The EventIn’s are most commonly used with VRML routes. Example: All light nodes have an eventIn called set_on that turns the light on if assigned the value TRUE.

EventOut

An exposed attribute or property of a VRML node. Typically these EventOut’s are used in creating cause and effect relation ships between objects. The EventOut’s are most commonly used with VRML routes. The VRML 2.0 sensor node called TouchSensor has an eventOut called is_over. When a user’s cursor travels over the shape associated with the TouchSensor then the value of is_over is set to TRUE. The EventOut can be connected to another node’s EventIn, with a Route, causing the second node’s EventIn to change value .

Exposed Field

A VRML 2.0 node’s field that can be read/set by other nodes connected to it via routes.

Face

What VRCreator calls a polygon. A 2D surface, often triangular, square, or hexagonal, used to build up complex 3D shapes.

Field

Every VRML 2.0 node contains parameters which define its attributes and distinguish it from other nodes. These parameters are stored in the node in an area called a field. Example: All VRML 2.0 nodes have a field for Node Name where the name of the node is stored.Example:

Flat Unlit

Faces of objects of identical color appear identical, even when two adjacent faces are illuminated differently by a light source.

Flat Lit

The shading (color value, Example: light green vs. dark green) for each face is determined by how light is reflected at a single point on its surface. This method produces a faceted appearance.

Geometry

The characteristics of an object that pertain to its shape.

GIF

A Web-based format for exchanging images. Can be used in VRCreator for textures but is sub-optimal. See JPEG.

Gouraud

Averages how light is reflected on surrounding surfaces to create a smoother shading. This method produces an appearance similar to Flat but with the edges between facets smoothed out. Gouraud produces the slowest but most accurate and attractive rendering.

Group

A VRML 2.0 node that collects together other nodes (called its children) so that they may be treated as one.

Handle

One of many red boxes found on the bounding box of a selected object. Used to manipulate the object with the mouse cursor, as in moving, rotating, scaling, and stretching an object. See Bounding Box.

Headlight

A light source provided in VRML 2.0 browsers and in VRCreator that moves with the viewer and provides illumination for worlds with insufficient lighting. The user may turn on or turn off the headlight in VRCreator.

HSL

Hue, Saturation, and Value. A system for specifying color in terms of  the Hue (red vs. green), the Saturation (how much white is mixed into the color diluting it), and Value (brightness). Also see RGB.

Interpolator

A VRML 2.0 node for translating and scaling values of different kinds, such as interpolating from fractional values between 0 and 1 into Boolean values of TRUE and FALSE. Used in routing events.

Javascript

Netscape’s scripting language that resembles the Java programming language. Javascript is interpreted at runtime, unlike java which can be interpreted or compiled.

JPEG

A class of image file formats standardized by the Joint Photographic Experts Group popular on the Web due to its excellent image compression abilities. This is the optimal format for textures in VRCreator.

Keyframe

A frame in an animation sequence for which the animator provides object position and orientation. Used by VRCreator to create a smooth motion path for the object. The animator provides a number of keyframes and VRCreator fills in between these points.

LOD

Level Of Detail. A VRML 2.0 group node that enables an object to contain several representations of itself  of varying detail and switch these out as a viewer approaches or recedes. This generally reduces the complexity of the scene that must be rendered at any moment, improving performance.

Logical Midpoint

The center of the bounding box of a selected object.

Move Cursor

A special purpose VRCreator cursor used to move a selected object. Looks like a four headed arrow pointing North, South, East, and West. Appears over areas of a selected object.

Natural Midpoint

The center of mass of an object.

Node

The VRML 2.0 construct that represents shapes, lights, colors, viewpoints, groups, etc.. The VRCreator Hierarchy viewer provides graphical access to the nodes in a VRML 2.0 world file, arranged as the scene graph.

Normal

The direction perpendicular to a face. Distinguishes the front of a face from the back of a face.

Origin

The center of the world. (0,0,0) in the X,Y,Z coordinate system. VRCreator place a 6-pointed cross at the origin in the 3D Perspective View. Note that only the plus and minus Y axis is visible, due to the construction grid. The entire cross can be seen if the grid is turned off.

Parent

A node with children - the children are other nodes. Visible in the scene graph presented in VRCreator’s Hierarchy Viewer.

Pitch

Imagine that you’re in the space shuttle flying through a 3D world. While the objects in the world and the shuttle itself can be described as points with specific coordinates, you can also climb, bank, turn and so forth—in other words, rotate around any of the three axes. In VRML 2.0, Pitch describes rotation around the X axis, basically climbing or diving

Pivot Point

The point around which an object rotates.

Plane

A flat geometric surface defined by two intersecting axes. Example: the X-Z plane is the ground plane in VRCreator. See Construction Grid for a visual depiction.

Polygon

Known in VRCreator as a face. See face for more information and a screen shot.

Primitive

Nodes that have no children. The basic nodes in VRML 2.0: the cube, cone, cylinder, and sphere.

Relative Coordinates

The location and orientation of an object specified relative to another object or the viewer.

RGB

Red Green Blue. A system for specifying colors in terms of the amount of each component color.

Roll

Imagine that you’re in the space shuttle flying through a 3D world. While the objects in the world and the shuttle itself can be described as points with specific coordinates, you can also climb, bank, turn and so forth—in other words, rotate around any of the three axes. In VRML 2.0, Roll describes rotation around the Z axis

Rotation

Circular motion around an axis. Used to specify an object’s and a viewer’s orientation. See Yaw, Pitch, and Roll. These are the standard rotations.

Rotate Cursor

A VRCreator special purpose cursor used to rotate a selected object. Looks like a line segment with a curved double-headed arrow wrapped around it. Appears when the cursor is on a yellow edge of a selected object's bounding box. The object will rotate on its pivot point in a direction around the axis which the rotation cursor is over.

Route

A VRML 2.0 construct used to send events between nodes. A key element of behaviors. Routes are not nodes themselves.

Scale

The operation of changing the size of a selected object, either larger or smaller.

Scale Cursor

A special purpose VRCreator cursor used to change the size of a selected object. Appears over corner handles of a selected object’s bounding box. Looks like a double headed arrow pointing North South.

Scene Graph

The VRML 2.0 world organization (data structure) that organizes nodes into a world file. Visible in VRCreator’s

Sensor

A VRML 2.0 node type that responds to user interaction by generating events that can be “routed” to other nodes to create behaviors. Example: The VRML 2.0 TouchSensor that responds to a user’s mouse over or mouse click by generating an EventOut, such as is_over, and setting its value to TRUE.

Shape

A VRML 2.0 geometry node, such as a box, sphere, or cylinder.

Snap Point

The point of an object which will snap to the Construction Plane. Typically this is located at the geometric center of the bottom surface of an object.

Switch

A VRML 2.0 group node that contains multiple child nodes, any one of which can be active at a time. Only the active child node is visible in the world.

Text

The VRML 2.0 node that supports 2D text in VRML worlds.

Texture

A 2D image file used as a covering for the surface  of  3D objects. This is similar to wallpaper on a wall.

Texture Mapping

The process of applying a 2D image file onto the surfaces of a 3D object. Multiple methods of texture mapping are supported in VRCreator, including flat, cylindrical, and spherical.

Transform

A VRML 2.0 group node that provides its child nodes with a common position, orientation, and scale.

Translation

Moving an object linearly along one or more axes. Example: translating a cube along the X axis 2 units in the positive direction simply moves it 2 units to the right. See Move cursor.

Tweening / In-Betweening

The function of  an animation system when it provides smooth object motion based on parameters provided by the animator for only a fixed number of keyframes. Supported by VRCreator’s keyframe animator.

URL

Universal Resource Locator. The logical name or address of resources on the Web. Can be attached to VRML 2.0 objects so that clicking the object takes you to the resource named by the URL.

Vertex

The fundamental geometric unit - a point. Two vertices form an edge. Two intersecting edges intersect at a vertex.

View Window

The 3D and 2D windows in VRCreator that provide viewers into the 3D world. There two varieties: 3D Perspective view windows and 2D view windows.

Viewer

A moveable, navigable view into 3D space.

Viewpoint

A fixed position and orientation in 3D space represented in a world file by a VRML 2.0 viewpoint node. A user  can reposition a View Window to viewpoints to see the world from that position.

VRML

Virtual Reality Modeling Language

VRML Unit

A standard unit of length or distance in VRML worlds that represents one meter.

Vrmlscript

A scripting language for creating complex behaviors that is a subset of Javascript.

Wav sound file format

The standard Windows file format for capturing and playing digital audio. Used by VRCreator for all sound support.

Wireframe

Only the wireframes connecting the vertices of objects in the currently displayed world are displayed. Visually, you see the skeletal structures of all objects. Wireframe mode often produces the fastest rendering.

XYZ

The standard axes of 3D space. 3D worlds are described in terms of three axes, each with positive and negative branches emanating from the center of the world or “point of origin”. When looking toward the point of origin from the “front”, the X axis runs horizontal or left/right; the Y axis runs vertically or top/bottom and; the Z axis represents depth or foreground/background. Any point in 3D space can be described by the coordinates X,Y,Z. The point of origin, for example, is 0,0,0, while a point 5 units to the right, 10 units above and 20 units beyond the point of origin would be described as having coordinates of 5,10,20. What’s a unit? That depends upon the 3D system. In VRML 2.0, one unit equals one meter.

Yaw

Imagine that you’re in the space shuttle flying through a 3D world. While the objects in the world and the shuttle itself can be described as points with specific coordinates, you can also climb, bank, turn and so forth—in other words, rotate around any of the three axes. In VRML 2.0, Yaw describes rotation around the Y axis, essentially turning left or right


How-To

This section describes common procedures in VRCreator. They are presented generically so that you can look up something you want to do and apply the process in your own context. You’ll also find that there are often several ways to accomplish a task in VRCreator.

The following topics are covered in this section of the online help:

•	Working with the VRCreator Environment

•	Working with Worlds

•	Navigating within Worlds

•	Working with Viewpoints

•	Working with Objects

•	Working with Colors

•	Working with Textures

•	Working with Behaviors

•	Working with the Hierarchy

•	Working with the Grid

•	Working with Lighting

•	Working with Animation

•	Experiencing your World

•	Bringing your World to the Web


About the VRCreator Environment

The VRCreator environment is very flexible and allows you to customize your workspace to best suit your needs. This section of the online help teaches you how to do the following:

•	Select the Active View Window

•	Change the Window Arrangement

•	Define and Manipultate View Windows

•	Set View Window Rendering Modes

•	Use VRCreator with a 3D Accelerator

•	Print a Window

•	Monitor Error Messages

See VRCreator Environment Overview for a brief orientation to the VRCreator environment.


Selecting the Active View Window

Certain functions within VRCreator will only apply to the active View window. The active window is the window in which you are working. An active window is distinguished by a highlighted title bar. The title bar is at the top of the window.

To select an active View window:

•	Click anywhere in or on a View window to make it the active View window.


Changing the Window Arrangement

All windows can be moved and resized using standard Windows techniques. You can also change the default position of the windows.

See Options > Preferences > Window Layout for more information.

To have VRCreator automatically arrange your windows for you:

•	Select Window > Restore Default View Layout. The windows will all return to their default positions and sizes.


Defining and Manipulating View Windows

View windows display various Viewer perspectives on your world. You can define as many 2D and 3D View windows as you wish and position them in the way that best serves your needs.

To create a new 3D Perspective View window:

•	Select View > New View > 3D. A new 3D Perspective View window will appear.

To create a new 2D View window:

•	Select the desired perspective from View > New View > 2D. A new 2D View window will appear.

Note: You can change the position and size of a View using standard Windows 95 methods.


Setting View Window Rendering Modes

VRCreator allows you to have many View windows open simultaneously. The more View windows that are open, the longer it takes to render any changes to objects. Performance speed is also dependent on the rendering mode set for these windows.

The rendering mode for each View window in VRCreator can be specified separately. The default rendering mode for the 3D Perspective window is Gouraud shading, which is the highest quality rendering mode. The default rendering mode for 2D views is wireframe shading.

To change the rendering mode for a View window:

•	Select the View window for which you wish to change the rendering mode by clicking anywhere in or on the window.

•	Select the desired rendering option from the View > Shading sub-menu.

•	Wireframe: Only the wireframes connecting the vertices of objects in the currently displayed world are displayed. Visually, you see the skeletal structures of all objects. Wireframe mode often produces the fastest rendering.

•	Unlit Flat: Faces of objects of identical color appear identical, even when two adjacent faces are illuminated differently by a light source.

•	Flat: The shading—that is to say, the color value (e.g. light blue vs. dark blue)—for each face is determined by how light is reflected at a single point on its surface. This method produces a faceted appearance.

•	Gouraud: Averages how light is reflected on surrounding surfaces to create a smoother shading. This method produces an appearance similar to Flat but with the edges between facets smoothed out. Gouraud produces the slowest but most accurate and attractive rendering.

Note: The default rendering mode for new 2D windows can be set via Options > Preferences > Environment.


Using VRCreator with a 3D Accelerator

You can improve the performance of VRCreator by adding a 3D accelerator board to your system.

To have VRCreator use an installed 3D accelerator board:

•	Select Options > Preferences > Environment.

•	Check the Use Hardware Acceleration check box.

Note: You must also have enabled your 3D accelerator board at the system level to experience acceleration while running VRCreator. Check that the 3D Accelerator is active by launching the Windows Control Panel. Choose the System option. Go to the Performance tab. Then choose the Graphics option under Advanced Settings on the Performance tab. Setting Hardware Acceleration to Full will take maximum advantage of your 3D Accelerator Card; setting Hardware Acceleration to None means rendering will be accomplished without your 3D Accelerator Card.

Note: Turning acceleration off can help troubleshoot display-related problems. If you are having rendering problems with acceleration on, try running without acceleration. If VRCreator runs fine without acceleration, you may need to contact your 3D card vendor and get new Direct3D drivers. Alternatively, you may need to consider getting a different 3D Accelerator Card. For example, your card may not support the rendering of textures or you may not have enough memory on your card for VRCreator to be able to give you a substantial acceleration boost.


Printing a Window

VRCreator lets you print the active View window to a selected printer.

To print a View window:

•	Select the View window you wish to print by clicking anywhere in or on the window.

•	Select File > Page Setup. The Page Setup dialog will appear.

•	Set the controls as desired. See File > Page Setup for details.

•	Select File > Print. The Print dialog will appear.

•	Select the desired printer and other appropriate parameters and click OK. The selected window will be printed.

See File > Print for more information.


Monitoring Error Messages

VRCreator’s Message Window can be used to troubleshoot certain VRCreator errors, such as errors VRCreator encounters when reading in a VRML file.

To access the Message Window:

•	Select World > Message Window. The Message Window displays a log of any errors from the current session.


About Worlds

A world is a complete collection of VRML 2.0 objects, textures, lights, animations, viewpoints, sounds and behaviors—everything that makes up an interactive viewing experience you create. This section of the online help, which describes how you create and save worlds, teaches you how to do the following:

•	Create a New World

•	Set World Defaults

•	Open an Existing World

•	Save a World


Creating a New World

VRCreator defaults to opening a new world each time the application is launched. (This can be changed via Options > Preferences > World.) You can also create a new world at any time using the following procedure.

To create a new world:

•	Select File > New. If the current world has not been saved, you will be prompted to save it.

Note: Due to the complexity of creating virtual worlds, VRCreator edits a single world at a time. You can append any number of worlds into the current world. See File > Append in the Reference Section for more information.


Setting World Defaults

There are several defaults that you can set that are invoked when VRCreator creates a new world.

See Options > Preferences > World for more information.


Opening an Existing World

VRCreator can open and manipulate standard VRML 2.0 files. You can also import a variety of other 3D file formats.

See Importing Objects from Other Sources for more information.

To open an existing VRML 2.0 world:

•	Select File > Open or click on the Open icon in the Toolbar. A standard Windows file dialog box will appear.

•	Select the VRML 2.0 file you wish to manipulate and click OK.


Saving a World

You’ll need to save your world in order to load or edit it again in a later session. VRCreator also offers any easy method for saving your world for easy posting to the Web.

See About VRML on the Web for more information on posting to the Web.

To save a world and keep the same file name:

•	Select File > Save. VRCreator will save your world, overwriting the existing file.

To save a world with a different file name:

•	Select File > Save As.

•	Select the desired directory and enter a file name for this world, then click Save. VRCreator will save your world as specified.

To select the type of file format to be saved:

VRCreator offers several different formats in which worlds can be saved. These settings, defined via Preferences, apply to all of the save functions discussed above.

•	Select Options > Preferences > Save.

•	Click the desired option from the Save Options section.

•	Entire Scene: Saves all information contained within the current world. This is the default setting. Most users will use VRCreator with this setting.

•	Entire Scene, No Formatting: This option reduces all multiple "spaces" between words to a single space, thus removing indentations and tabs. This makes the file far less readable but reduces its size and therefore reduces download times.

•	Geometries Only: Saves only object geometries. Lights, behaviors and other scene/object attributes are not saved. Use this to save objects you wish to include in your Favorites directory. Object color (material properties) as well as position and orientation information (transforms) will be saved along with the geometry. Textures will not be saved. The result are objects that can be added to Favorites and can then be dragged-and-dropped into your worlds.

See About VRML on the Web for additional options, including a discussion of VRCreator’s Save Package feature, which allows you to save all of the components of a world (e.g. .WRL file and associated textures and sounds) to a single directory that can subsequently be posted to your Web site.


Navigating within Worlds

This section of the online help, which describes how you navigate through a virtual world, teaches you how to do the following:

•	Return to your Original Viewer Position

•	Navigate in a 3D Perspective View Window

•	Navigate in a 2D View Window

•	Detach the Navigation Controls

•	Jump to a Pre-Defined Viewer Position

•	Jump to Absolute Coordinates

•	Jump to View a Specific Object

We’ve also included a topic regarding the terminology we use within VRCreator when referring to navigation-oriented tasks. If you want some clarification on the differences between View Windows, Viewers and Viewpoints, read the topic below.

About View Windows, Viewers and Viewpoints


Returning to your Original Viewer Position

As you are navigating through your virtual world, you may find yourself in a situation in which you want to jump back to your original position in your virtual world. Don’t worry if you get lost or disoriented while navigating. It’s simple to return to the default view where you started.

To reset the Viewer to the default viewer position:

•	Click the Reset Button in the Navigation Controls

or

•	Select View > Viewer Position > Default.

See Setting and Returning to Default Viewpionts for more information.


Navigating in a 3D Perspective View Window

3D Perspective View windows allow you to move freely through your virtual world during the creation process. The perspective they provide is similar to what users will see in VRML 2.0 browsers. The Compass provides a constant reference for determining current orientation within the world. The point of origin (0,0,0) is depicted as a six-pointed cross. (This cross is largely hidden from view by the Construction Plane.)

Note: You can define as many 3D View windows as you need by selecting View > New View > 3D.

All of the following navigation options assume that a 3D Perspective View window has been selected as the active window by clicking anywhere in or on the window.

Note: The Navigation Controls can be detached as a separate palette. See Detaching the Navigation Controls for more information.

To move the Viewer forward and backward:

•	Click and hold the Navigation Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the top arrow to move forward; drag the cursor to highlight the bottom arrow to move backward. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then drag up and down directly in the View. The cursor changes to the Navigation cursor and a set of fixed crosshairs appears. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To turn the Viewer left or right (yaw):

•	Click and hold the Navigation Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the left arrow to turn left; drag the cursor to highlight the right arrow to turn right. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Note: The Viewer Yaw Movement Relative To setting in Options > Preferences > View determines the exact effect of this function. When set to World, yaw is with respect to the world's Y axis; when set to Viewer, yaw is with respect to the currently perceived Y axis relative to the current viewpoint.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then drag left and right directly in the View. The cursor changes to the Navigation cursor and a set of fixed crosshairs appears. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To move the Viewer up or down:

•	Click and hold the Pan Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the top arrow to move up; drag the cursor to highlight the bottom arrow to move down. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Ctrl] key and drag up and down directly in the View window. The cursor changes to the Navigation cursor  and a set of fixed crosshairs appears. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To slide the Viewer left or right:

•	Click and hold the Pan Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the left arrow to move left; drag the cursor to highlight the right arrow to move right. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Ctrl] key and drag left and right directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs appears. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To pitch the Viewer up or down:

•	Click and hold Rotation Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the top arrow to pitch up; drag the cursor to highlight the bottom arrow to pitch down. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Shift] key and drag up and down directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To roll the Viewer left or right:

•	Click and hold the Pan Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the left arrow to roll left; drag the cursor to highlight the right arrow to roll right. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Shift] key and drag left and right directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.


Navigating in a 2D View Window

The 2D View windows allow you to view your virtual world from various standard positions such as front, top and side during the creation process. They differ from the 3D Perspective View window in that you can use the navigation controls to move but not to turn (e.g., a Top View allows movement up and down, but does not support turning while descending or rising). All of the following navigation options assume that a 2D View window has been selected as the active window by clicking anywhere in the window.

Note: The Navigation Controls can be detached as a separate palette. See Detaching the Navigation Controls for more information.

The world’s point of origin is represented by a black line perpendicular to the Construction Plane. This is a two-dimensional view of the 6-pointed cross seen in the 3D Perspective View window. VRCreator defaults to displaying two 2D View windows, one showing a top view and the other showing a front view. You can define as many 2D View windows as you need by selecting one of the options in the View > New View > 2D sub-menu. You can also assign a standard viewing position to any 2D window.

See Jumping to a Pre-Defined Viewer Position for details.

To move the Viewer forward and backward along the axis of depth:

•	Click and hold the Navigation Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the top arrow to move forward along the current depth axis; drag the cursor to highlight the bottom arrow to move backward along the current depth axis. The Left/Right arrows cannot be activated. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a standard cursor, then drag up and down directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To move the Viewer up or down with respect to the current view:

•	Click and hold the Pan Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the top arrow to move up; drag the cursor to highlight the bottom arrow to move down. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Ctrl] key and drag up and down directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.

To move the Viewer left or right with respect to the current view:

•	Click and hold the Pan Button in the Navigation Controls. A set of four arrows appears depicting the analogous directions.

•	Drag the cursor to highlight the left arrow to move left; drag the cursor to highlight the right arrow to move right. The further you drag the mouse, the faster you will move.

•	Release the mouse button to stop.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Ctrl] key and drag up and down directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.


Detaching the Navigation Controls

The Navigation Controls at the right of the Toolbar can be detached as a floating palette if desired.

To detach the Navigation Controls:

•	Position the cursor in the space between the navigation buttons, drag them off of the Toolbar and release. The Navigation Controls will become a floating palette.

To return the Navigation Controls to the Toolbar:

•	Click on the Close Box of the Navigation Controls palette.


Jumping to a Pre-Defined Viewer Position

The selected Viewer can easily be made to jump to a standard position along any of the axes: top, bottom, front, back, left, and right. In the case of a 3D Perspective View window, you can navigate freely from that point. In the case of a 2D View window, the Viewer position can be moved forward and backward or panned in all four directions, but not turned or rotated.

To move the Viewer to a standard position via the Navigation Controls:

•	Select a View window.

•	Click and hold the Camera Button in the Navigation Controls.

•	Move the cursor to highlight the desired direction and release the mouse button. The Viewer will move to the selected position.

To move the Viewer to a standard position via the menu:

•	Select a View window.

•	Select one of the first six sub-menu options in the View > Viewer Position. The Viewer will move to the selected position.


Jumping to Absolute Coordinates

VRCreator allows you to position a Viewer at specific coordinates and orientation. This works for 2D as well as 3D views.

To position the Viewer to absolute coordinates and orientation:

•	Select a 3D or 2D view window.

•	Select View > Viewer Position > Absolute. The Set Location dialog box will be displayed.

•	Enter the desired values for X, Y, Z, Yaw, Pitch, and Roll, then click OK. The Viewer will be moved to the specified coordinates and orientation.


Jumping to View a Specific Object

VRCreator provides an easy way to move the Viewer to examine a selected object.

To move the Viewer to examine a specific object:

•	Click on the object in a View window to select it.

•	Select View > Selected Object. The Viewer will be repositioned so that the selected object is centered in the Viewer.

To view a specific object from the Scene Graph:

VRCreator also lets you easily view a specific object when you are working in the Scene Graph.

•	Click on the Hierarchy tab of the VR Binder to display the Hierarchy page.

•	If necessary, select Scene Graph from the drop down list box at the top of the Hierarchy page. The Scene Graph will be displayed.

•	Click on the plus boxes if necessary until the desired object is shown in the hierarchy.

•	Click on the desired object. It will highlight to indicate that it is selected.

Note: Be sure VRCreator is set to a selection mode appropriate for the object to be selected.

•	Right-click on the selected object and select View > Selected Object. The Viewer will be repositioned so that the selected object is centered in the Viewer.


Working with Viewpoints

Before you start working with viewpoints, you should have a good understanding of the differences between View Windows, Viewers and Viewpoints. These differences are discussed in the following topic:

•	About View Windows, Viewers and Viewpoints

This section of the online help, which describes how you can utilize viewpoints in your VRML worlds, teaches you how to do the following:

•	Set and Return to Default Viewpoints

•	Set and Return to VRML Viewpoints

•	Set Viewpoint Browsing Order


About View Windows, Viewers and Viewpoints

The three windows on the right side of the VRCreator default environment are called View windows. View windows are used to monitor your virtual world during construction. VRCreator defaults to displaying a 3D Perspective View window that allows complete navigation, plus two 2D View windows that provide views along fixed axes. (3D Views provide a sense of what users will see when they browse your world; 2D View windows are good for aligning objects with each other and with the world along various axes.) You can configure exactly how many windows you want, along with their type, size and position within the VRCreator environment. Each window has its own rendering mode options as well.

See Defining and Manipulating View Windows and Setting View Window Rendering Modes for more information.

The View windows serve as frames in VRCreator’s interface for Viewers, much as a television set displays the view from a television camera. These Viewers provide a window on your virtual world from their current position or vantage point within the world. You navigate through your virtual world by changing the Viewer position.

See Navigating in a 3D Perspective View Window and Navigating in a 2D View Window for more information.

A Viewpoint is a particular position and orientation that you or a browser can instantly return to. VRCreator allows you to define multiple Viewpoints as part of the world - essentially camera positions. These are not only convenient during construction, but determine how another user will move through your world by stepping through Viewpoints via a VRML 2.0 browser.

See Setting and Returning to VRML Viewpoints and Setting Viewpoint Browsing Order for more information.


Setting and Returning to Default Viewpoints

VRCreator lets you set the default Viewpoint that will be displayed in 3D Perspective windows when the program launches. You can return to this default Viewpoint at any time. The default Viewpoint is also the first viewpoint that a user will experience when seeing your world in a VRML 2.0 browser.

To return the Viewer to the default Viewpoint:

•	Click the Reset Button in the Navigation Controls

or

•	Select View > Viewer Position > Default.

To set the default Viewpoint:

•	Navigate to the position and orientation desired for the default Viewpoint.

•	Select Object > Add > Default Viewpoint.

The Method Below Is For Advanced Users Only

To set the default Viewpoint numerically:

•	Select Options > Preferences, then click on the Viewer tab. The Viewer page will be displayed.

•	Enter the desired coordinates into the X, Y, Z, Yaw, Pitch, and Roll fields, then click OK.


Setting and Returning to VRML Viewpoints

VRCreator allows you to define your own Viewpoints. Setting various Viewpoints serves several purposes. First, you can easily return to a viewing position that you intend to use again during the construction process. Secondly, it allows you to set a series of perspectives that other people can step through using VRML 2.0 browser.

To create a Viewpoint:

•	Navigate to the position where you wish to set the Viewpoint.

•	If necessary, deselect any selected objects by clicking anywhere in the View that the cursor displays as a Standard cursor.

•	Select Object > Add > Viewpoint. The Create VRML Viewpoint dialog will appear.

•	Enter the desired name for the Viewpoint and click OK. The new Viewpoint will become available at the bottom of the View > Viewer Position list, as well as in the Scene Graph and Viewpoints displays of the Hierarchy page. It also become part of the VRML 2.0 file for access by browsers.

To move the current Viewer to a Viewpoint:

•	Select the desired Viewpoint from View > Viewpoint sub-menu.

Note: Options > Show Viewpoints must be engaged in order to see representations of other defined Viewpoints in the View windows. When viewing from one Viewpoint, other defined Viewpoints are depicted as white circles with white arrows. These Viewpoints can be selected, moved and rotated in that same way as objects.


Setting Viewpoint Browsing Order

Most VRML 2.0 browsers support the ability to step through a series of Viewpoints. This feature can be used to move someone along a specific path within the world or as a slide show. In VRCreator, Viewpoints appear in the Viewpoints portion of the Hierarchy page and their order dictates the order in which someone will step through them. Once you have defined a series of Viewpoints, rearranging their order is simple.

To change the viewing order of a series of predefined Viewpoints:

•	Select the Hierarchy tab of the VR Binder page to make it the current page.

•	Select Viewpoints from the drop down list box at the top of the Hierarchy page. The Viewpoints will appear in the list in which they were created.

•	Drag the various Viewpoints to their desired position in the list. The final order from top to bottom will dictate how a user with a VRML 2.0 browser will step through the Viewpoints.


About Objects

Objects are the building blocks of the worlds you create with VRCreator. Objects can be simple primitives such as cubes and spheres, or more complex groups made up of primitives and component objects. Objects reside in the Library page of the VR Binder. (Primitives can also be accessed from the Tools page of the VR Binder.).

This section of the online help, which describes how objects and other components are added to a world and manipulated, teaches you how to do the following:

•	Add an Object to the World

•	Add Object Primitives to the World

•	Import Objects from Other Sources

•	Select an Object or Component

•	Move an Object or Component

•	Scale an Object or Component

•	Rotate an Object or Component

•	Copy an Object or Component

•	Delete an Object or Component

•	Group Objects

•	Ungroup Objects

•	Name Objects

•	Orient One Object to Another

•	Attach Objects

•	Deform An Object

•	Change the Pivot Point of an Object

•	Change the Snap Point of an Object

•	Add a URL to an Object


Adding an Object to the World

The first step in creating worlds in VRCreator is selecting objects from the Library page of the VR Binder and dragging them into one of the View windows. You can also preview an object before adding it to the world by using the Preview Window on the Library page.

The way you preview an object varies depending on whether you have VRCreator’s Auto Preview feature turned on or off. Auto Preview is very useful in that it automatically renders objects selected in the Library page to the Preview Window where you can rotate the object to see it from all sides. Since this feature is processor-intensive, you may wish to turn it off on slower computers.

To toggle Auto Preview on and off:

•	Select Options > Preferences > Environment.

•	Check Disable Auto Preview.

To preview an object:

•	Click on the Library tab of the VR Binder or select VR Binder > Library. The Library page will be displayed. The left pane of the Library page displays categories within the Library. The right pane of the Library page displays the items within the selected category.

•	Use the scroll bars, if necessary, to bring the desired category into view, then click on it to select it. The items in the selected category will appear in the right window.

Note: Right-clicking in the right pane allows you to specify whether the items are displayed as icons or a list.

•	Use the scroll bars, if necessary, to bring the desired item into view. If you have Auto Preview on, simply position the cursor over the object and a rendering of the item will be displayed in the Preview Window at the bottom of the Library page. If you have Auto Preview off, double-click on the object or drag and drop the object into the Preview Window on the Library page and a rendering of the item will be displayed.

•	Drag the sliders on the right and bottom edges of the Preview Window to view the rendered object from various angles.

Note: The file sizes of some objects in the Library are too large to display in the Preview Window. A message to this effect will appear in the Status Bar. You can define the maximum file size for Auto Preview in the Options > Preferences > Environment dialog. This same dialog also allows you to disable the automatic spinning of objects during previewing.

Note: You can add directories containing VRML 2.0 files to the Library via Options > Preferences > Library.

To add an object to the world via drag-and-drop:

•	Select the object in the Library page using the above techniques.

•	Drag the object onto one of the View windows. The cursor will change to the Drag-and-Drop cursor .

•	Release the mouse when the object is in the desired position.

The exact position the object assumes will depend upon the setting of the Paste Location field of Options > Preferences > Environment.

See Options > Preferences > Environment in the Reference section for more information.

Note: The Learning Edition of VRCreator is limited to 300 Scene Graph elements (lines) in the world. The upgrade to the Personal Edition allows unlimited elements in the world. See VRCreator - One Learning Curve, Multiple Editions for upgrade information.


Adding Object Primitives to the World

VRCreator lets you easily add simple geometric object primitives to the virtual world from either the Object menu or Tools page of the VR Binder.

To add a simple object via menus:

•	If necessary, deselect any currently selected objects or components by clicking away from it/them.

•	Select the desired object type from the Object > Add sub-menu.

•	Fill in the necessary specifications.

See VR Binder > Tools > Object Creation for details.

To add a simple object via the Tools page:

•	Click on the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Select the desired object from the Object Creation section at the top of the page.


Importing Objects from Other Sources

The Personal Edition of VRCreator allows you to import 3D objects created using other software modeling packages. Supported formats include:

•	3D Studio (.3ds)

•	Auto CAD DXF (.dxf)

•	Lightwave (.lw)

•	trueSpace v2.0 object file (.cob)

•	Wavefront ASCII (.obj)

To import a 3D object:

•	Select File > Import. A standard file dialog appears.

•	Select the Append to World option if you wish to add the file to existing world; select the Create New World option to place the file in a new world.

•	Select the file you wish to import and click OK.


Selecting an Object or Component

Objects can be manipulated in a variety of ways once they have been added to your virtual world. Complex objects are comprised of various components, including other objects, primitives, faces and vertices. While you will most often be selecting and manipulating entire objects, there are times when it is desirable to select and manipulate a sub-component. In the case of a human figure, for example, you may wish to paint just the torso or rotate just the arm. VRCreator allows you to specify which component level you wish to select.

To select an object or component in a View window for manipulation:

•	Choose the component level you wish to manipulate, either from the Selection Mode drop down list box in the Toolbar or by selecting World>Selection Mode. The current mode will be displayed in the Selection Mode drop down list box.

See World > Selection Mode in the Reference section for more information about selection modes.

•	Click the cursor on the desired object or component. A bounding box will appear that delineates the object and provides controls for manipulation.

Note: Holding the [Ctrl] key allows you to select multiple objects.

The Method Below Is For Advanced Users Only

To select an object or component in the Hierarchy page for manipulation:

•	Choose the component level you wish to manipulate, either from the Selection Mode drop down list box in the Toolbar or World>Selection Mode. The current mode will be displayed in the Selection Mode drop down list box.

•	Click the Hierarchy tab of the VR Binder or select VR Binder > Hierarchy. The Hierarchy page will be displayed.

•	If the object you wish to select is not currently visible in the hierarchy, click on plus boxes in the Scene Graph to expand it, revealing the name and icon of the desired object of component, then click on it. The object will be selected both in the Scene Graph and in the View windows.

Note: Holding the [Ctrl] key allows you to select multiple objects.

Note: Selecting an object in the Hierarchy page does not automatically make it visible in the 3D and 2D View windows. However, after you select an object in the Hierarchy, you can make it visible in the 3D and 2D View windows by selecting View > Selected Object. (This function is also available by right-clicking in the Scene Graph.) This is particularly useful for locating small objects, lights, and objects that are located off the Construction Plane.

Note: If you wish to use the Properties page of the VR Binder to specify attributes for objects selected in the Hierarchy page, you may find it convenient to detach the Hierarchy page. Just click the Detach button on the Hierarchy page and drag the detached Hierarchy page to the desired screen location.

To select all objects in the world:

•	Choose Edit > Select All.

To deselect all selected objects:

•	Choose Edit > Deselect All.


Moving an Object or Component

VRCreator provides three methods of positioning objects where you desire within the virtual world.

To move an object or component via the mouse:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Move the cursor over the object until it changes to the Move cursor. Drag the object to the desired location and release the mouse button. While the object is being moved, the readout at the right edge of the Status Bar displays the relative distance from the starting position.

Note: The relative distance display is reset only when the object is deselected and reselected.

Note: If the Constrain Objects to XZ Plane button in the Toolbar is engaged, movement of an object in the Y (vertical) direction requires that you hold down the [Ctrl] key while dragging. If the Grid Alignment button in the Toolbar is engaged, the object’s snap point will automatically snap to the closest grid interval when you release the mouse.

The Method Below Is For Advanced Users Only

To move an object or component to exact coordinates via the Transform page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Transform tab of the VR Binder or select VR Binder > Transform. The Transform page will appear in the VR Binder.

•	Click the Translation button at the top of the page. The current position of the object or component will be displayed.

•	Edit the X, Y, and Z fields to the desired coordinates and click Apply, or drag the X, Y and Z sliders to the desired coordinates. The object or component will move to the specified coordinates.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To move an object or component to exact coordinates via the Properties page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will appear in the VR Binder displaying the current attributes of the object or component.

•	Edit the floating point coordinates in the Position field in the format X,Y,Z relative to 0,0,0 as the point of origin for the world and press Return. The object or component will move to the specified coordinates.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Scaling an Object or Component

Objects may need to be scaled up or down in order to establish the proper relationship with other objects.

To scale an object or component uniformly via the mouse:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Move the cursor over one of the red corner handles on the object’s bounding box until it changes to the Scale cursor. Drag the red handle until the object or component reaches the desired size and release the mouse button.

To scale an object or component non-uniformly via the mouse:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Move the cursor over the red handle on the object’s face until it changes to the Scale cursor. (Choose the face that corresponds to the dimension you wish to move.) Drag the red handle until the object or component reaches the desired size and release the mouse button.

The Method Below Is For Advanced Users Only

To scale an object or component to exact proportions via the Transform page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Transform tab of the VR Binder or select VR Binder > Transform. The Transform page will appear in the VR Binder.

•	Click the Scale button at the top of the page.

•	Drag the sliders for X, Y, and/or Z to the desired percentages and click Apply.

or

•	Drag the All slider to the desired scaling percentage (which scales X, Y, Z together) and click Apply.

or

•	Edit the X, Y, and/or Z fields to the desired scaling percentages directly and click Apply.

Note: Click the Zero button if one or more sliders reach the end of their adjustment range and the selected object is still in need of additional scaling. The sliders will be reset to their center position but the percentage(s) will retain their adjusted value. You can then continue scaling with the sliders.

Note: The Transform page also provides the ability to scale along individual axis. Simply enter changes for each axis field or drag the sliders individually.


Rotating an Object or Component

VRCreator provides three methods of rotating objects around any of the three axes within the virtual world. Rotation always occurs relative to the object or component’s pivot point.

See Changing the Pivot Point of an Object for more information.

To rotate an object or component via the mouse:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Move the cursor over the yellow strut of the bounding box that parallels the axis you wish to rotate the object or component around. The cursor changes to the Rotate cursor. Drag the Rotate cursor until the component rotates to the desired orientation and release the mouse button. While the object is being rotated, the readout at the right edge of the Status Bar displays the amount of orientation relative to the starting position.

Note: The relative rotation display is reset only when the object is deselected and reselected.

The Method Below Is For Advanced Users Only

To rotate an object or component to exact orientation via the Transform page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Transform tab of the VR Binder or select VR Binder > Transform. The Transform page will appear in the VR Binder.

•	Click the Orientation button at the top of the page.

•	Edit the Yaw, Pitch, and Roll fields to the desired rotation in degrees and click. The object or component will rotate to the specified orientation.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To rotate an object or component to exact orientation via the Properties page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will appear in the VR Binder displaying the current attributes of the object or component.

•	Edit the Orientation field in the format Yaw,Pitch,Roll (in degrees) and press Return.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge of VRML. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Copying an Object or Component

VRCreator allows you to easily copy objects and components once they have been added to the world.

Note: Copies of objects assume the same name as the source objects. If you plan to use the Route Editor to route behaviors, you should change the names so that each object has a unique name.

To copy an object that has been added to the world via menus:

•	Select the object or component you wish to copy using the techniques described in Selecting an Object or Component.

•	Select Edit > Copy or click the Copy button in the Toolbar. The object will be copied to the Clipboard.

•	Select Edit > Paste or click the Paste button in the Toolbar. The object will be copied from the Clipboard to the world.

•	Shortcut: [Ctrl]-[C] is a shortcut for Edit > Copy. [Ctrl]-[V] is a shortcut for Edit > Paste.

To copy an object that has been added to the world via drag-and-drop:

•	Select the object or component you want to copy using the techniques described in Selecting an Object or Component.

•	Hold the [Ctrl] key and right-drag the object to where you want the copy to appear, then release the mouse button. The object will be copied to that position.


Deleting an Object or Component

To delete an object from your virtual world:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Select Edit > Cut

or

•	click the Edit button

or

•	press the [Delete] key on your keyboard. The object or component will be deleted.


Grouping Objects

It is often useful to group two or more objects together for simultaneous manipulation, such as scaling or repositioning objects that are part of a larger construct. VRCreator offers several ways to group objects.

To group objects via the menu:

•	Select the first object using the techniques described in Selecting Objects and Components.

•	Hold the [Ctrl] key and select the second object to be grouped.

•	Repeat the previous step for any additional objects to be grouped.

•	Select Object > Group. The selected objects will become grouped. Any manipulation of an object within the group will be applied to the entire group.

To group objects via the Tools page:

•	Select the first object using the techniques described in Selecting Objects and Components.

•	Hold the [Ctrl] key and select the second object to be grouped.

•	Repeat the previous step for any additional objects to be grouped.

•	Click the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click the Group button in the Object Manipulation section of the Tools page. The selected items will become grouped. Any manipulation of a grouped object will be applied to the entire group.

See Ungrouping Objects for more information on returning grouped objects to individual status.


Ungrouping Objects

Grouped objects will be manipulated as one until they are ungrouped. VRCreator offers several methods of ungrouping grouped items.

Note: Performing an Ungroup operation once on a group only ungroups it at the highest level. A grouped object composed of many nested levels will ungroup into other groups, not necessarily into primitives. Further application of Ungroup may be required. (Ungrouping two complex figures that have previously been grouped, for example, will result in two individual figures that are themselves groups of primitives.)

To ungroup objects via the menu:

•	Select a grouped object using the techniques described in Selecting Objects and Components.

•	Select Object > Ungroup. The associated objects will become separate entities again.

To ungroup objects via the Tools page:

•	Select a grouped object using the techniques described in Selecting Objects and Components.

•	Click the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click the Ungroup button in the Object Manipulation section of the Tools page. The associated objects will become separate entities again.


Naming Objects

Objects are given default names when added to the world. These names are used to identify elements in the Scene Graph of the Hierarchy page. You can rename objects at any time to make the process of manipulating them more intuitive.

Note: Nodes or objects should all have unique names if you intend to use the Route Editor to route behaviors.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the underscore character as in “dining_table”.

To name an object from the View window:

•	Select the desired object in a View window using the techniques described in Selecting Objects and Components. Select Object > Info. The Edit Object Information dialog appears.

•	Edit the Object Name field as desired.

Note: Right-clicking a selected object produces a short-cut pop-up of the Objects menu.

To name an object in the Scene Graph:

•	Select the Hierarchy tab of the VR Binder to make that page current.

•	If necessary, select Scene Graph from the drop down list box at the top of the Hierarchy page in order to display the Scene Graph.

•	Slowly double-click the desired object in the Scene Graph. The field becomes editable.

•	Edit the name as desired and press the [Enter] key.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To name an object in the Properties page:

•	Select the desired object in a View window using the techniques described in Selecting Objects and Components.

•	Select the Properties tab of the VR Binder to make that page current. The current object properties will be displayed.

•	Edit the Name field as desired and press the [Enter] key.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Orienting One Object to Another

A Normal is the direction perpendicular to a selected face and is visible as a small 3D arrow protruding from a face when the face is selected (when World > Selection Mode is set to Face). The 3D arrow points in the direction of the Normal, and this is considered the direction of the face, also known as the "front side" of a face. The side of a face opposite the normal is the "back" face.

It is sometimes desirable to orient the face of an object so that its normal is aligned in the same direction as that of the face of another object. This is useful, for example, in aligning a series of objects to the same plane. It is also useful to align the normals of selected faces of the two objects in opposite directions in preparation to joining them.

See Attaching Objects for more information.

To orient the normals of two selected faces in the same direction:

•	Select Face mode from the Selection mode drop down list box in the Toolbar or from the World > Selection Mode sub-menu.

•	Select the face of the object you wish to remain stationary.

•	Hold the [Ctrl] key and select the face of a second object you wish reorient.

•	Select Object > Align > The Same Direction. The second object will be reoriented so that the normal of its selected face points in the same direction as that of the first.

To orient the normals of two selected faces in opposite directions:

•	Select Face mode from the Selection mode drop down list box in the Toolbar or from the World > Selection Mode sub-menu.

•	Select the face of the object you wish to remain stationary.

•	Hold the [Ctrl] key and select the face of a second object you wish to reorient.

•	Select Object > Align > The Opposite Direction. The second object will be reoriented so that the normal of its selected face points in the opposite direction as that of the first.


Attaching Objects

VRCreator allows you to attach two objects together. (You can still move the objects apart manually afterward. This differs from grouping objects, which you should do after attaching objects if you wish them to remain connected.) Objects can be attached by selected faces or by selected vertices.

To attach the faces of two objects together :

•	Select Face mode from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	Select the face of the object you wish to remain stationary.

•	Hold the [Ctrl] key and select the face of a second object you wish to attach to the first.

•	Select Object > Attach. The second object will move so that it is attached to the first by the selected faces.

Shortcut: [Ctrl]-[A] is a shortcut for Object > Attach.

To attach the vertices of two objects together :

•	Select Vertex mode from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	Select the vertex of the object you wish to remain stationary.

•	Hold the [Ctrl] key and select the vertex of a second object you wish to attach to the first.

•	Select Object > Attach. The second object will move so that it is attached to the first by the selected vertices.

See Orienting One Object to Another for more information on orienting objects so that their faces are parallel prior to alignment.


Deforming An Object

It is often easy to create a desired object by deforming an existing one. This is accomplished by changing the position of one or more object faces or vertices. You can also force a vertex to move to the position of another vertex.

Note: Setting View > Shading Mode to Wireframe can make it easier to identify vertices.

To deform an object by moving a face:

•	Select Face from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	If necessary, navigate in the View window or rotate the object so that the face you wish to move is visible.

•	Click the desired face to selected it. A bounding box will appear to indicate the selection.

•	Drag the face to the new position. The face will move and the connecting elements of the object will stretch to accommodate it.

To deform an object by moving a vertex:

•	Select Vertex from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	If necessary, navigate in the View window or rotate the object so that the face you wish to move is visible.

•	Click the desired vertex to selected it. An arrow will be displayed to indicate the selected vertex.

•	Drag the vertex to the new position. The vertex will move and the connecting elements of the object will stretch to accommodate it.

To deform an object by moving a vertex to meet another vertex:

•	Select Vertex from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	If necessary, change the Viewpoint or rotate the object(s) so that the vertices you wish to move are visible on the object(s).

•	Click the vertex you wish to remain stationary - the one you wish to align to. An arrow will be displayed to indicate the selected vertex.

•	Click the vertex you wish to move. An arrow will be displayed to indicate the selected vertex.

•	Select Object > Deform Vertex. The second vertex will move to touch the first and the connecting elements of the object will stretch to accommodate it.

Note: Deform Vertex works on two vertices on the same object, as well as on separate objects.


Changing the Pivot Point of an Object

The pivot point is the point around which an object turns when you rotate it around any of its axes. Pivot point is also used when an object responds to a behavior such as rotating when your world is being explored in a browser. You can change the pivot point of an object as desired.

To change the pivot point of an object via the mouse:

•	Select Pivot Point from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	Click on the desired object in the View window. The object will be rendered as a wireframe. The pivot point will be displayed as a green box (with a ray dropped to the grid for easy positioning).

•	Drag the pivot point to the desired location. The object will now rotate around the new pivot point.

Note: Moving pivot points is usually easiest in 2D View windows.

To change the pivot point of an object via the menu:

•	Select on the desired object in the View window. The object will be rendered as a wireframe. The pivot point will be displayed as a light blue axis line topped with a green box.

•	Select Object > Set > Pivot Point.

•	Select the desired option. The object will now rotate around the new pivot point.

•	Logical Midpoint: Center of the Bounding Box.

•	Natural Midpoint: Calculated center of mass of the object.

•	Custom: Coordinates specified by the X, Y, and Z fields.


Changing the Snap Point of an Object

The object’s snap point is the point which will adhere to the grid when an object is dropped to the Construction Plane or that will snap to the grid interval when Grid Alignment is engaged.

See Dropping an Object to the Construction Plane and Constraining Object Movement to Grid Intervals for more information.

To change the snap point of an object via the mouse:

•	Select Snap Point from the Selection Mode drop down list box in the Toolbar or the World > Selection Mode sub-menu.

•	Click on the desired object in the View window. The object will be rendered as a wireframe. The snap point will be displayed as a green box (with a ray dropped to the grid for easy positioning).

Note: In many cases, the ray is not present because the snap point is already lying on the grid.

•	Drag the pivot point to the desired location. The object will now snap to the grid at this point when the Grid Alignment function is engaged.

Note: Moving pivot points is usually easiest in 2D View windows.

To change the snap point of an object via the menu:

•	Select on the desired object in the View window. The object will be rendered as a wireframe. The pivot point will be displayed as a green box (with a ray dropped to the grid for easy positioning).

Note: On many of the objects the ray is not present because the snap point is already lying on the grid.

•	Select Object > Set > Snap Point. The Set Snap Point dialog will appear.

•	Select the desired option. The object will now rotate around the new pivot point.

•	Logical Midpoint: Center of the Bounding Box.

•	Natural Midpoint: Calculated center of mass of the object.

•	Custom: Coordinates specified by the X, Y, and Z fields.


Adding a URL to an Object

One of the many exciting features of VRML 2.0 is that it allows you to link to other VRML sites, Web sites, FTPs or local files. VRCreator lets you associate a URL with any object. That URL will be jumped to automatically when a user clicks on the object.

To add a URL to an object:

•	Select the desired object using the techniques described in Selecting an Object or Component.

•	Select Object > Add > URL to Object. The Add URL dialog box will appear.

•	Enter the full name of the URL you wish this object to link to.

•	Optional: You can also enter the Viewpoint of the target VRML site that you wish the user’s browser to jump to when first viewing that site.

•	Click OK. The URL will be added to the object.


About Colors

Colors can be applied to entire objects, their individual components, and individual object faces once they are in the virtual world.

This section of the online help, which describes how you can use color within your worlds, teaches you how to do the following:

•	Changing the Background Color

•	Add Color to an Object or Component

•	Create Custom Colors


Changing the Background Color

In VRCreator, the world’s background color defaults to white. You can change the background color at any time using a variety of methods. The following steps illustrate how you can set the background color using the standard color palette.

See Creating Custom Colors for information on creating your own colors.

Note: You can specific the default background color for new worlds via Options > Preferences > Worlds.

To change the background color via drag-and-drop:

•	Click on the Library tab of the VR Binder or select VR Binder > Library. The Library page will be displayed.

•	Use the scroll bars of the left pane, if necessary, to bring the Colors category into view. Then click on the Colors category to select it. The items in the Colors category will appear in the right pane.

•	Drag the desired color onto the background in any of the View windows and release the mouse button. The background will change to the desired color.

To change the background color via menus:

•	Select World > Background. The Edit Background dialog appears displaying the current background color.

•	Click on the Color swatch or associated button. The Color dialog appears.

•	Select a color from any filled swatch, then click OK. The background will change to the desired color.

  The Method Below Is For Advanced Users Only (Expert Mode Required)

To change the background color numerically:

•	If an object is currently selected, click on the background or choose Edit > Deselect All to deselect the object.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will be displayed.

•	Edit the Background color field in the format red,green,blue.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Adding Color to an Object or Component

VRCreator provides several ways to apply colors to objects. This section covers the standard color palette. See Creating Custom Colors for additional information on using customized colors.

To color an object or component via drag-and-drop:

•	Click on the Library tab of the VR Binder or select VR Binder > Library. The Library page will be displayed.

•	Use the scroll bars of the left pane, if necessary, to bring the Colors category into view, then click on it to select it. The items in the Colors category will appear in the right window.

Note: Right-clicking in the right pane allows you to specify whether the items are displayed as icons or a list.

•	Use the scroll bars, if necessary, to bring the desired color into view, then drag it from the Library page onto the desired object or component. The object or component will take on the selected color.

To color an object or component via menus:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Select Object > Set > Color. The Color dialog appears.

•	Select a color from any filled swatch, then click OK. The object or component will take on the selected color.

Note: Right-clicking an object produces a short-cut pop-up of the Objects menu. Prior object selection is not required.

To color an object or component via the Tools binder page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click on the Set Color button. The Color dialog will appear.

•	Select a color from any filled swatch, then click OK. The object or component will take on the selected color.


Creating Custom Colors

The Color dialog normally displays only the preset color palette. VRCreator also allows you to create your own custom colors for the current session. The supported color models are HSL and RGB.

Note: This operation does not add custom colors to the VRCreator Colors library. These custom colors only persist until you exit VRCreator.

To create custom colors:

•	Access the Color dialog via any of the methods described under Adding Color to an Object or Component.

•	Click the Define Custom Colors button. The dialog will expand to reveal the additional controls.

•	Drag the cursor in the spectrum to the desired hue and saturation, then drag the Luminance slider to add the desired amount of luminance. Alternately, enter the desired values for either the HSL or RGB color models.

•	Click the Add Custom Colors button. The new color will be added to the Custom Colors swatches at the bottom left of the dialog.

•	Repeat this process as desired, then click OK to exit the Color dialog box.


About Textures

The appearance of texture can be applied to entire objects or their individual components once they are in the virtual world. This works on groups and primitives but not on faces. Textures are bitmap image files that are mapped onto the object or component surface. Texture files can be in .JPG( preferred), some types of .GIF, or .BMP (256 colors or greater) format.

This section of the online help, which describes how you can use textured images within your worlds, teaches you how to do the following:

•	Add a Texture to the Background

•	Apply Texture to an Object or Component

•	Specify How Textures Map to Objects and Components

•	Remove a Texture from an Object or Component

•	Remove Texture from the Background


Adding Texture to the Background

VRCreator lets you apply textures to the entire world background. This allows you to make the background of your virtual world appear more photo-realistic. For example, you can apply a brick wall texture or a sky-with-clouds photo to the background. You can change the background texture at any time.

To add or change the background texture via drag-and-drop:

•	Click on the Library tab of the VR Binder or select VR Binder > Library. The Library page will be displayed.

•	Use the scroll bars of the left pane, if necessary, to bring the Textures category into view in the left pane, then click on it to select it. The items in the Textures category will appear in the right pane.

Note: Right-clicking in the right pane allows you to specify whether the items are displayed as icons or a list.

•	Use the scroll bars, if necessary, to bring the desired texture into view, then drag it from the Library page onto the desired object or component. The object or component will take on the selected texture.

To add or change the background texture via menus:

•	Select World > Background. The Edit Background dialog appears displaying the current background texture.

•	Edit the Windows path and file name of the texture.

or

•	Complete the following steps:

•	Click on the Texture button. A file dialog appears displaying the Textures sub-directory.

•	Select a bitmap file to be used as a texture, then click Open. You will be returned to the Edit Background dialog.

•	Click OK. The background will take on the selected texture.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To add or change the background texture manually:

•	If an object is currently selected, click on the background or choose Edit > Deselect All to deselect the object.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will be displayed.

•	Edit the Background Texture path and file name.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Applying Texture to an Object or Component

You can access more textures by adding additional folders of textures via Options > Preferences > Library.

VRCreator provides several ways to apply textures.

To apply a texture to an object or component via drag-and-drop:

•	 Click on the Library tab of the VR Binder or select VR Binder > Library. The Library page will be displayed.

•	Use the scroll bars of the left pane, if necessary, to bring the Textures category into view in the left pane, then click on it to select it. The items in the Textures category will appear in the right window.

Note: Right-clicking in the right pane allows you to specify whether the items are displayed as icons or a list.

•	Use the scroll bars, if necessary, to bring the desired texture into view, then drag it from the Library page onto the desired object or component. The object or component will take on the selected texture.

Note: When a texture is selected in the Library page, it will be mapped onto the object displayed in the Preview Window (the last object selected in the Library).

To apply a texture to an object or component via menus:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Select Object > Set > Texture. A file dialog appears displaying the Textures sub-directory.

•	Select a bitmap file to be used as a texture, then click OK. The object or component will take on the selected texture.

Note: Right-clicking an object produces a short-cut pop-up of the Objects menu. No prior object selection is required.

To apply a texture to an object or component via the Tools page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click on the Set Texture button. A file dialog appears displaying the Textures subdirectory.

•	Select a bitmap file to be used as a texture, then click OK. The object or component will take on the selected texture.


Specifying How Textures Map to Objects and Components

Textures are flat bitmaps that are mapped onto the surface of the selected object or component. VRCreator provides several different mapping methods, depending upon the desired effect.

To specify a texture mapping method:

•	Select the desired object or component using the techniques described in Selecting an Object or Component.

•	If you have not already done so, apply a texture using the procedures described in Applying Texture to an Object or Component.

•	Select Object > Texture Wrap Type, then select the desired type.

•	Flat: Texture pattern is projected onto the object from the Y-Z plane and stretched across the other surfaces.

•	Cylindrical: Texture pattern is wrapped around the object as if covering a cylinder.

•	Spherical: Texture pattern is wrapped completely around the object as if covering a sphere.

Note: Right-clicking an object selects the object and produces a short-cut pop-up of the Objects menu.


Removing a Texture from an Object or Component

VRCreator provides several ways of removing a previously applied texture from an object or component.

To remove a texture from an object or component via menus:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Select Object > Clear Texture. The texture will be removed from the object or component.

Note: Right-clicking an object selects the object and produces a short-cut pop-up of the Objects menu.

To remove a texture from an object or component via the Tools page:

•	Select the desired object or component in a View window using the techniques described in Selecting an Object or Component.

•	Click on the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click on the Clear Texture button. The texture will be removed from the object or component.


Removing Texture from the Background

VRCreator provides several ways of removing a previously-applied texture from the background.

To remove the background texture via menus:

•	Select World > Background. The Edit Background dialog appears displaying the current background texture.

•	Erase the path and file name associated with Texture.

•	Click OK. The background texture will be cleared.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To remove the background texture via the Properties page:

•	If an object is currently selected, click on the background or choose Edit > Deselect All to deselect the object.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will be displayed.

•	Erase the path and file name associated with Background Texture.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


About Behaviors

This section of the online help, which describes how you can use behaviors within your worlds, teaches you how to do the following:

•	Add Behaviors to Objects


Adding Behaviors to Objects

VRCreator ships with a variety of pre-programmed, drag-and-drop behaviors.

To add drag-and-drop behaviors:

•	Select the Library tab of the VR Binder or select VR Binder > Library. The Library page will appear.

•	Select either Behaviors or Sounds in the left pane of the Library page. A list of associated drag_and_drop behaviors or sound behaviors will appear in the right pane.

•	Drag the desired behavior or sound behavior from the right pane onto the desired object, either in a View window or Scene Graph.


About the Hierarchy

This section of the online help, which describes how you can use Hierarchy while you are building your worlds, teaches you how to do the following:

•	Detach the Hierarchy Page

See VR Binder >> Hierarchy for additional information on using the Hierarchy page.


Detaching the Hierarchy Page

The Hierarchy page of the VR Binder can be detached as a floating palette if desired.

To detach the Hierarchy page:

•	Press the Detach button (located on the Hierarchy page in the VR Binder).

To return the Hierarchy page to the VR Binder:

•	Press the Attach button on the floating palette.


About the Grid

The grid you see in the various View windows is a representation of the Construction Plane. The grid can be used to constrain and align objects when they are moved. The grid appears with default parameters which can be changed at any time.

This section of the online help describes how you can take advantage of the Construction Plan, and its corresponding grid, while you are building your worlds. This section teaches you how to do the following:

•	Align an Object to the Construction Plane

•	Drop an Object to the Construction Plane

•	Constrain Objects to the XZ Plane

•	Constrain Object Movement to Grid Intervals

•	Change the Grid Position

•	Change the Grid Alignment Intervals

•	Change the Visible Grid Intervals

•	Change the Extents of the Grid

•	Change the Grid Color


Aligning an Object to the Construction Plane

It is often useful to align an object to be parallel to the Construction Plane. This operation does not move the object to the Construction Plane, but rotates it. It is often used in preparation for dropping an object to the plane.

See Dropping an Object to the Construction Plane.

To align an object to the Construction Plane:

•	Select the desired object using the techniques described in Selecting an Object or Component.

•	Select Object > Align to Plane. The orientation of the object, as made visible by its bounding box, will be changed so that it is parallel to the Construction Plane.


Dropping an Object to the Construction Plane

While creating worlds, it is often desirable to force an object to drop to the Construction Plane. It you have rotated the object with respect to the Construction Plane, you may wish to first align the object with the plane.

See Aligning an Object with the Construction Plane for details.

To drop an object to the Construction Plane:

•	Select the object using the techniques described in Selecting an Object or Component.

•	Select Object > Drop to Plane. The object will be repositioned so that its snap point is in the Construction Plane. (If an object is below the Construction Plane when Drop to Plane is invoked, then the object will rise up so that its snap point lies in the Construction Plane.)

See Changing the Snap Point of an Object for more information.

Shortcut: [Ctrl]-[D] is a shortcut for Align > Drop to Plane.


Constraining Objects to the XZ Plane

VRCreator allows you to constrain objects to the XZ plane of the Construction Plane when you move them. Using this feature, you can ensure that objects never leave a user-defined "floor in space” while they are being moved. Note that objects are constrained to the XZ plane of the Construction Plane even if the orientation of the Construction Plane is changed. For example, suppose you rotate the Construction Plane 45 degrees and have Constrain Objects to XZ Plane active. If you subsequently drop objects on the Construction Plane and move them, they will move in parallel to the rotated Construction Plane. This might be useful if you were constructing a scene on a hill, for example.

To constrain an object to the XZ plane:

•	Click the Constrain Objects to XZ Plane button in the Toolbar. The button will appear to be pressed in when it is in the "on" state, and this setting will remain in effect until this button is clicked again.

Note: This constraint can be overridden by holding down the [Ctrl] key while moving an object.


Constraining Object Movement to Grid Intervals

VRCreator allows you to automatically have the snap points of objects snap to the nearest regular spatial intervals on the Construction Plane’s grid when you move objects. The grid’s snap intervals are not necessarily the same size as the visible grid intervals.

See Changing the Grid Alignment Intervals for details.

To force objects to snap to the grid intervals when moved:

•	Click the Grid Alignment button in the Toolbar. The button will appear to be pressed in when it is in the "on" state, and this setting will remain in effect until this button is clicked again.


Changing the Grid Position

It is often advantageous to change the Y position of the Construction Plane and associated grid in order to build additional floors of a multi-story building or align the orientation in order to construct and populate walls.

To change the position of the Construction Plane and grid:

•	Click the Grid tab in the VR Binder to display the Grid page.

•	Change the Vertical, Pitch and Roll parameters as needed.

Note: Changing the Vertical parameter will always move the grid on the world’s Y axis (the axis that runs from bottom to top of the world as indicated by the compass.)


Changing the Grid Alignment Intervals

Objects will snap to the nearest grid interval when the Grid Alignment button is engaged. You can change the interval of grid in order to space objects at specific distances or spatial increments.

To change the grid alignment or snap intervals:

•	Click the Grid tab in the VR Binder to display the Grid page.

•	Edit the Width and/or Depth fields associated with Snap Grid Units, then click the Apply button.


Changing the Visible Grid Intervals

The visible grid intervals can be set completely independent of the grid alignment that objects snap to when Grid Alignment button is engaged.

To change the visible grid intervals:

•	Click the Grid tab in the VR Binder to display the Grid page.

•	Edit the Width and/or Depth fields associated with Visible Grid Units, then click the Apply button.


Changing the Extents of the Grid

A VRML 2.0 world is infinite in size. The grid merely provides a reference for alignment. You can change the extent of the grid at any time if you find that the size of the grid is too small or large to accommodate your needs.

To change the overall size of the grid:

•	Click the Grid tab in the VR Binder to display the Grid page.

•	Edit the Width and/or Depth fields associated with Grid Extents, then click the Apply button.

The grid color defaults to black. You can change this to a color with higher contrast when working with dark background colors or textures.


Changing the Grid Color

The grid color defaults to black. You may wish to change this to a different color for greater contrast when you have changed the background color or texture.

To change the grid color:

•	Click the Grid tab in the VR Binder to display the Grid page.

•	Click the Color swatch or associated button. The Color Dialog will appear.

•	Select the desired color swatch and click OK.

•	Note: Clicking the Set Defaults button makes the current settings of the Grid page the defaults for the grid.


About Lighting

It only takes one look around you to realize how important lighting is to adding character to the real world. In virtual worlds, lighting not only adds character, but a heightened sense of realism as well. VRCreator offers a variety of lighting sources and related controls for just this purpose.

New worlds appear with a single light source which is a directional light source. The direction of the default directional light can also be directly manipulated by selecting the light in a 3D Perspective view and rotating it as you would any other selected object.

This section of the online help describes how you can take advantage of lighting while you are building your worlds. This section teaches you how to do the following:

•	Add Lights

•	Change Lighting Position and Direction

•	Change Light Properties

•	Delete a Light

•	Use the Viewer Headlight

Note: Options>Show Lights must be engaged in order to see and manipulate lights in the View windows.


Adding Lights

The number, type, positioning and characteristics of lights can play an important role in the appearance of your virtual world. VRCreator support three different types of lights:

•	Directional: A light source that points in a specific direction, like a floodlight. Unlike a floodlight, the directional light is not a point source but rather a "plane" source, meaning the light emanates from an infinite plane located at the position of the directional light, and radiating in the direction in which the directional light is aimed. This is similar to the light from the sun on a clear, cloudless day.

•	Spotlight: A light source that is narrowly-focused in one direction like a traditional spotlight.

•	Point Light: An omni-directional light source such as a bare light bulb.

Lights can be added by several methods.

To add a light via drag-and-drop:

•	Click the Library page of the VR Binder to make it current.

•	If necessary, use the scroll bars in the left pane to make the Lights category accessible, then click on it. The right pane will display the three types of lights.

Note: Right-clicking in the right pane allows you to specify whether the items are displayed as icons or a list.

•	Drag the desired type of light from the Library into one of the View windows.

Note: The exact position the object assumes will depend upon the setting of the Paste Location field of Options > Preferences > Environment.

To add light via the menus:

•	Deselect any currently-selected objects.

•	Select the desired type of light from the Object > Add sub-menu. The Create Light dialog will appear and the light type you selected will be displayed in the Type field.

•	Enter a name for the light.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the underscore character as in dining_table.

•	Select how you want the light positioned. The options are:

•	In Front of Viewer (Fit Object): Places the pasted object in front of the current View window. This option does not place the object on the Construction Plane.

•	In Front of Viewer (Relative): Allows the user to specify exact coordinates where the object will be pasted relative to the current View window.

•	On Construction Plane: Places pasted object on the Construction Plane in the current View Window. When dropping an object into a View window with this option enabled, the mouse should be placed on the Construction Plane in order to precisely determine where the object will be positioned on the Construction Plane.

•	Absolute Coordinate: Pastes objects at user-specified coordinates in relation to the world.

•	Enter the X, Y and Z coordinates of the point to which the light is to be directed (Directional and Spotlight only).

•	Click the Color swatch. The Color dialog will appear.

•	Select a color from any filled swatch, then click OK. You will be returned to the Create Light dialog.

•	Click OK. The light will appear at the specified position with the specified attributes.

To add a light via the Tools page:

•	Click on the Tools tab of the VR Binder or select VR Binder > Tools. The Tools page will be displayed.

•	Click the icon representing the desired type of light in the Object Creation section at the top of the page.

Note: Numerous lights in your scene can slow rendering.


Changing Lighting Position and Direction

Lights can be moved and turned in a manner similar to objects and components.

Note: If you wish to manipulate a light via the mouse, please ensure that Options > Show Lights is engaged.

To move a selected light via the mouse:

•	Select the light you wish to manipulate, either in a View window or the Scene Graph, as described in Selecting an Object or Component. A bounding box will appear around the light.

•	Position the cursor within the bounding box of the selected light until the cursor changes to the Move cursor.

•	Drag the light to the desired position and release the mouse button.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To move a selected light to specific coordinates:

•	Select the light you wish to manipulate, either in a View window or the Scene Graph, as described in Selecting an Object or Component.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will be displayed.

•	Edit the Position field in the format X,Y,Z relative to 0,0,0 as the point of origin for the world and press Return.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

To change the direction of a selected light via the mouse:

•	Select the light you wish to manipulate, either in a View window or the Scene Graph, as described in Selecting an Object or Component. A bounding box will appear around the light.

•	Position the cursor over the yellow strut of the bounding box corresponding to the axis you wish to rotate the light around. The cursor will change to the Rotate cursor.

•	Drag the light to the desired orientation and release the mouse button.

Note: Point lights do not have a direction, only Spot and Directional lights do.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To change the direction of a selected light to point in a specific direction:

•	Select the light you wish to manipulate, either in a View window or the Scene Graph, as described in Selecting an Object or Component.

•	Click on the Properties tab of the VR Binder or select VR Binder > Properties. The Properties page will be displayed.

•	Edit the Direction field in the format X,Y,Z and press Enter. The light will now be aimed at and extend to the point of the X, Y, and Z coordinates you entered.

Note: Point lights do not have a direction, only Spot and Directional lights do.

Note: The Properties page provides direct control over VRML parameters and should be used only with knowledge thereof. It also requires that VRCreator be set to Expert Mode. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.


Changing Light Properties

VRCreator allows you to manipulate various other properties associated with the three lighting types. These parameters appear on the Properties page of the VR Binder when a light is selected, and should only be edited given an understanding of the VRML 2.0 Specification.


Deleting a Light

To delete a light from your virtual world:

•	Ensure that Object > Show Lights is engaged if you wish to select the light to be deleted in a View window.

•	Select the desired light in a View window using the techniques described in Selecting an Object or Component.

•	Select Edit > Cut or press the Delete key on your keyboard. The light will be deleted.


Using the Viewer Headlight

Sometimes the default lighting or dark lighting you may have set up to create a mood can make it difficult to see objects to manipulate them. VRCreator has a Viewer Headlight feature that works just as if you were wearing a miner’s hat with a built-in light.

The VRCreator Viewer Headlight mimics the headlight that a user can turn on in a VRML 2.0 browser. However, the settings in VRCreator will not effect the setting in the VRML 2.0 browser. It is preferred that you construct your world with appropriate lighting without depending on the Viewer Headlight.

To turn the Viewer Headlight on:

•	Select Options > Viewer Headlight. The menu option will be checked and the headlight will shine straight out from the Viewer regardless of where you navigate.

To turn the Viewer Headlight off:

•	Select Options > Viewer Headlight. The menu option will be unchecked and the headlight will be turned off.


About the Animation Process

VRCreator’s Key Frame Animator lets you set the worlds you create in motion.

The Animator works by recording an object’s position and orientation for each of a sequence of keyframes. At run time, a VRML 2.0 Browser (or the Runtime Window of VRCreator) will compute the position and orientation of the animated object for all the frames between the keyframes. This is often called "betweening" or simply "tweening" by animation professionals. These calculations are performed by mathematically interpolating between the positions specified in the keyframes. The result is smooth motion (assuming the keyframes were well chosen).

The Animator allows you to create and view an animation of a single selected object. The animations of multiple objects can be viewed in the Runtime page of the VR Binder and in VRML browsers.

This section of the online help describes how you can take advantage of animations while you are building your worlds. This section teaches you how to do the following:

•	Turn the Animator On

•	Set Key Frames

•	Delete a Key Frame

•	Audition an Animation

•	Set Animation Playback Speed

•	Set the Animation Trigger

•	Save an Animation

•	Edit an Animation

Note: Each animation is limited to 20 keyframes in the Learning Edition of VRCreator with 10 keyframes for translation and 10 keyframes for rotations. The upgrade to the Personal Edition provides 100 keyframes for translation and another 100 keyframes for rotation.

See VRCreator - One Learning Curve, Multiple Editions for upgrade information.


Turning the Animator On

The Key Frame Animator must be turned on in order to create animations. An object must be selected in order to engage the Animator.

To turn the Animator on:

•	Select the object you wish to animate using the techniques described in Selecting an Object or Component.

•	Click on the Animator tab of the VR Binder or choose Animator from the VR Binder menu to display the Animator page. Click the Key button. The button will display as engaged and the animation controls will be activated.

 The Animator Key Button


Setting Key Frames

The basic process of animating an object involves setting a series of keyframes, each with its own translation (position) and/or orientation changes for the object. The Animator must be turned on in order to set keyframes.

See Turning the Animator On for more information.

To set a series of keyframes:

•	Select the object you wish to animate using the techniques described in Selecting an Object or Component.

•	Click the Animator tab of the VR Binder to display the Animation page.

•	Click the Key button to engage the animator. The controls will be activated. The Edit Frame display should confirm that the current frame is frame 0. The Translation and Rotation displays both have double vertical bars to indicate the current frame and ovals to represent the presence of a keyframe.

•	If necessary, change the position and/or orientation of the object as you wish for the first frame of the animation.

•	Move the Edit Frame slider to the frame number where you want to set the next major change to position and/or rotation. The double bars in the Translation and Rotation displays move to represent the current frame.

•	Make any desired changes to the translation and/or rotation of the object

•	Repeat the last two steps as needed to create a series of keyframes that represent the main points of your animation. An oval appears in the Translation and/or Rotation display for each keyframe, depending on which parameters were changed.

Note: Each animation is limited to 20 keyframes in the Learning Edition of VRCreator with 10 keyframes for translation and 10 keyframes for rotations. The upgrade to the Personal Edition provides 100 keyframes for translation and another 100 keyframes for rotation.

See VRCreator - One Learning Curve, Multiple Editions for upgrade information.


Deleting a Key Frame

Key frames are created separately for translation and rotation. As such, you can also delete either kind independently of the other.

To delete a keyframe:

•	Move the Edit Frame slider so that the keyframe you wish to remove is displayed in the Translation or Rotation display. (Key frames are represented by blue ovals.)

•	Click on the blue oval representing the keyframe you wish to delete in the Translation or Rotation display, depending on which type of keyframe you wish to delete. The oval will turn red to indicate that it is selected.

•	Click the Delete button. The selected keyframe will be removed.

To delete all keyframes:

•	Click the Undo All button. All keyframes will be erased.


Auditioning an Animation

You can audition the animation of a single object at any time. VRCreator’s animation controls are similar to that of a VCR. The animation of multiple objects can be viewed simultaneously in VRCreator’s Runtime page or a VRML 2.0 browser.

To play an animation once:

•	Make sure the Key button is engaged.

•	Click the Play button. The animation will play through once and stop.

To loop the animation:

•	Click the Loop check box. A check mark will appear.

•	Click the Play button. The animation will play through until you click the Stop button.

Note: The Loop function must also be set if you want the animation to loop when a user views the world in a VRML 2.0 browser.

To stop animation playback:

•	Click the Stop button.

To temporarily pause animation playback:

•	Click the Pause button. The Pause button will remain depressed and animation will be paused.

To resume paused playback:

•	Click the Pause button again. The button will disengage and playback will resume at the frame at which it was paused.

To go to the first frame of the animation:

•	Click the Go to Start button.

To go to the last frame of the animation:

•	Click the Go to End button.


Setting Animation Playback Speed

Animation playback speed is determined by the length of the animation. Animation speed is machine independent, so they should play at approximately the same speed on all machines. It is recommended that you use the smallest number of polygons, textures and objects when animating for maximum performance.

To set the animation playback speed:

•	Set the Duration Scale slider by clicking the associated up or down arrows. The three ranges are .1 to 10 seconds, one to 100 seconds, and 10 to 1000 seconds.

•	Drag the Duration slider to set the overall duration. The speed will change appropriately.


Setting the Animation Trigger

You can set VRCreator so that an animation is triggered to begin playback according to certain criteria when viewed in the Runtime page or VRML 2.0 browser.

To set the animation trigger:

•	Select the desired trigger type in the Triggered On: drop down list box in the Animation page of the VR Binder. The trigger options are:

•	None: Animation is off.

•	World Startup: Animation begins as soon as the world is loaded.

•	Mouse Click: Animation begins when the associated object is clicked with the mouse.

•	Visibility: Animation begins when the object comes into the viewing angle afforded by the current view.

•	Viewer Proximity: Animation begins when the viewer comes within a specified proximity of the object. The proximity along each axis is specified by the Size (x y z > 0) field.

•	If you selected the Viewer Proximity option, enter the desired distances (in VRML units) in the Size (x, y, z >0) field in the format x, y, z.


Saving an Animation

You must save an animation in order to animate other objects or access other VRCreator functions. The animation then becomes available in the Hierarchy VR Binder page and to other VRCreator functions (such as the Route Editor) .

To save an animation:

•	Click the Save button at the bottom of the Animation page. The New Animation dialog will appear.

•	Enter a VRML 2.0-compliant name and click OK. The animation will be saved with that name within the current world.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the underscore character as in “dining_table”.


Editing an Animation

Once an animation is created, you can edit it any time.

To edit an animation:

•	Select the previously-animated object in either a View window or Scene Graph.

•	Select the Animator tab on the VR Binder to display the Animator page.

•	Move the Edit Frame slider to the frame you wish to edit.

•	Translate or rotate the object to the new attributes for this keyframe.

•	Click Save. The edited animation will be saved and replace the original.


Using the Runtime Viewer

The Runtime page in the VR Binder provides a method of previewing what a user will see when viewing your virtual world with a VRML 2.0 browser.

Note: Links to URLs that have been attached to objects are not accessible from within the Runtime page. A VRML 2.0-compliant browser is required in order to use this feature. The PLATINUM WIRL VRML 2.0 Browser is available from the PLATINUM web site (www.platinum.com).

To preview your world using the Runtime feature:

•	Click on the Runtime tab of the VR Binder or select VR Binder > Runtime. The Runtime page will be displayed.

•	Click the Run Current World button. The current world will be displayed from the vantage point of the default Viewpoint. Any behaviors associated with objects will work and the world can be navigated.

Note: If no default Viewpoint exists in the world, a temporary default viewpoint is created from the 3D perspective window. This temporary view point is not saved to the world.

•	Navigate the world using the Navigation Controls at the bottom of the Runtime page. These controls function identically for the Runtime display as the Navigation Controls in the Toolbar do for the 3D Perspective View window.

See Navigating in a 3D Perspective View Window for more information.

Shortcut: Position the cursor anywhere in a View window that it appears as a Standard cursor, then hold the [Ctrl] key and drag up and down, left and right directly in the View window. The cursor changes to the Navigation cursor and a set of fixed crosshairs. The further you drag the moveable crosshairs from the fixed crosshairs, the faster the navigation.


About VRML on the Web

This section of the online help describes how you can move your completed worlds from your desktop to your Web site. This section teaches you how to do the following:

•	Get the Components of Your World Into a Single Directory

•	Embed Your World in an HTML Page (optional)

•	Posting to the Web


Getting the Components of Your World Into a Single Directory

Posting your world to the Web is made easier by rounding up into one directory any of the external elements used by your world, such as sound files and texture files, to insure that all necessary elements are posted to the Web.

To save all files used in a world to a single directory for Web posting:

•	Select File > Save Package

•	Specify the directory in which you want the VRML file and its associated sounds and textures to be saved, as well as the file name under which you want the VRML file to be saved, then click Save. VRCreator will save your world and all of the associated files into the specified directory. The contents of your package folder can now be immediately uploaded to your World Wide Web site.

See Saving a World for more information on the various format options for saving a file.

Note: VRCreator will not create a new directory; the directory that you want to contain the component items must already exist before saving your world as a package.


Embedding Your World in an HTML Page

VRCreator includes a Wizard that makes it easy to embed your VRML 2.0 world in an HTML page. This will allow people to explore your world using an HTML-based Web browser that has VRML 2.0 capabilities.

To embed your world in an HTML page:

Save your world using the Save As Package command. See Getting the Components of Your World Into a Single Directory for more information.

•	Select File > Wizard. The Wizards dialog box will appear.

•	Select the Embed World in HTML Page option. The HTML Wizard dialog will appear.

•	Enter the name you wish for the HTML file in the first field.

•	Enter the title for the HTML page you wish to appear at the top of a user’s browser in the second field.

•	Enter the width and height of the viewing frame that you want to appear within the HTML browser in the Width and Height fields.

Note: The width and height field specify only the size of the viewing frame, not the world itself.

•	Check the Center World on HTML Page if that is the behavior you wish, then click OK. You will be prompted for a directory.

•	Select the same directory as you used for the Save As Package command, then click OK. The HTML page will be saved in the specified directory with the specified file name.

See Posting to the Web for instructions on transferring your saved directory of files up to your Web server.


Posting to the Web

VRCreator lets you design worlds that other people explore with a VRML 2.0 browser on the Web. You will need to establish an account with a server where you files will reside for access by the Web. You’ll also want to check with your service provider to make sure that they have the proper MIME type for VRML 2.0 implemented.

You can post the VRML 2.0 .WRL files generated by VRCreator to the Web in two ways. First, you can use your favorite FTP software to upload to your server. Second, you can use the Microsoft Web Publishing Wizard that ships on the VRCreator CD-ROM to further automate the process. See the documentation for Microsoft Web Publishing Wizard for more information.


About Advanced Functions

The VRML 2.0 specification offers lots of power and flexibility. While VRCreator simplifies the process of working with VRML 2.0., some of the more advanced features require a more intimate understanding of this specification and basic programming. We highly recommend that you become acquainted with VRML 2.0 before putting the features in this section to use.

This section teaches you about the following

•	Working with the Source Code

•	Working with LODs

•	Working with Switches

•	Using the Route Editor

•	Using the Script Editor


Working with the Source Code

If you are familiar with VRML 2.0 and programming, you may find it useful to view the actual VRML 2.0 source code that VRCreator creates when you save a world. The code can be viewed in any standard text editor and you can set VRCreator to call the text editor of your choice.

This section of the online help teaches you how to:

•	Edit the Source Code


Editing the Source Code

The Method Below Is For Advanced Users Only

To set the text editor VRCreator calls:

•	Select Options > Preferences > Environment.

•	Click the Browse button and select the external editor you wish to use. VRCreator saves this setting as a default until you change it.

To view the source code:

•	Save the current world.

•	Select Edit > Source. The source code will be displayed in the specified text editor.

Note: If you’ve edited the source code in the text editor and saved the file, then when you quit the text editor, VRCreator will ask you if you want to reload the world. Answering Yes will load the edited source code. Answering No will keep the source code in VRCreator as it was before edits were made in the text editor.


Working with LODs

LODs allow you to display different versions of an object depending on the viewer’s proximity to the object. This is a useful optimization technique, allowing you to render fewer polygons when you are far away from an object an more polygons when you are closer to an object.

For more information on LODs, see:

•	About LOD

This section of the online help teaches you how to:

•	Create an LOD Node

•	Edit an LOD Node


About LOD

LOD is part of the VRML 2.0 spec and stands for Level of Detail. LOD is typically used to display different versions of an object comprising different amounts of detail depending on the viewer’s proximity to the object. This technique can reduce rendering time and improve performance if skillfully employed. It can also enhance realism by displaying a more detailed version of an object when the object is viewed at close range, while substituting a simpler object when the object is further away, without a significantly noticeable effect. The number of object variations which may be included in an LOD is unlimited. Once an LOD has been created, the LOD Editor is used to specify the distance associated with the display of each object.

Note: The LOD Editor is used to specify VRML Levels of Detail. It is intended to be used only by those who have a good understanding of VRML


Creating an LOD Node

The first step in working with an LOD is creating or adding the primary object to the world. The primary object is the version you want to appear to users when they are closest to it, typically the most detailed version (we will assume this throughout the rest of this discussion). Next, an LOD node is added to the primary object. Then other versions of the object are added to the LOD node. Lastly, distance values are assigned to objects in the LOD, beginning with the primary object.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To create an LOD:

•	Use a 3D modeler to create several different versions of an object representing  different levels of details. You can often find models in the VRCreator Library that have a profile or silhouette similar to your primary object. These can serve as versions that will become visible at greater viewing distances.

•	Add all the versions of the object to the world using the techniques described in Adding an Object to the World, Adding Object Primitives to the World, and Importing Objects from Other Sources.

•	Position the primary version of the objects at the proper coordinates using the techniques described in Moving an Object or Component, then move all other objects that are to be part of the LOD to the same coordinates.

•	Select the primary version of the object to be included in the LOD using the techniques described in Selecting an Object or Component.

•	Select Object > Add > LOD to Object. The selected object will become the child of an LOD node.

Note: Right-clicking a selected object produces a short-cut pop-up of the Objects menu.

•	If the Scene Graph is not displayed, click the Hierarchy tab on the VR Binder to display the Hierarchy page and select Scene Graph from the drop-down list box at the top of the Hierarchy page. The LOD will be displayed with the object from the previous two steps under it as a child.

•	Drag the other objects that are to be part of the LOD onto the LOD node. They, too, will become children of the LOD. NOTE: The order in which you drag other versions is important. Begin with the version you want to appear when the user first moves away from the object. Proceed with the version the user will see when they move still farther away. Continue in this fashion. The final version you add to the LOD should be the version that your users’ will see at the greatest distance away.


Editing the LOD

Once an LOD has been created and populated with objects of different levels of detail, distances must be assigned to each component so that the browser knows which object to make visible to the viewer given current viewer proximity.

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the LOD Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

Note: The LOD Editor functions for LODs that have already been created and are part of the hierarchy. To enable the LOD Editor’s "Edit Level" function you must have at least two objects already in the LOD.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To assign distances to LOD objects:

•	Select the LOD in the Scene Graph.

•	Select Object > LOD Editor or right-click on the LOD node in the Hierarchy and choose LOD Editor from the pop-up menu. The LOD Editor will appear displaying the list of the objects in the LOD ordered from the primary version at the top of the list to the farthest distance version at the bottom of the list.

•	Edit the name of the LOD in the Name field if desired.

•	Select the first item in the list, the primary version, then click the Edit Level button. The Edit LOD Range dialog will appear.

•	Enter the maximum distance at which the associated object version will be displayed, then click OK. You will be returned to the LOD Editor. Note: Whenever the viewer is the distance you entered, or closer, the primary version will be displayed.

•	Select the next object version in the list and click the Edit Level button.

•	Enter the maximum distance at which this version will be visible. Click OK. Note: The object version just entered will be visible to the viewer when the viewer is between this distance and the distance you entered for the primary version.

•	Repeat the last two steps for all other objects in the list except the last one, then click OK.

•	The last item in the list is the one that will be displayed at the farthest proximity. Its distance cannot be edited because VRML 2.0 browsers treat this distance as infinity. This last version is how the object will appear to the viewer at all distances up to the distance entered in the next-to-last entry. The LOD is now prepared for browsing.

Note: Distances set in the LOD Editor are interpreted by a VRML 2.0 Browser as guidelines, not hard and fast values. Be sure to check LOD results with the browser(s) your users will employ.

Note: To edit an embedded object after creating an LOD, you will need to change to Primitive mode and then select the object, either in a View window or in the Hierarchy.


Working with Switches

The Switch Node feature of VRML 2.0 is similar to the LOD feature but is more generalized. You can determine when any child object of a Switch Node is displayed. However, you can do this only by creating a Route and having an event trigger the switch. In contrast, the LOD node does not require a route but the triggers for switching objects can only be defined based on proximity to the object.

For more information on Switch Nodes, see:

•	About Switch Nodes

This section of the online help teaches you how to:

•	Create a Switch Node

•	Use the Switch Editor


About Switch Nodes

A Switch node is a type of Group node that allows only one of its children to be active at any given time. Like a switch on a stereo that selects either the tuner, CD, tape, video, or auxiliary, the Switch node switches from amongst its children. Once the active child has been specified with the Switch Editor, you will need to use the Route Editor to specify the method by which the Switch node can be made to display its other children at runtime. The Switch and Route Editors are intended to be used only by those who have a good understanding of VRML.

See Using the Route Editor for more information on the Route Editor.


Creating a Switch Node

The first step in working with a Switch node is to create an object that will be a child of the Switch node. Next you add the Switch node to the object. This makes the object a child of the Switch node. Once the node is established, you will probably want to add at least one other object to the Switch node that will be switched out according to input specified with the Route Editor. However, a Switch node with only one child can be used to selectively make that child appear and disappear.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To create a Switch node:

•	Select an object to be included in the Switch node using the techniques described in Selecting an Object or Component.

•	Select Object > Add > Switch to Object. The selected object will become the child of a Switch node.

Note: Right-clicking a selected object produces a short-cut pop-up of the Objects menu.

•	If the Scene Graph is not displayed, click the Hierarchy tab on the VR Binder to display the Hierarchy page and select Scene Graph from the drop-down at the top of the Hierarchy page. The Switch node will be displayed with the object from the previous two steps under it as a child.

•	Drag the other objects that are to be part of the switch onto the Switch node. They, too, will become children of the LOD.


Using the Switch Editor

Once a Switch node is created and populated with children, it must be edited to determine which component object will be displayed by default. This is called choosing the active child.

Note: To make a Switch node functional so that a different child can be made active during runtime, you must route an appropriate event to the Switch node’s exposed field called whichChoice.

See Using the Route Editor for more information.

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Switch Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To edit a Switch node:

•	Select the Switch node in the Scene Graph.

•	Select Object > Switch Editor or right-click the Switch Node in the Scene Graph and choose Switch Editor from the pop-up menu. The Switch Editor will appear.

•	Edit the name of the Switch in the Name field if desired.

•	Select the object you wish to be displayed by default from the Display Choice drop-down list box, then click OK.

Note: Either a Switch node must already be present in the hierarchy in order to use the Switch Editor or you must already have an object selected before invoking the Switch Editor.

Note: After creating a Switch node with embedded objects (children), should you need to edit an embedded object you will need to change to Primitive mode and then select the object, either in a View window or in the Scene Graph.


Using the Route Editor

The Route Editor is used to create and modify cause and effect relationships between VRML 2.0 objects by connecting nodes in the world together with routes. Routes act like wires, picking up information of a new event from a source node and delivering that event information to a destination node. In the lingo of VRML 2.0, the Route Editor allows the creation and editing of routes which connect an eventOut of a source node to an eventIn of a destination node. The Route Editor is intended to be used only by those who have a good understanding of VRML 2.0.

For more information on the Route Editor, see:

•	About Behaviors and Routes

This section of the online help teaches you how to:

•	Create a Route

•	Delete a Route


About Behaviors and Routes

The Route Editor can be used to edit routes defined both by VRCreator’s drag-and-drop behaviors, as well as to create and edit routes from scratch. VRCreator’s drag-and-drop behaviors, found in the VR Binder Library page, are collections of coordinated Routes and Expert Mode VRML 2.0 Nodes, both sensors and interpolators.

See VRML Primer for more information on eventOut and eventIn nodes. See the Help > VRML 2.0 Specification for the actual VRML 2.0 spec. If you did not receive this Adobe Acrobat document, it can be downloaded from the PLATINUM Web site at www.platinum.com.

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Route Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

Note: In order to use the Route Editor, there either must be 1) existing routes in the world, 2) behaviors that use routes or 3) nodes with eventOuts that can be wired to nodes with eventIns.


Creating a Route

The Method Below Is For Advanced Users Only (Expert Mode Required)

To access the Route Editor:

•	Click the Route Editor button in the Toolbar, or choose Object > Route Editor. The Route Editor appears. Any existing routes in the world file are displayed in the bottom pane.

Note: Right-clicking a selected object produces a short-cut pop-up of the Objects menu.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To create a Route:

•	Click the plus boxes displayed in the Hierarchy pane of the Route Editor so that available source and destination nodes are displayed.

•	Select the node in the Hierarchy pane that serves as the source.

•	Click on the Select Object button associated with the Route From pane. The list of routable eventOuts and exposed fields associated with the selected node will be displayed in the Route From pane.

•	Select the node in the Hierarchy pane that serves as the destination node.

•	Click on the Select Object button associated with the Route To pane. The list of routable eventIns and exposed fields associated with the selected node will be displayed in the Route To pane.

•	Select the desired source component in the Route From page. It will become highlighted.

•	Select the desired destination component in the Route To page. It will become highlighted. Be sure that the eventIn or exposed field of the destination is compatible (of the same datatype) with the eventOut or exposed field of the source.

•	Click the Connect button. The route will be completed and it will appear in the Current Route list pane at the bottom of the Route Editor along with other existing routes.

•	Click OK to exit the Route Editor.

Note: The Route Editor can only connect events of the same type. For example, a TouchSensor has an eventOut named isOver, of type Boolean, meaning it can have the value TRUE or FALSE. It can be routed to set_on, an eventIn of a light, because set_on may also take on the Boolean values of TRUE or FALSE. You cannot, however, route isOver to a light’s set_ambient_Intensity eventIn, because this eventIn takes floating point values between 0.0 and 1.0 only. Thus, the data types of the fields associated with eventOut and eventIn must be identical to be routed. (VRML 2.0 Interpolator nodes and Script nodes can be used to translate from one data type to another in order to route between dissimilar events.)

See Help > VRML 2.0 Specification or For Further Reference for more information on Interpolators, Script nodes, and their usage.

Routes cannot be edited, per se. To change an existing route you must first delete it and then create a new route with the desired changes.


Deleting a Route

The Method Below Is For Advanced Users Only (Expert Mode Required)

To delete a route:

•	Access the Route Editor as described in Creating a Route.

•	Click the route you wish to delete in the Current Routes pane. It will become highlighted.

•	Click the Delete button. The route will be removed from the world file.

•	Click OK to exit the Route Editor


Using the Script Editor

VRCreator’s Script Editor helps you to write a script node’s VRML 2.0-compliant VRMLScript. For more information on the Script Editor, see:

•	About Scripting

This section of the online help teaches you how to:

•	Create a Script Node

•	Add Interface Elements

•	Delete Interface Elements

•	Edit Interface Elements


About Scripting

VRCreator’s Script Editor helps you to write a script node’s VRML 2.0-compliant VRMLScript. With the Script Editor you can create new interpolator and sensor nodes that can be interconnected with other VRML nodes via the Route Editor. The Script Editor is intended to be used only by those who have a good understanding of VRML and VRMLScript programming.

See the VRML 2.0 Specification in the Help menu for more information on the VRML 2.0 Specification and the VRML 2.0 Script Specification for VRMLScript. If you did not receive these Adobe Acrobat documents, they can be downloaded from the PLATINUM Web site at www.platinum.com.


Creating a Script Node

The first step in working with VRMLScript is creating a Script node. A Script node must already exist in the VRML 2.0 world loaded in VRCreator before you can invoke the Script Editor.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To create a Script node:

•	Click the Library tab in the VR Binder or select VR Binder > Library to access the Library page. The list of categories will appear.

•	Scroll the left pane down until the Expert VRML 2.0 Nodes category is visible and select it. The available VRML 2.0 nodes in this category are displayed in the right pane.

•	Drag the VRML 2.0 Script node onto the background in the View window. The Scene Graph in the Hierarchy page will show a new Script node following all nodes in the Hierarchy.

The Method Below Is For Advanced Users Only (Expert Mode Required)

Accessing the Script Editor:

•	Click the Hierarchy tab in the VR Binder to access the Hierarchy page (unless you’ve detached it). The Scene Graph will be displayed.

•	Find the Script node you wish to edit. Click once on the Script node to highlight it.

•	Right-click on the highlighted Script node. A pop-up  box will appear.

•	Choose Edit Script. The Script Editor will appear. The default fields and events will be displayed in the Interface pane at the top of the Script Editor window. Below this is the Function pane.

The top pane in the Script Editor is the Interface pane, a multi-line display of all interface elements presently specified: fields, eventOuts, and eventIns. For each interface element the Interface pane displays that element’s type (field, eventOut, eventIn), class (any VRML 2.0 datatype), name, and their default value for fields (if specified). Should the number of interface elements exceed the number of lines in the pane, a scroll bar will appear, enabling access to all interface elements in the script node’s interface. The Interface pane opens with four interface elements entered by default. These are:

Type	Class	Name	Value

____________________________________________

field	SFBool	directOutput	FALSE

field	SFBool	mustEvaluate	FALSE

eventOut	MFString	url_changed

eventIn	MFString	set_url

Note: It is highly recommended that the first two fields, provided by the Script Editor by default, be kept in your script interface and neither deleted nor changed. directOutput, when set to TRUE, enables a VRMLScript function direct access to other node’s internals and should be used only by expert VRML 2.0 practitioners, and with caution. Setting mustEvaluate to TRUE can slow down browser rendering as it forces the script interpreter to execute the script each and every time a new eventIn arrives. (eventIn messages are often queued for performance).The remaining elements, url_changed and set_url are used to redirect the script interpreter to a new location for the function implementations.

See For Further Reference, which contains suggested references on VRML 2.0, for more on these Script node interface elements.


Adding Interface Elements

The Method Below Is For Advanced Users Only (Expert Mode Required)

To add an interface element:

•	Click the Add button. A dialog box will appear prompting you for interface element type, class, name (and default value if Field was selected as the type).

•	Select the desired interface element type in the Type drop down list box. You can choose from eventIn, eventOut, and field. Adding an eventIn will cause the skeletal framework for a VRMLScript function, of the same name as the eventIn, to be added to the Function pane. See below.

•	Select the desired interface element class in the Class drop down list box. You can choose from all VRML 2.0 field types (e.g., SFBool).

•	Enter the desired name for the interface element in the Name field. You can enter any legal VRML 2.0 field identifier.

•	If you selected Field as the interface type, enter into the Value field any constant of the datatype that was selected in Class. This editbox only appears if you chose field as the interface type above.


Writing Functions for eventIns

When you Add an interface element of Type eventIn, the Script Editor inserts into the Function pane the skeletal framework for a VRMLScript function of the same name as the eventIn just added. For example, if you added an eventIn called set_wall_switch to the Interface pane then the following skeletal framework would be added to the Function pane:

function set_wall_switch(value, timestamp)

{

}

The Method Below Is For Advanced Users Only (Expert Mode Required)

To write the function implementation for each eventIn interface element:

•	Add the function implementation, written in VRMLScript, between the braces {  }. Do this for each function skeletal framework supplied when you added eventIns, then click OK. The script interface and script function implementations in the Script node will be saved.


Deleting Interface Elements

The Method Below Is For Advanced Users Only (Expert Mode Required)

To delete an interface element:

•	Select the interface element you wish to delete in the Interface pane.

•	Click the Delete button. The element will be deleted.

Note: Deleting an EventIn from the Interface pane will also delete the associated function implementation from the Function pane.

Note: See Accessing the Script Editor for warnings about not deleting or editing the default interface elements.


Editing Interface Elements

You can only edit Field interface elements - and then only to edit the Value. Any other changes you want to make, to eventIn and eventOut interface elements for example, must be made by selecting the element, deleting it, and adding a replacement.

The Method Below Is For Advanced Users Only (Expert Mode Required)

To edit a field interface element:

•	Select the Field interface element you wish to edit in the Interface pane.

•	Click the Edit button. The dialog box displaying the interface will appear.

•	Edit the Value field, then click OK. The value you supply must be of the class you specified for this field.

Note: See Accessing the Script Editor for warnings about not deleting or editing the default interface elements.


The VR Binder

Many of VRCreator’s authoring tools and controls are contained in the various pages of the VR Binder. These pages can either be accessed by clicking on the VR Binder tab of the desired page, selecting the page name from the VR Binder menu, or typing the keyboard shortcut displayed on the VR Binder tab. The tab name of the current page is displayed in bold.

This section of the online help teaches you about the following VR Binder pages:

•	Library page

•	Hierarchy page

•	Properites page (Requires Expert Mode)

•	Tools page

•	Viewer page

•	Animator page

•	Modeler page (Personal Edition Only)

•	Transform page

•	Grid page

•	Runtime page

Note: The entire VR Binder can be resized by dragging any of its borders. The size ratio of the three component segments can be altered either by dragging the border between them or via the settings in Options > Preferences > Window Layout.


VR Binder >> Library Page

The Library page contains various libraries of objects, including 3D models, colors, lights, textures, VRML 2.0 nodes and behaviors that may be used to construct interactive virtual worlds. These include the libraries that ship with VRCreator, plus any that have been added using the Options > Preferences > Library page.

Objects are added to the virtual world by dragging them from the Library into a View window. Attributes such as colors, textures, or behaviors are added to an object by dragging the desired attribute from the Library onto the target object in a View window.

Note: Objects placed in the virtual world are rendered using the method specified in View > Shading and in Options > Render All Views for Manipulation.

The Library window is divided into three segments.

The left segment

Shows the libraries that map to subdirectories within the /VRCreator/libraries directory. If you installed VRCreator to the default directory, these files will be in Program Files/PLATINUM/VRCreator 2.0/libraries.

The right window

Shows the objects available in the currently selected library. (These map exactly to the files within the corresponding sub-directory.) Right-clicking in this window produces a pop-up containing options for how the list is presented. You can choose large icons, which often displays miniature objects and thumbnails of textures, or list which displays a file list.

The Preview Window

The Preview Window at the bottom displays a better representation of the currently selected object. When an object is selected, for example, it is rendered in the Preview Window. Alternately, objects may be dragged and dropped directly into the Preview Window. The sliders on the bottom and side of the Preview Window allow inspection of the object from various angles. With no Library object selected, colors and textures fill the Preview Window; with an object selected, the attribute is applied to the object in the Preview Window (Behaviors are not previewed.)

Note: you can control automatic previews with settings in Options > Preferences > Environment.


VR Binder >> Hierarchy Page

The Hierarchy page displays either a hierarchical (tree) model of the current virtual world or all of the viewpoints within it. The drop down list box at the top of the page determines which of these formats is displayed. This page can also be detached and displayed as a floating palette.

Detach

The Detach button allows the Hierarchy page to take the form of a floating palette which can be moved and resized using standard Windows methods.

Attach

The Attach button in the floating window will return the Hierarchy page to the VR Binder.


VR Binder >> Hierarchy >> Scene Graph

The Scene Graph functions much like Windows Explorer. At the top of the list, the world icon represents the entire environment. Branching off below it are the objects, lights and viewpoints that are part of the world—some of which may have children.

Manipulating the Scene Graph

Like Windows Explorer, a Plus Box indicates that an element is a hierarchical parent comprised of additional children or components which are hidden. Clicking on a plus box displays the next level of those components—which themselves can include additional sub-components. A Minus Box indicates that the hierarchical children one level lower are being displayed. Clicking on a minus box hides all elements below the associated hierarchical level. Slowly clicking twice in the name field allows you to edit the name of an object in the Scene Graph.

Note: Double-clicking on a hierarchical level containing children is another way to show/hide those children.

Note: Holding the cursor over the name of a hierarchical element that extends beyond the window edge displays a pop-up showing the full name.

The Scene Graph Icons

The icons in the Scene Graph indicate the type of VRML node.

See VRML Primer for more information on VRML nodes.

While there are many types of nodes, the following are some of the more common ones:

•	World Node: The entire VRML environment.

•	Transform Node: A conceptual container holding a group of nodes that can be manipulated in 3D space. The transform node specifies the location, orientation, and scale of its children relative to the parent of the transform node.

•	Viewpoint: A preset location and orientation for a View window.

•	Light: A light source.

•	Mesh Node: The geometry of the object (also called an Indexed Face Set).

•	Primitive Node: A VRML primitive.

•	VRML 2.0 Node: A specialized VRML 2.0 node such as a switch.

•	Script Node: A JavaScript node.

The Scene Graph Overview

Just as a family tree hierarchy depicts the inheritance of genetics, where children inherit characteristics from their parents, the VRCreator Hierarchy represents how children inherit attributes from their parents. The attributes that are inherited are position, orientation, and scale.

For example, a VRML "person" will have a top hierarchic level for the robot itself, a lower level for the body, head, arms, and legs, one level down from arms will be a level for upper arm, forearm, and hands, and one level down from hands will be a level with fingers.

The Transform node for each finger positions the finger relative to the position of the hand. The position of the hand is defined in the hand’s Transform node relative to the arm. The arm’s position is defined relative to the person’s position. In this way each finger inherits its position, orientation, and scale from the Transform nodes above it.

Manipulating your World with the Scene Graph

In addition to providing a structured view of your virtual world, the Scene Graph allows for manipulation of elements within it.

•	Elements may be selected by clicking on the desired entry

•	Elements can be moved by dragging them from one hierarchical level or element to another.

New hierarchical levels can be created by right-clicking on an element and selecting New Group from the pop-up.

Note: you will need to be in Primitive selection mode in order to select child objects within the Scene Graph.

Right-Click in the Scene Graph

Right-clicking on a selected element in the Scene Graph Hierarchy produces a pop-up with three additional functions.

New Group

Creates a new hierarchical group below the level of the selected element.

Add URL to Object

Assigns a user-specified URL to the object at the selected level. This URL will be jumped to when a viewer clicks on the associated object (in a VRML Browser).

See Adding a URL to an Object for more information.

View Selected Object

Moves the current viewer position in the active View window to display the selected object in the Hierarchy.

Edit Scripts

Opens the Script Editor. Appears only when right-clicking on a previously-selected script node.

Right-Click in the Scene Graph in Expert Mode

If you are in Expert Mode when you right click you will also get the following choices:

•	Route Editor

•	LOD Editor

•	Switch Editor

Note: Familiarity with the Hierarchy view and its usage is essential for advanced and expert use of VRCreator, including setting LODs and Switches, wiring custom behaviors with sensors, routes, and interpolators, and using the full complement of VRML 2.0 nodes.


VR Binder >> Hierarchy >> Viewpoints

When the Viewpoints option is selected from the main Hierarchy drop down list, a list of all defined viewpoints is displayed. This list is structured much like the Scene Graph and Windows Explorer, except that there is no hierarchy, i.e. everything is on the same level.

Note: The vertical order in which viewpoints appear in this list determines the order in which viewers will click through views of your world in their browsers.

Clicking a viewpoint in the list displays the viewpoint as a sphere in the Perspective window.

Right Click in the Viewpoint Hierarchy

Several additional actions are available when right-clicking a viewpoint in the list.

View Selected Object

Fills the current view window with the selected object.

Set Viewpoint as Default

Makes the selected viewpoint the one that will be presented when users first load the world into a Browser and when VRCreator is launched. It can also be jumped to when View > Viewer Position > Default is selected.

Goto Viewpoint

Jumps to the selected viewpoint.


VR Binder >> Properties Page (Expert Mode only)

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Properties page. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The Properties VR Binder page provides direct access to the VRML controls “behind the curtain” of VRCreator. We strongly recommend that you become familiar with the VRML 2.0 specification before editing any properties.

The Properties page displays information about the background or currently-selected object. Each object in a VRML 2.0 scene is represented by one or more nodes in the hierarchical Scene Graph. Each of these nodes has attributes recorded in the node as a field with a value. The Properties page is a form with which you can view, set, and modify the values of a node’s fields.

For example, a light node has a field for intensity. The intensity field specifies the brightness of the light. A value of 0.0 in this field means the light is off; a value of 1.0 means the light is at maximum brightness; values between 0.0 and 1.0 produce a brightness between off and maximum. All three light node types have a field for intensity.

These fields allow numeric entry of any parameter by simply selecting them (by clicking on them), typing the desired value, and then pressing Enter. You can, for example, change the name of any scene component by editing the Name field (which you can also edit from the Hierarchy VR Binder page), or verify/change an object’s position numerically.

Note: Right-clicking on a selected parameter produces a pop-up that offers a subset of the Edit menu items as a shortcut for parameter manipulation.

See VRML Primer for more information about VRML Nodes and Fields.


VR Binder >> Tools Page

The Tools page is divided into three sections.

Click the section in the VR Binder page below


VR Binder >> Tools >> Object Creation

The Object Creation section allows simple objects to be created via numeric entry. Most include the following parameters.

Common Object Parameters

Most Objects include the following:

Name

The VRML 2.0 compliant name used to identify the element in the Hierarchy and Properties page.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the _ underscore character as in dining_table.

Location

This drop-down determines where objects are pasted into the world. These are the same options set in Options > Preferences > Environment for drag-and-drop object creation. Here, you set the option for the specific object you are creating at the time you are creating it.

•	In Front of Viewer (Fit Object)

•	In Front of Viewer (Relative)

•	On Construction Plane

•	Absolute Coordinates

See Options > Preferences > Environment for a detailed description of these options.

Color

Brings up a color palette displaying preset color swatches, along with a Define Custom Colors button that displays a color spectrum, allowing custom colors to be defined.

See Creating Custom Colors for more information.

The remaining parameters are proprietary to each tool and are described below.

Note: All linear distances, such as length, width, and height, are specified in VRML units (one unit = one meter by convention). All angles of rotation are specified in degrees.

Cube

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

The Cube tool creates a cube of the specified size:

•	Height: Specifies the height of the cube.

•	Width: Specifies the width of the cube.

•	Depth: Specifies the depth of the cube.

Cone

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

The Cone tool creates a cone of the specified size and attributes:

•	Radius: Specifies the radius of the cone.

•	Height: Specifies the height of the cone.

•	Bottom: Specifies that the cone will be created with a bottom.

•	Sides: Specifies that the cone will be created with sides. A cone without sides is a 2D circle.

Cylinder

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

The Cylinder tool creates a cylinder of the specified size and attributes:

•	Radius: Specifies the radius of the cylinder.

•	Height: Specifies the height of the cylinder.

•	Top: Specifies that the cylinder will be created with a top.

•	Bottom: Specifies that the cylinder will be created with a bottom.

•	Sides: Specifies that the cylinder will be created with sides. A cylinder without sides has a 2D circle top and a 2D circle bottom and blank space between them equal to the specified height of the cylinder.

Sphere

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

The Sphere tool creates a sphere of the specified size and attributes:

•	Radius: Specifies the radius of the sphere.

Text

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

The Text tool creates 2D letters and words of the specified size and attributes:

•	Text: The area where you type the letters you wish to appear.

•	Size: The height of the text in VRML units.

•	Justify: Determines how the multiple lines of text will be positioned relative to one another.

•	Left: The left edges of rows of text will be aligned

•	Center: The center of each line of text will be aligned

•	Right: The right edges of rows of text will be aligned

Viewpoint

See the discussion on Common Object Parameters above for:

•	Name

The Viewpoint tool creates a new, named viewpoint at the current viewing position.

For more information see Setting and Returning to VRML Viewpoints.

Lights

See the discussion on Common Object Parameters above for:

•	Name

•	Location

•	Color

All three Light buttons access the same dialog box, but with different types selected in the Type drop-down list box.

Type

Determines the type of light that will be created.

•	Directional: A light source that points in a specific direction, like a floodlight. Unlike a floodlight, the directional light is not a point source but rather a "plane" source, meaning the light emanates from an infinite plane located at the position of the directional light, and radiating in the direction in which the directional light is aimed. This is similar to the light from the sun on a clear, cloudless day.

•	Spotlight: A light source that is narrowly-focused in one direction like a traditional spotlight.

•	Point Light: An omnidirectional light source such as a bare light bulb.

Direction Fields

The direction fields for x,y,z represent the absolute coordinates that the light will be aimed at from the light’s position. If you want a directional light to shine on an object you would enter that object’s position coordinates here, in the directional light’s direction fields. (The direction of the light, then, is a vector pointing from the light’s position to the point specified in the direction fields.)

Note: Light color can be specified here, however, VRML browsers using Microsoft’s Direct3D for rendering will not show the color effects such a light has on objects in the world, unless you are in 24 bit color mode (which significantly impacts performance). Browsers based on OpenGL will show these effects.


VR Binder >> Tools >> Object Manipulation

The second section of the Tools page contains tools for object manipulation.

These options are also available from the Object menu if an object is selected.

For information, see the corresponding section on the Object menu.

•	Group

•	Ungroup

•	Set Color

•	Set Texture

•	Clear Texture

•	Drop to Plane

•	Align to Plane

•	Set Snap Point

•	Set Pivot Point

•	Attach

•	Orient (Same Direction)

•	Orient (Opposite Direction)

•	Deform Vertex


VR Binder >> Tools >> Distance

The third section of the Tools page is Distance. It is used to determine and change the distance between two selected objects. Distance is expressed in VRML units (one unit = one meter by convention).

Numeric Readout

By hitting the Measure button, displays the distance between two objects that have been selected using the [Ctrl] key for multiple object selection. You can specify a new distance by entering it into the numeric display and clicking Apply.

Measure

Clicking the Measure button will display the distance between two selected objects in the Numeric Readout control.

Apply

Applies any new distance that you enter into the numeric readout. The object selected second will be the object that moves along the pre-existing directional vector between the two selected objects.


VR Binder >> Viewer Page

The Viewer page is divided into two sections.

•	World Coordinate System

•	Navigation Speed


VR Binder >> Viewer >> World Coordinate System

The World Coordinate System fields display the position of the current View window relative to the origin or center of the world (0,0,0). You can change the selected View position by manually entering new values and clicking Apply.

XYZ axis

X

The View position along the X-axis.

This axis runs left-right when facing the world from the front in Perspective view, with positive values to the right of the origin.

Y

The View position along the Y-axis.

This axis runs vertically when facing the world from the front in Perspective view, with positive values above the origin.

Z

The View position along the Z-axis.

This axis runs front-to-back when facing the world from the front, with positive values toward the front from the origin.

Yaw, Pitch, and Roll

Rotations and orientations specified with yaw, pitch, and roll, are nearly always specified relative to the local coordinate system of the object and described in degrees. However, in the VR Binder Viewer page, yaw, pitch, and roll are relative to the world (think of the construction plane).

Yaw, pitch, and roll are easy to understand with a simple exercise. Imagine yourself driving a car:

•	Yaw is the change of direction by steering.

•	Pitch is the change in attitude of the car when you brake (the nose may dive) and when you accelerate hard (the rear of the car may squat)

•	Roll is the side to side swaying experienced when you turn a corner quickly (on a left turn the left side of the vehicle comes up and the right side goes down).

The following apply when you initially drag an object onto the Construction Plane:

•	Yaw: A rotation about the Y axis.

•	Pitch: A rotation about the X axis.

•	Roll: A rotation about the Z axis.

Similarly, you can change your viewer position by these rotations. For example, you may want to navigate your world from the vantage point of a biplane pilot flying upside down. For this you could set roll to 180 degrees. Generally, enter the new values for position and orientation, then click Apply. The selected object will be repositioned and oriented to the desired values.


VR Binder >> Viewer >> Navigation Speed

The second section in the Viewer page is Navigation Speed. These settings determine the relative speed with which Views change when you navigate by dragging the mouse within a window or on one of the Navigation Controls. (Speed is also affected by how far you drag the mouse from the point where you clicked.)

Translate

Determines relative speed for movements along the X, Y and Z axes.

Rotate

Determines relative speed for yaw, pitch, and roll (rotations around the Y, X, and Z axes, respectively).

Set

Sets and applies the values typed into the Translate and Rotate fields.


VR Binder >> Animator Page

The Animator page is where you create animations within your virtual world. The Animator allows you to create and view the animation of a single selected object at a time. The animations of multiple objects can be viewed in the Runtime VR Binder page and in VRML browsers.

Note: Each animation is limited to 20 keyframes in the Learning Edition of VRCreator with 10 keyframes for translation and 10 keyframes for rotations. The upgrade to the Personal Edition provides 100 keyframes for translation and another 100 keyframes for rotation.

The Animator works by recording an object’s position and orientation for each of a sequence of keyframes. At run time, a VRML 2.0 Browser (or the Runtime Window of VRCreator) will compute the position and orientation of the animated object for all the frames between the keyframes. This is often called "betweening" or simply "tweening". These calculations are performed by mathematically interpolating between the positions specified in the keyframes. The result is smooth motion (if the keyframes were well chosen that is).

To Create an Animation

To create an animation, first select an object. Its current translation (position) and rotation are recorded as frame 1. Position the Edit Frame slider to a new frame that you want to be a keyframe then change the object’s translation and/or rotation by manipulating its bounding box in the View window. The new position and rotation will be recorded on the current frame. Position the Edit Frame slider to another frame position, and manipulate the object again for the next keyframe. Repeat as necessary. You can edit any frame by selecting it again and repositioning the object.

The Animator page has 3 Sections:

•	Keyframe Animator

•	Edit Points

•	Management


VR Binder >> Animator >> Keyframe Animator

The Keyframe Animator portion of the Animator VR Binder page groups controls related to playback of the animation:

Keyframe Animator On/Off

Activates the animator when pressed. You must have an object selected for this to activate. A second press will deactivate the Key Frame Animator.

Go To Start

Resets the animation to frame 1.

Play

Plays the animation from the beginning. If the Loop box is checked, the animation will loop until you press the Stop button. Pause: Pauses the animation at the current frame. Clicking again starts playback again at the current frame.

Stop

Stops the animation at the current frame.

Go To End

Moves to the last frame.

Loop

Causes the animation to continue repeating end-on-end.

Duration

Sets the duration of the entire animation in seconds. The scale is determined by the Duration Scale buttons.

Duration Scale

Determines the scale of the Duration slider. The top button extends the scale to a maximum of 1000 seconds. The bottom button reduces the scale to a minimum of .1 seconds.

Triggered on

Determines what causes the animation to be triggered when viewed in a browser or VRCreator’s Runtime VR Binder page.

•	None: Animation is off.

•	World Startup: Animation begins as soon as the world is loaded.

•	Mouse Click: Animation begins when the associated object is clicked with the mouse.

•	Visibility: Animation begins when the object comes into the viewing angle afforded by the current view.

•	Viewer Proximity: Animation begins when the viewer comes within a specified proximity of the object. The proximity is specified by the Size (x y z > 0) field.

•	Size (x y z > 0): Determines the viewer proximity along each axis that will trigger the animation. Format is x y z, and each value should be greater than 0. (This field is only available when Viewer Proximity is selected as the trigger mode.)


VR Binder >> Animator >> Edit Points

The Edit Points portion of the Animator VR Binder page is used to actually set the keyframes. You can think of this section as having an overall transport control and two tracks—one for translation and one for rotation.

Edit Frame

Slider that determines which frame is the current keyframe in which objects are being manipulated. The current frame number is displayed above the slider. The buttons at the ends of the slider are used to increment and decrement the frame number in the analogous direction.

Translation

Shows the keyframes in which objects have been translated. Each dot represents a single frame; each vertical mark represents ten frames. A pair of vertical lines represents the current frame. Ovals represent keyframes in which objects have been translated. Ovals turn red when a keyframe is the current frame.

Rotation

Shows the keyframes in which objects have been rotated. Each dot represents a single frame; each vertical mark represents ten frames. A pair of vertical lines represents the current frame. Ovals represent keyframes in which objects have been rotated. Ovals turn red when a keyframe is the current frame.

Delete

Removes the translation or rotation at the current keyframe, depending upon which of these is selected. (When a keyframe contains both translation and rotation of an object, the red oval indicates the current target.)


VR Binder >> Animator >> Management

The remaining buttons serve as animation management tools.

Note: You must save an animation in order to animate other objects or access other VRCreator functions.

Save

Saves the current object animation under a user-specified name. The animation then becomes available in the Hierarchy VR Binder page and to other VRCreator functions (such as the Route Editor) .

Undo All

Removes any current keyframe settings, allowing you to start over.

Note: Animations can be deleted and partially edited via the Hierarchy VR Binder page.


VR Binder >> Modeler Page (Personal Edition Only)

The Modeler page accesses the 3D modeler module and is only available by upgrading to the Personal Edition of VRCreator.


VR Binder >> Transform Page

The Transform page provides an alternative to dragging objects in View windows in order to manipulate them. It is divided into two sections:

•	Translation/Orientation/Scale Information

•	Slider Resolution.


VR Binder >> Transform >> Translation/Orientation/Scale

The three buttons across the top of the page determine the functionality of the controls in the Information section.

Translation

Causes the Information controls to display and affect the position of the selected object along the X, Y, and Z axes, as labeled.

Orientation

Causes the Information controls to display and affect the rotation of the selected object along the Yaw, Pitch and Roll directions, as labeled.

Scale

Causes the Information controls to display and affect the scale of the selected object along the X, Y, and Z axes, as labeled.

Apply

Applies any value changes you have made to the objects.

Sliders

The three sliders correspond and serve as offsets or fine-tuning controls to the three numeric fields above them, depending upon current mode of the Information section.

Zero

Resets the slider positions to zero without altering the object attributes. This ability provides a greater range of control over the parameters.


VR Binder >> Transform >> Slider Resolution

The Slider Resolution section of the Transform page is constant for all three Information modes.

Units Per Tick

Sets the resolution of the Information section sliders in VRML units of movement per tick.

A tick is one marking along the slider scale.

Default

Sets the Units Per Tick to VRCreator’s default value.

Apply

Sets the Units Per Tick value to that currently entered in the associated field.


VR Binder >> Grid Page

The Grid page controls the position and appearance of the grid. It is divided into two sections: Location and Dimensions.


VR Binder >> Grid >> Location

The Location section determines the current position and orientation of the grid relative to the point of origin (0,0,0). The associated controls allow the grid to be placed at any position and orientation for the purpose of aligning objects. The three fields can be entered either numerically or by clicking the associated arrows. A set of red 3D crosshairs appears in the View windows to indicate the origin.

Vertical

Displays and sets the current position of the grid in VRML units along the world’s Y axis.

Pitch

Displays and sets the current pitch orientation of the grid in degrees of rotation around the world’s X axis.

Roll

Displays and sets the current pitch orientation of the grid in degrees of rotation around the world’s Z axis.


VR Binder >> Grid >> Dimensions

The Dimensions section controls the appearance of the grid.

Snap Grip Units

Determines the interval (in VRML units) that objects adhere to when snapping to the grid when the Grid Alignment button is engaged. Width and depth can be set separately.

Visible Grid Units

Determines the interval (in VRML units) between grid lines. Use this to change the spacing between the lines of the grid to make the grid area larger or smaller without changing the number of "squares". The squares become larger or smaller.

Grid Extents

Determines how many units are visible, i.e. the apparent extent of the world. Use this to extend or reduce the area that the grid covers without changing the size of each "square". The number of squares increases or decreases.

Grid Color

Determines the color of the grid lines. The default color is black. (See “Color” for more information on using the Color dialog box.)

Set Defaults

Sets all Location and Dimension parameters back to VRCreator defaults.

Apply

Applies the values that have been entered in the Dimensions section.


VR Binder >> Runtime Page

The Runtime page allows you to preview the worlds you create in much the same way as viewers will ultimately see them. The VR Binder can be enlarged by dragging it out to the desired size.

Run Current World

Runs the world currently in memory. Objects will be displayed and will exhibit any behaviors that have been attached.

Note: Links to URLs that have been attached to objects are not accessible from within the Runtime page. A VRML 2.0-compliant browser is required in order to use this feature. The PLATINUM WIRL VRML 2.0 Browser will be available from the PLATINUM web site.

Navigation Controls

These controls allow you to navigate through your virtual world. They function for the runtime world exactly the same as the comparable controls in the Toolbar do for the View windows.

See Navigating in VRCreator for more information.


Toolbar Buttons

Most buttons in the Toolbar have been documented with their menu equivalents. Those that are unique to the Toolbar are fully documented here.

Click on a button for a short description.

Navigation Controls: Click on a button for its function.

The Navigation Controls are used to move around the virtual world. They apply to the active View window.

The Navigation Controls are normally located at the right end of the Toolbar. They can also be detached from the Toolbar as a moveable palette by clicking in the space between the navigation buttons. The floating palette can be returned to the Toolbar by clicking the palette’s Close box.


Toolbar: New File

Creates a new world file. VRCreator allows one world to be edited at a time, so the current world you are editing will be closed. If the current world has not been saved, a dialog box will ask if you want to save it.

Note: This icon accesses the File > New menu command.


Toolbar: Open File

Displays a dialog box allowing you to choose an existing world file from disk. The currently supported file formats that may be opened are VRML 2.0 and VRML 1.0(.WRL). Note: VRML 1.0 worlds that are opened in VRCreator may only be saved as VRML 2.0 worlds.

Note: This icon accesses the File > Open menu command.


Toolbar Save

Stores the current world on disk using the existing file name. If you have not given the file a name, a dialog box will ask you for a file name. The currently supported file format is VRML 2.0 (.WRL).

Note: This icon accesses the File > Save menu command.


Toolbar: Cut

Removes a selected object from the world and places it in the VRCreator clipboard.

Note: This icon accesses the Edit > Cut menu command.


Toolbar: Copy

Copies a selected object to the VRCreator clipboard.

Note: This icon accesses the Edit > Copy menu command.


Toolbar: Paste

Pastes an object from the VRCreator clipboard into the current world.

Note: This icon accesses the Edit > Paste menu command.


Toolbar: Print

Prints the active View Window. To change the selected printer, use the drop down list box to select the desired printer.

Note: This icon accesses the File > Print menu command.


Toolbar: Undo

Reverts to the state prior to the last operation performed by the user. Some operations cannot be undone. Multiple levels of Undo are available.

Note: This icon accesses the Edit > Undo menu command.


Toolbar: Redo

Reapplies the last operation nullified by Undo. Some operations cannot be redone. Multiple levels of Redo are available.

Note: This icon accesses the Edit > Redo menu command.


Toolbar: Selection Mode

Determines how objects and their components are selected for positioning or manipulation within the View windows.

•	Group: an entire object including all primitive components of the group.

•	Primitive: a simple primitive object or the individual primitive components of a complex group object.

•	Face: specific faces of an object (e.g., the left side of a cube).

•	Vertex: individual vertices (e.g., the point of a cone).

•	Pivot Point: the point around which an object will pivot.

•	Snap Point: the point within the object that snaps to the Construction Plane.

See World > Selection Mode for details.


Toolbar: Grid Alignment

When pressed in, forces objects to snap to the Construction Plane grid according to the increments set in the VR Binder >> Grid page.


Toolbar: Constrain Objects to XZ Plane

When pressed in, allows objects to only be moved parallel to the construction plane, whether the objects are resting on the Construction Plane or not. Movement along the Y-axis of the world is not permitted therefore objects cannot be moved up or down.


Toolbar: Lock Object

Locks the selected status of the currently selected object(s) so that accidental clicks elsewhere do not deselect the object(s) during other operations.


Toolbar: Route Editor

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Route Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The Route Editor is used to create behaviors between VRML objects by "wiring" routes between nodes in the hierarchy.

See Using the Route Editor for more information.


The Navigation Controls

The Navigation Controls are used to move around the virtual world. They apply to the active View window. The Navigation Controls are normally located at the right end of the Toolbar. They can also be detached from the Toolbar as a moveable palette by clicking in the space between the navigation buttons. The floating palette can be returned to the Toolbar by clicking the palette’s Close box.

Note: A View window must be selected in order for the Navigation Controls to function. Click on the view window you wish to navigate to select it.

Note: If you have carefully positioned the View window and do not want to lose its positioning, be sure to save the current view using Object > Add > Viewpoint before selecting any of the preset views. You can then return to your saved view by using View > Viewer Position and selecting your named view from the bottom of the menu.

Note: You can also click and drag directly in the View window to accomplish the same moves. See Navigating Using your Mouse for details.

The Navigation Button

Move Forward/Backward, Turn Left/Right

Moves the view forward/backward and turns the viewer left/right. To move/turn in a particular direction, click and hold this button, then drag to highlight the arrow corresponding to the desired motion. The further you drag the mouse in any given direction, the faster you will move/turn in that direction.

The Pan Button

Pan Up/Down, Pan Left/Right

 Pans the view up/down and left/right. To move in a particular direction, click and hold this button, then drag to highlight the arrow corresponding to the desired motion. The further you drag the mouse in any given direction, the faster you will move in that direction.

Rotation Button

Pitch Up/Down, Roll Left/Right

Pitches the view up/down, and rolls the view left/right. To rotate in a particular direction, click and hold this button, then drag to highlight the arrow corresponding to the desired motion. The further you drag the mouse in any given direction, the faster you will rotate in that direction.

Reset Button

 Resets the viewer within the active View window to the VRCreator default position.

Camera Button

Standard Views

The Camera Button sets the active View window to look on the scene from one of the six standard directions: T (top) Bt (Bottom), F (front), Bk (back), L (left) and R (right). To select, simply hold down the button, drag the cursor to highlight the desired position and release.

Note: These Standard Views are also available from the View > Viewer Position menu.


Direct Navigation

As you are creating your world, you can navigate through your world in 3D just as you do in the real world. You typically will do this in one of two ways:

•	By clicking and dragging your mouse directly within the world that you are creating (that is to say, within the 3D Perspective View window). See the topic below for instructions on how to navigate using the mouse:

•	Navigating using your Mouse

•	By clicking on the Zoom Buttons (three buttons with arrows) in the Navigation Control.

•	Navigating using the Zoom Buttons


The View Windows: Controlling the view

Point of Origin

In Perspective view, the world’s point of origin (0,0,0) or center is represented by a black six-pointed cross on the Construction Plane. In the side views, the world’s point of origin is represented by a black line perpendicular to the Construction Plane.

The space shuttle is centered on the point of origin.

Additional View Windows

Additional View windows of either type can be added via the Views > New View menu option. Any View window can be made the active window by clicking anywhere on it. Standard Windows menu items are available by clicking the VRCreator icon at the left of a window’s Menu Bar. A View window may be sized by dragging any of its borders. To close a View window, click the window’s Close Box. Window arrangement can also be controlled via the items in the Window menu.

The View Window’s Point of View

The point of view through the current View window can be altered by using the Navigation Controls on the right side of the Toolbar. Alternately, clicking and dragging in a View window serves as forward/backward/pan control in Perspective windows, and as zoom in/out control in 2D windows.

See Navigating in VRCreator for detailed information on navigation.

You can drag the viewer icons in 2D views around and see the updated view in the Perspective window. (To see these view updates in real time you must go to the Options menu and select "Render all Views with Navigation". This can reduce performance, however).

Note: Objects placed in the virtual world are rendered using the method specified in View > Shading and Options > Render All Views for Manipulation.

Note: Many of the options in the Object menu are also available by right-clicking on either an object or background in any of the View windows.


The View Windows: Cursors

The cursor takes on various appearances in the active window, depending upon its position in relationship to the background and selected objects. Most are for manipulating objects. All related operations are performed by clicking and dragging.


Standard Cursor

 Click and drag to navigate forward/backward or pan left/right in the world. Also used to deselect currently-selected objects by clicking away from any object.


Crosshair Cursor

 (Cursor appearance during navigation operations). A set of crosshairs remains fixed at the point where you click, the other tracks your mouse movement. All movement is in relation to the position of the fixed crosshairs. The greater the distance between these two sets of crosshairs, the greater the navigation speed.


Drag and Drop Cursor

  Appears when dragging and dropping attributes onto a object.


Move Cursor

 Moves the currently selected object. Appears when the cursor is in front of a selected object’s bounding box.

Note: Holding the [Ctrl] key restrains object movement to a single axis. If the Constrain Objects to XY Plane icon is depressed on the Toolbar, objects can not be moved up or down but can be moved closer or farther away.


Scale Cursor

 Scales an object. Appears when the cursor is in front of a pink control box on a selected object’s bounding box. When used on a corner, the object scales proportionally in all directions. When used on a central pink control box on an object’s side, the object can be made narrower or wider. When used on the pink control box on the top or bottom of the object, the object can be made taller or shorter.

Note: You may need to reposition your view to access the desired part of the object.

Note: To stretch or shrink an object along a single axis you must not be looking along that axis. (e.g., If a Top view window is active and you are looking down on a selected object you will not be able to grab the center handle to drag the object’s height up. A side view window will let you grab the handle and drag the height up.)


Rotate Cursor

 Rotates an object along the selected axis. Appears when the cursor is in front of a yellow corner edge of the selected object’s bounding box. The object will rotate around a pivot point corresponding to the axis represented by that edge.

Grab the edge above and the cursor becomes a rotation cursor. Drag on the cursor and the object yaws. Dragging an edge parallel to the edge above produces a similar yaw.

Grab the edge above and the cursor becomes a rotation cursor. Drag the cursor and the object pitches. Dragging an edge parallel to the edge above produces a similar pitch.

Grab the edge above and the cursor becomes a rotation cursor. Drag the cursor and the object rolls. Dragging an edge parallel to the edge above produces a similar roll.


File Menu

The file menu allows you to perform standard file management and printing functions as well as providing access to VRCreator’s Wizards and tools for preparing your world for posting to the World Wide Web.


File > New

  Creates a new world file. VRCreator allows one world to be edited at a time, so the current world you are editing will be closed. If the current world has not been saved, a dialog box will ask if you want to save it.


File > Open

  Displays a dialog box allowing you to choose an existing world file from disk. The currently supported file formats that may be opened are VRML 2.0 and VRML 1.0(.WRL).

Note: VRML 1.0 worlds that are opened in VRCreator may only be saved as VRML 2.0 worlds.


File > Close

Closes the current world file. If the current world has not been saved, a dialog box will ask if you want to save it.


File > Save

   Stores the current world on disk using the existing file name. If you have not given the file a name, a dialog box will ask you for a file name. The currently supported file format is VRML 2.0 (.WRL).


File > Save As

Stores the current world with a user-specified file name, location, and format. The currently supported file format is VRML 2.0 (.WRL).


File > Save Package

Saves all world components to a common folder. This includes all texture files and sound files used in the world. All path references to external files are made relative, so that they will correctly point to the new common folder. Note: This operation will make copies of external files in the new common folder. These new copies will use additional disk space. This is correct behavior for the package operation.


File > Append

Allows you to add an existing world file to a currently-opened world via an Open dialog box. Appended worlds appear at the center of the current world. Both VRML 2.0 and 1.0 world files can be appended to the current world.


File > Import (Personal Edition Only)

Imports a non-VRML 3D file to a current world or new world, converting it to the VRML 2.0 format. The formats VRCreator imports include:

•	3D Studio (.3ds)

•	Auto CAD DXF (.dxf)

•	Lightwave (.lw)

•	trueSpace v2.0 object file (.cob)

•	Wavefront ASCII (obj)

Select one of the following to determine what to do with the import.

•	Append to World: Adds the selected file to the existing world.

•	Create New World: Places the selected file in a new world.


File > Wizards

Accesses a dialog box offering a choice of existing Wizards that help to automate common tasks. VRCreator currently includes the following wizards.

•	The “Create spinning logo” wizard creates a spinning company logo, that can be used on your World Wide Web site. The logo is implemented in VRML text. There are three type styles available.

•	The “Embed world in HTML page” wizard places an entire virtual reality world into an HTML document to be used on a World Wide Web site.


File > Print

  Prints the active View Window. To change the selected printer, use the drop down list box to select the desired printer.


File > Page Setup

Adjusts where the image will print on the page. The following options can be used in various combinations:

•	Fit to Page: Causes the world to fill the printed page.

•	Maintain Aspect Ratio: Ensures that the world maintains its original proportions when scaled by the Width and Height sliders.

•	Width and Height sliders: Change the size of the printed image when the Fit to Page and/or Maintain Aspect Ratio options are not engaged.


File > Exit

Exits the VRCreator program. If the current world has not been saved, a dialog box will ask if you want to save it.


Edit Menu


Edit > Undo

Reverts to the state prior to the last operation performed by the user. Some operations cannot be undone. Multiple levels of Undo are available.


Edit > Redo

  Reapplies the last operation nullified by Undo. Some operations cannot be redone. Multiple levels of Redo are available.


Edit > Cut

Removes a selected object from the world and places it in the VRCreator clipboard.


Edit > Copy

  Copies a selected object to the VRCreator clipboard.


Edit > Paste

Pastes an object from the VRCreator clipboard into the current world.


Edit > Select All

Selects all objects in the world for manipulation. Bounding boxes will appear around all objects.


Edit > Deselect All

Deselects all currently selected objects.


Edit > Source

Displays the VRML 2.0 source code of a saved world file. Utilizes a text editor specified by the user in the Environment page of Options > Preferences. You will be prompted to save if your current world has been changed since you last saved. When you exit the text editor your VRCreator session will resume. If you make changes to the source VRML 2.0 file in the text editor and save those changes there, then upon exiting the text editor you will be asked if you wish to reload the current world. An affirmative response will load the changed world into VRCreator. It is strongly recommended that you only edit the source code if you have a good understanding of VRML 2.0.


View Menu

The View menu options control your View windows and how objects appear in them.


View > New View

Creates a new 2D or 3D View window to be added to the interface. When adding a 2D View window, select the desired viewing perspective from the 2D sub-menu.


View > Shading

Specifies the shading method for objects in the active View window:

Wireframe

Only the wireframes connecting the vertices of objects in the currently displayed world are displayed. Visually, you see the skeletal structures of all objects. Wireframe mode often produces the fastest rendering.

Unlit Flat

Faces of objects of identical color appear identical, even when two adjacent faces are illuminated differently by a light source.

Flat

The shading—that is to say, the color value (e.g. light blue vs. dark blue)—for each face is determined by how light is reflected at a single point on its surface. This method produces a faceted appearance.

Gouraud

Averages how light is reflected on surrounding surfaces to create a smoother shading. This method produces an appearance similar to Flat but with the edges between facets smoothed out. Gouraud produces the slowest but most accurate and attractive rendering.

Note: Greater numbers of polygons increase the visual quality, but require more rendering time. More complex shading methods also require more time to render. It is common to set the 2D windows to wire-frame mode while monitoring the 3D world view in higher-quality rendering modes.


View > Viewer Position

Changes the current active 2D or 3D View window to a predefined view of the world:

•	Front: Positions the View window at the front of the world.

•	Top: Positions the View window at the top of the world.

•	Right: Positions the View window at the right of the world.

•	Back: Positions the View window at the back of the world.

•	Bottom: Positions the View window at the bottom of the world.

•	Left: Positions the View window at the left of the world.

•	Center: Positions the View window at the center of the world.

•	Default: Positions the View window at the default position in front and slightly above the world.

•	Absolute: Positions the View window at a user-specified position.

•	User-defined viewpoints appear at the bottom of this list, created via the Object > Add > Viewpoint command, by selecting the Add > Viewpoint option from the right mouse click menu, or by selecting the Viewpoint tool in the Tools page of the VR binder. A viewpoint is a position and orientation in the world that a viewer can view the world from.


View > All Objects

Relocates the viewer within the active View window, so that all objects in the world can be seen.

Note: Some objects may still not be visible because they are hidden behind other objects.


View > Selected Objects

Relocates the viewer within the active View window so that the currently-selected object is in the center of the active view. If multiple objects are selected then this function positions the viewer so that the most recently selected object is visible.


World Menu

World menu options.


World > World Info

Creates a VRML World Info node which is an informational text node that allows the user to give the world a title and text information, along with displaying additional information about the world. (The world name and the VRML file name have no direct correlation.)

World Title

This field allows you to enter a title for the current world. The world title will appear in the Hierarchy VR Binder page next to the globe icon. This title is used by browsers to identify the world to the user. The default name for a world is blank.

Info

This field allows you to enter textual information about your world that will appear within the VRML code. This is a good place to record author and copyright information.

Total Polygons

Displays the total number of polygons within the world. Useful for determining rendering efficiency.

Total Vertices

Displays the total number of vertices within the world. Useful for determining rendering efficiency.


World > Background

Allows you to change the background color and/or background texture of the current world.

Color

Displays and selects the color for the entire world background.

See Creating Custom Colors for details on choosing colors.

Texture

Selects the texture (such as a JPEG photograph) to be applied to the background of the entire world.

Note: These operations can also be accomplished via drag-and-drop from the VR Binder Library


World > Selection Mode

Determines how objects and their components are selected for positioning or manipulation within the View windows.

Note: Also accessed via the Selection Mode drop down list box on the Toolbar.

Most objects are actually hierarchical groups composed of other "primitive" objects. These “primitive objects” can be VRML 2.0 primitives or any component mesh object. For instance, the Aardvark is composed of ears, body, and leg objects.

To identify the "primitive" objects in a group see VR Binder >> Hierarchy.

Note: Holding the [Ctrl] key allows selection of multiple objects of the same class for synchronized manipulation. Some operations cannot be applied across multiple selections.

Group

Allows selection of an entire object including all primitive components of the group. The selected group is framed in a single bounding box with a common pivot point and a common snap point. Typically used to move, scale, rotate, paint or texture an entire object.

Primitive

Allows selection and manipulation of a simple primitive object or the individual primitive components of a complex group object. Selected primitive objects are framed in a bounding box. Typically used to move, scale, rotate, color or texture components of grouped objects.

Face

Allows selection and manipulation of only specific faces of an object (e.g., the left side of a cube). A selected face is marked by a perpendicular arrow. Typically used to paint one or more facets of an object or move a face to reshape an object.

Note: Textures cannot be applied to individual faces in VRML 2.0.

Vertex

Allows selection and manipulation of individual vertices (e.g., the point of a cone). A selected vertex is marked by a perpendicular arrow. Typically used to reshape an object.

Pivot Point

Selects and lets you move the point around which an object will pivot. The pivot point is used when rotating an object or when rotational behaviors are applied. The pivot point is displayed as a light blue axis line topped with a green box.

Snap Point

Selects and lets you move the point within the object that snaps to the Construction Plane.


World > Message Window

Displays system level messages that track things such as the loading and saving of files, along with any associated errors.


Object Menu

The commands in the Object menu apply to objects in the View windows.

Note: Many of the options in the Object menu are also available by right-clicking on an object in any of the View windows.


Object > Add

The Add command offers different functionality depending upon whether an object is selected or not.

Add (No Object selected)

When no object is selected, Add provides a shortcut for adding basic shapes, lights, and viewpoints to virtual worlds.

See VR Binder >> Tools >> Object Creation for details.

Add (Object selected)

When an object is selected, the Add command offers the following options:

LOD to Object (Expert Mode Only)

Creates a new LOD (Level of Detail) node in the Hierarchy window and makes it the hierarchical parent of the selected object.

See Working with LODs for more information on LOD.

Switch to Object (Expert Mode Only)

Creates a new switch node and makes it the hierarchical parent of the selected object.

See Working with Switches for more information on switch nodes.

URL to Object

Associates a user-defined URL to the object. This URL will be jumped to when the object is clicked in run-time mode. The URL can be a WWW or FTP address or a local file.

Note: URL jumps are currently not active in the embedded Runtime Viewer available to you in the VR Binder. However, URL jumps will be active in any VRML 2.0 compliant browser.

To Favorites

Adds the currently-selected object(s) to the Favorites category in the Library page of the VR Binder.


Object > Set

The options in this sub-menu are used to apply attributes to the selected object.

Color

Applies a selected color to the current object.

See Creating Custom Colors for more information.

Texture

Applies a selected texture to the current object.

Pivot Point

Sets the object’s pivot point (the point around which the object rotates).

Predefined:

Assigns the pivot point to one of several standard positions within the object.

•	Logical Midpoint: Center of the Bounding Box.

•	Natural midpoint: Calculated center of mass of the object.

Custom:

Sets the pivot point to a user-specified position according to X, Y, and Z coordinates.

Snap Point

Sets the object’s snap point (the point which will snap to the Construction Plane).

Predefined:

Assigns the snap point to one of several standard positions within the object.

•	Logical Midpoint: Center of the Bounding Box.

•	Natural midpoint: Calculated center of mass of the object.

Custom:

Sets the snap point to a user-specified position according to X, Y, and Z coordinates.


Object > Clear Texture

Removes a texture previously applied to an object.


Object > Texture Wrap Type

Specifies how the existing texture is applied or mapped onto the object.

Flat

Texture pattern is projected onto the object from the Y-Z plane and stretched across the other surfaces.

Cylindrical

Texture pattern is wrapped around the object as if covering a cylinder.

Spherical

Texture pattern is wrapped completely around the object as if covering a sphere.


Object > Info

Provides additional information about the selected object. Similar to the World>World Info display but is limited here to the selected object.

Name:

The current name of the object (editable).

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the _ underscore character as in dining_table.

Total Polygons:

The total number of polygons comprising the object. Useful for determining rendering times.

 A Polygon

Total Vertices:

The total number of vertices comprising the object. Useful for determining rendering times.

 A Vertex


Object > Group

Associates one or more currently-selected objects as a single entity for operations such as moving, scaling, painting and so forth. A bounding box encloses and manipulates the entire group. Subsequent clicking on any object in the group selects the entire group. To later select and manipulate only one of the group objects (without ungrouping them), while in Primitive mode, select the desired object in VR Binder >> Hierarchy.

Note: The [Ctrl] key is used to select multiple elements. Hold down the [Ctrl] key while positioning the mouse cursor over an object, click, then while continuing to depress [Ctrl], position the mouse cursor over a second object and click it. Release the [Ctrl] key. This can be extended to an arbitrary number of objects.

Note: Not all operations can be performed in Group mode.

2 objects Grouped


Object > Ungroup

Removes the association of a selected, previously-grouped collection of objects. Each object can once again be selected and manipulated independently.

2 previously grouped objects Ungrouped


Object > Drop to Plane

Adheres the snap point of a selected object to the Construction Plane. Note: This can position part of the selected object below the construction plane.


Object > Align to Plane

Makes the orientation of the selected Group or Primitive the same as the orientation of the Construction Plane. To see the orientation of the selected object use Options > Show Object Orientation.


Object > Attach

Connects any two selected faces of objects (or any two selected vertices of objects). The second object will move to adhere to the first. (The selection mode must be set to Face mode, or Vertex mode for this function.)

Note: The [Ctrl] key is used to select multiple elements.

The image above shows two faces selected for an attach operation.

The two objects after they are attached.

Note: These objects will not move as one unless they are grouped.


Object > Orient

Orients the selected face of a second object (selected via [Ctrl]-clicking) in the same direction of the selected face of the first object. (The selection mode must be set to Face for this function.)

A selected Face

A Normal is the direction perpendicular to a selected face and is visible as a small 3D arrow protruding from a face when the face is selected (in Face mode). The 3D arrow points in the direction of the Normal, and this is considered the direction of the face, also known as the "front side" of a face. The side of a face opposite the normal is the "back".

The Same Direction

Orients the normals of the faces in the same direction, useful for aligning objects to the same plane.

The Opposite Direction

Orients the normals of the parallel faces in such a way that they can easily abut via the Attach command.


Object > Deform Vertex

Manipulates two selected vertices of the same object or of two separate objects together in order to reshape the object or objects. The object containing the second selected vertex will deform to align with the first selected vertex. In other words, only the second selected vertex actually moves. The vertex selected first remains unchanged. (The selection mode must be set to Vertex mode for this function.)

See World > Selection Mode.

Note: The [Ctrl] key is used to select multiple elements.


Object > Route Editor (Expert Mode only)

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Route Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

 The Route Editor is used to create behaviors between VRML objects by "wiring" routes between nodes in the hierarchy.

See Using the Route Editor for more information.


Object > LOD Editor (Expert Mode only)

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the LOD Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The LOD Editor is used to specify VRML Levels of Detail. It is intended to be used only by those who have a good understanding of VRML. LOD is typically used to display different versions of an object comprising different amounts of detail depending on the viewer’s proximity to the object.

See Working with LODs for more information.


Object > Switch Editor (Expert Mode only)

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the Switch Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

A Switch node is a type of Group node that allows one of its children to be active at any given time. The Switch Editor is used to specify the active child of a VRML switch node. It is intended to be used only by those who have a good understanding of VRML.

See Working with Switches for more information.


VR Binder Menu

The VR Binder menu provides an alternative to clicking a VR Binder tab to bring up a VR Binder page.

For the functionality of each VR Binder page, see The VR Binder.


Options Menu

The Options menu contains toggles for a variety of functions. A check mark beside a menu item indicates that the related function is engaged.


Options > Compass

Toggles the compass display on or off in the Perspective view. The compass is a reference for determining which direction the user is facing while editing a world. Every 3D Perspective view has its own compass in the top-right corner. Note: The Compass is not a part of the saved VRML 2.0 world file and will therefore neither be visible in the runtime window nor to users viewing the world in a VRML 2.0 browser.

The compass directions are related to the standard VRML axes: Front points in the direction of the positive Z axis; Top points in the positive Y direction; Right points in the positive X direction.


Options > Construction Plane

Toggles display of the Construction Plane grid in the View windows.


Options > Viewer Headlight

Displays a light source that shines into the world from the current Viewpoint. This feature is handy when light sources have not yet been optimized. (Headlight effects will not appear when the world is displayed in a VRML Browser unless the user explicitly turns the Browser’s headlight on.)


Options > Show Object Orientation

Displays the orientation of an object or primitive relative to its parent. (The parent of a top level object is the virtual world itself.) The shaft with the red cone represents the forward direction (and also the roll axis); the shaft with the red cylinder represents the up direction (and also the yaw axis). The remaining pitch axis is not shown.


Options > Show Lights

Toggles display of the lighting “fixtures” for purposes such as moving a light source. Lights can be rotated and moved just like other objects, but not scaled. A point light can be positioned but rotating it so as to direct it will have no effect; a directional light can be rotated to direct it but positioning it has no effect; a spot light can be both positioned and directed.

Note: The Show Lights command does not affect the absence or presence of lighting effects, only the visibility of the fixtures for editing.


Options > Show Viewpoints

Toggles display of viewpoint positions that were created using Object > Add> Viewpoint and are accessible via the View Menu. Viewpoints in Perspective views are displayed as gray boxes. The current Viewpoint is displayed within 2D views as a circle with an arrowhead.


Options > Show Toolbar

Toggles display of the Toolbar beneath the Menu Bar at the top of the screen.


Options > Expert Mode

Toggles Expert Mode on/off. Expert Mode offers access to all VRCreator functions; when this function is toggled off, some options such as the Route, LOD, and Switch Editors are unavailable for the sake of simplicity.

See Options > Preferences > Expert Mode to choose which functions are available only in Expert Mode.


Options > Render All Views for Manipulation

When this is checked, all View windows are updated simultaneously to reflect the latest modifications to the world from object manipulations. If this option is not selected, only the active window is updated as changes are made to objects and the other windows are updated after a change is completed.

Note: Activating the Render All Views option will slow display updates.


Options > Render All Views With Navigation

When this is checked, all View windows are updated simultaneously to reflect movement of the viewer. If this option is not selected, only the active View window is updated as you navigate within it and the other windows are updated after a change is completed, typically when the left mouse button is released.

Note: Activating the Render All Views option will slow display updates.


Options > Preferences

This tabbed window accesses seven pages of preferences.

•	Environment

•	Library

•	Save

•	World

•	Viewer

•	Window Layout


Options > Preferences > Environment

This Preferences page sets overall parameters for the VRCreator environment.

Paste Location

This drop-down determines where objects are pasted into the world. There are four options:

In Front of Viewer (Fit Object)

Places the pasted object in front of the current View window. This option does not place the object on the Construction Plane.

In Front of viewer (Relative)

Allows the user to specify exact coordinates where the object will be pasted relative to the current View window.

See VR Binder >> Viewer for more information on x, y, and z.

On Construction Plane

Places pasted object on the Construction Plane in the current View Window. When dropping an object into a View window with this option enabled, the mouse should be placed on the Construction Plane in order to precisely determine where the object will be positioned on the Construction Plane.

Absolute Coordinate

Pastes objects at user-specified coordinates in relation to the world.

External Editor

Allows the user to specify the application that VRCreator will call as a VRML editor. Use the Browse button to select any standard text editor.

Disable Auto Preview

Turns off Preview Window display of objects selected in the Library VR Binder page. This should be checked if you experience sluggish performance with slower or unaccelerated processors.

Disable Spinning of Preview Object

Enables Preview Window display of objects selected in the Library VR Binder page, but prevents them from spinning. This should be checked if you experience sluggish response yet wish a better object preview than afforded by the Library listing alone.

Auto Preview Objects under XXX KB only

Allows smaller objects to be auto previewed, while preventing larger objects (which may be more sluggish) from being auto previewed. The user may set this value by entering the maximum file size in KB into the edit box.

Display Message When Objects are Dropped Off Grid:

Causes an alert to be presented when the user drops an object into a view anywhere but on the Construction Plane.

Use Hardware Acceleration:

This option should be checked if you are using 3D accelerator hardware with VRCreator. However, if hardware acceleration enabled seems to be causing incorrect results, then disabling this option will allow VRCreator to run without hardware acceleration.


Options > Preferences > Library

This Preferences page allows the user to manage library categories that appear in the Library VR Binder page.

Add

Select a directory that will be added to the Library VR Binder page. Valid file types that will be accessed within these directories include:

•	VRML 2.0 (.wrl) files for objects and worlds

•	JPEG for textures as well as BMP files that have more than 16 colors and some GIF files.

•	Specially formatted VRCreator VRML 2.0 behavior files. See the PLATINUM web site for more information.

Remove

Deletes a selected directory path from the Library VR Binder page.


Options > Preferences > Save

This Preferences page determines what VRCreator saves via the Save and Save As commands.

Entire Scene

Saves all information contained within the current world.

Entire Scene, No Formatting

This option reduces all multiple "spaces" between words to a single space, thus removing indentations and tabs. This makes the file far less readable but reduces its size and therefore download times.

Geometries Only

Saves only object geometries, no lights, behaviors or other scene/object attributes. Use this to save objects you wish to include in your favorites directory. Object color (Material properties) as well as position and orientation information (Transforms) will be saved along with the geometry. The result are objects that can be added to favorites and can then be dragged and dropped into your worlds.


Options > Preferences > World

This Preferences page sets default parameters for the world.

New World on Startup

Causes a new, empty world to appear each time VRCreator is started. You may want to leave this option off if you are often editing existing worlds.

Default Color Background

Displays and selects the color to be used as the world’s default background. (See “Color Selection” for more information on the Color dialog.)

Grid Color

Displays and selects the color to be used for the Construction Plane Grid.

See Creating Custom Colors for more information on the Color dialog.

Rotation Snap Values

Allow you to set the degrees of rotation that objects will snap to when rotated with regard to yaw, pitch, and roll, respectively. The default is 5 degree increments for each direction.

See VR Binder >> Viewer for more information on yaw, pitch, and roll.


Options > Preferences > Viewer

This Preferences page sets default parameters for the View windows.

Default Camera View on Startup For 3D View

Provides the ability to set the default Viewpoint for the 3D Perspective View window along all three axes (x, y, and z) and three rotation directions (yaw, pitch, and roll).

See VR Binder >> Viewer for more information on x, y, and z and on yaw, pitch, and roll.

Default View

Resets the Default Camera View parameters to the defaults that VRCreator ships with.

Viewer Yaw Movement Relative To

Specifies whether Viewer yaw movements are in relationship to the world or the current viewpoint.


Options > Preferences > Window Layout

This Preferences page sets defaults for the size and arrangement of VRCreator’s windows.

Default Binder Settings

Determine the size and ratio of the various elements in the VR Binder. A value for the selected parameter can either be entered numerically or adjusted via the slider to the right. These parameters cannot be adjusted when Default Binder Size is checked.

Note: For a single session, you can also change these values by resizing the VR Binder windows with your mouse.

Default Binder Size

Sets the size and ratio of the VR Binder elements to the defaults VRCreator ships with.

2D Window Shading

Sets the default rendering mode for new 2D windows.

•	Wireframe

•	Unlit Flat

•	Flat

•	Gouraud

See View > Shading for a detailed description of rendering modes.

Note: Higher-quality rendering modes require progressively more processing time. You may find wireframe mode optimal if you have a slower machine and/or do not have a 3D accelerator.

Save Window Positions on Close

Causes the arrangement of all VRCreator windows to be saved when you exit the program.

Restore Default Layout on Startup

Causes VRCreator to load the default layout when the program starts.


Options > Preferences > Expert Mode

This Preferences page sets which items are only available when Expert Mode is toggled on in the Options menu. Unchecked items will appear in both Standard Mode and Expert Mode. Generally you will be more successful with these features if you understand the VRML 2.0 specification.

See individual features for more information.

•	Properties

•	LOD Editor

•	Route Editor

•	Switch Editor

•	Expert VRML 2.0 Nodes Library

•	Expert VRML 2.0 Building Blocks Library

See Options > Expert Mode to toggle Expert Mode restrictions on and off.


Window Menu

The Window Menu determines the screen arrangement of the various VRCreator windows:


Window > Close Window

Closes the active window.


Window > Tile

Arranges all open windows into a tiled format. Be aware that this will make each opened window the same size, including the VR Binder.


Window > Cascade

Arranges all open windows into a layered format. The active window will be the top window in the cascade. Be aware that this will make each opened window the same size, including the VR Binder.


Window > Arrange Icons

Organizes any previously minimized windows along the bottom of the VRCreator main window.


Window > Restore Default View Layout

Resets the environment so that all windows are reset to the original VRCreator default settings. Does not restore any windows you have closed but does restore those you have minimized.


Window > Arrange Views

Allows you to select one of four pre-defined window layouts.

Note: Custom screen arrangements can be made at any time using standard Windows techniques. Any such arrangement will be saved if you:

•	check Options > Preferences > Window Layout > Save window positions on close

•	and uncheck Restore Default Layout on Startup in the same dialog box.


Help Menu

The Help menu is used to access the various forms of online help available in VRCreator.


Help > VRCreator Help Topics

Displays the Table of Contents for the VRCreator Help system.


Help > VRCreator Manual

Accesses the Adobe Acrobat version of the VRCreator manual If you did not receive this file, it can be downloaded from the PLATINUM web site at www.platinum.com.


Help > VRML 2.0 Specification

This is the Adobe Acrobat version of the industry-standard specification for VRML 2.0. If you did not receive this file, it can be downloaded from the PLATINUM web site.


Help > VRML 2.0 Script Specification

This is the industry-standard proposed specification for VRML 2.0 Scripts, included here for your reference in Adobe Acrobat format. Scripts allow you to create your own fields and events, and then define the way they work by writing a script. If you did not receive this file, it can be downloaded from the PLATINUM web site.


Help > About VRCreator

Displays VRCreator credits, version information and other information about your system.


The Color Editor

The Color dialog box is accessed for many different functions including setting the color for objects, backgrounds, and the grid. The basic configuration allows you to select an existing color from the palette; the extended configuration allows you to add custom colors to the palette.

Basic

•	Basic Colors: VRCreator’s preset color palette. A color chip is selected by simply clicking on it.

•	Custom Colors: Place holders for colors you create using the controls accessed via the Define Custom Colors option. A color chip is selected by simply clicking on it.

•	Define Custom Colors: Expands the Color dialog to show the controls used to create custom colors.

Extended

•	Spectrum: Displays the color spectrum with hue choices displayed horizontally and saturation choices displayed vertically. Drag the cursor within this box to choose a new hue/saturation combination. A set of crosshairs displays the currently chosen hue/saturation candidate.

•	Luminance: Amount of luminance applied to the hue/saturation currently selected in the Spectrum box.

Note: A setting of zero luminance translates to black regardless of the spectral hue selected.

•	Color / Solid: Displays the current color candidate.

•	Hue: Numeric readout displaying the current hue of the candidate color using the HSL color model. This value can be edited manually. Range is 0 to 239 . (Hue is a continuous cycle like a color wheel. Hence, a hue of 0 is conceptually equivalent to a hue of 240).

•	Sat: Numeric readout displaying the current saturation of the candidate color using the HSL color model. This value can be edited manually. Range is 0 to 240, with 0 being black and 240 being full saturation.

•	Luminance: Numeric readout displaying the current luminance of the candidate color using the HSL color model. This value can be edited manually. Range is 0 to 240, with 0 being black, 240 being white and 120 being pure color.

•	Red: Numeric readout displaying the current value of the red channel in the RGB color model. This value can be edited manually. Range is 0 to 255.

•	Green: Numeric readout displaying the current value of the green channel in the RGB color model. This value can be edited manually. Range is 0 to 255.

•	Blue: Numeric readout displaying the current value of the blue channel in the RGB color model. This value can be edited manually. Range is 0 to 255.

•	Add to Custom Colors: Adds the current color candidate to the set of Custom Color swatches at the bottom of the Color dialog.


The Script Editor (Expert Mode only)

Accessing The Script Editor

In the VR Binder >> Hierarchy >> Scene Graph you must right-click on a previously-selected script node.

You can also invoke the Script Editor by selecting a script node in the Hierarchy page, then selecting the Properties page, and double clicking the URL field.

The Script Editor Panes

There are two panes in the Script Editor: the top pane is called the Interface pane and the bottom one is the Function pane.

The Script Node Interface Pane

The Interface pane is where you specify the elements of a script node’s interface: eventIns, fields, and eventOuts. This pane accepts multiple lines, one for each interface element specification. Should the number of lines exceed the size of the pane, a scroll bar will appear, enabling access to as many interface elements as is necessary. The Add, Delete, and Edit buttons are used to add, delete, and edit interface elements in the Interface pane.

Add

Clicking the Add button will cause a pop up dialog box to appear. The dialog box will prompt you for interface element Type, Class, Name (and Default Value if field was selected as type).

•	Type: Choose from eventIn, eventOut, and field. Adding an eventIn will cause the basic framework for a vrmlscript function, of the same name as the eventIn, to be added to the Function pane.

•	Class: Choose from all VRML 2.0 field types (e.g., SFBool)

•	Name: Enter any legal VRML 2.0 field identifier.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the _ underscore character as in dining_table.

•	Value: Enter any constant of the datatype that was selected in Class. This editbox only appears if you chose field  as the interface type above.

Delete

Clicking the Delete button will delete a previously selected interface element from the Interface pane. To select an interface element simply click that line in the Interface pane.

Edit

Clicking the Edit button will bring up the interface element dialog box (discussed above under Add). The Edit function is only available if you select a field interface element in the Interface pane. Furthermore, the interface element dialog box only allows the Value to be edited. Note: Any other changes you want to make, to eventIn and eventOut interface elements for example, must be made by selecting the element, deleting it, and adding a replacement.

Defaults

The Interface pane opens with four interface elements entered by default. These are:

Type	Class	Name	Value
________	_________	____________	________
field	SFBool	directOutput	FALSE
field	SFBool	mustEvaluate	FALSE
eventOut	MFString	url_changed
eventIn	MFString	set_url
It is highly recommended that the first two be kept in your script interface and neither deleted nor changed. DirectOutput, when set to TRUE, enables a vrmlscript function direct access to other nodes’ internals and should be used only by expert VRML 2.0 practitioners, and with caution. Setting mustEvaluate to TRUE can slow down browser rendering as it forces the script interpreter to execute the script each and every time a new eventIn arrives (eventIn messages are often queued for performance).

The remaining elements, url_changed and set_url are used to redirect the script interpreter to a new location for the function implementations.

See For Further Reference for more on these script node interface elements.

The Script Node Function Pane

The Function pane is the area in which you enter function definitions, written in the vrmlscript scripting language, for each eventIn you have specified in the Interface pane. When you Add an eventIn interface element to the Interface pane, VRCreator adds the basic framework for a vrmlscript function of the same name. For example, if you added an eventIn called set_wall_switch then the following would be added to the Function pane:

function set_wall_switch(value, timestamp)

{

}

You would then add the implementation of this function, written in vrmlscript, between the curly braces {   }. When you are finished entering the function implementation, click the OK button to save the script in the script node.


The LOD Editor (Expert Mode only)

Note: Expert Mode must be engaged via the Options > Expert Mode menu option in order to access the LOD Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The LOD Editor is used to specify VRML Levels of Detail. It is intended to be used only by those who have a good understanding of VRML. LOD is typically used to display different versions of an object comprising different amounts of detail depending on the viewer’s proximity to the object.

This technique can reduce rendering time and improve performance if skillfully employed. It can also enhance realism by using a more detailed version of an object when the object is viewed at close range, while substituting a simpler object when the object is further away. The number of object variations which may be included in an LOD is unlimited.

Accessing the LOD Editor

The LOD Editor can be invoked by:

•	the LOD Editor option in the Object menu

•	right-clicking on an object in a View window and selecting LOD Editor from the pop-up menu

LOD Parameters

Name

Unique name for each LOD that will appear in the Hierarchy VR Binder page.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the _ underscore character as in dining_table.

List

Lists each object in the LOD node and the minimum distance at which it will be displayed.

Edit Level

Displays a dialog box allowing you to enter the minimum distance for the selected LOD element.

Note: After creating an LOD with embedded objects, should you need to edit an embedded object you will need to change to Primitive mode and then select the object, either in a view window or in the hierarchy.

See Working with LODs for more information.


The Switch Editor (Expert Mode only)

Note: Expert Mode must be engaged in order to access the Switch Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

A Switch node is a type of Group node that allows one of its children to be active at any given time. Switch nodes are added to an object by selecting the object and choosing Object > Add > Switch to Object. The Switch Editor is used to specify the active child of a VRML switch node. It is intended to be used only by those who have a good understanding of VRML.

Accessing the Switch Editor

The Switch Editor can be accessed by:

•	the Switch Editor option in the Object menu

•	right-clicking on an object in a View window and selecting Switch Editor from the pop-up menu

Note: Either a switch node must already be present in the hierarchy in order to use the Switch Editor or you must already have an object selected before invoking the Switch Editor.

Note: After creating a Switch node with embedded objects, should you need to edit an embedded object you will need to change to Primitive mode and then select the object, either in a view window or in the hierarchy.

Switch Node Parameters

Name

The name of the Switch node.

Note: VRML 2.0 compliant names are case sensitive and can contain any combinations of letters and numbers but can not start with a number and can not contain spaces or characters such as quotes and commas. Spaces are commonly represented with the _ underscore character as in dining_table.

Display Choice

The child object of the node that is displayed by default as the active child.

See Working with Switches for more information.


The Route Editor (Expert Mode only)

Note: Expert Mode must be engaged in order to access the Route Editor. See Options > Expert Mode and Options > Preferences > Expert Mode for more information.

The Route Editor is used to create and modify cause and effect relationships between VRML objects  by "wiring" routes between nodes in the hierarchy. Behaviors are drag-and-drop collections of coordinated Expert Mode VRML 2.0 Nodes and Routes that are found in the VR Binder Library page. The Route Editor can be used to modify routes defined by drag and drop behaviors as well as to create altogether new routes. Essentially, the Route Editor allows the creation and editing of routes which connect an eventOut of a source node to an eventIn of a destination node. It is intended to be used only by those who have a good understanding of VRML 2.0.

Accessing the Route Editor

The Route Editor can be invoked via:

•	the Route Editor button on the Toolbar

•	the Route Editor option in the Object Menu

•	right-clicking on an object in a View window and selecting Route Editor from the pop-up menu

Note: In order to use the Route Editor, there either must be 1) existing routes in the world, 2) behaviors that use routes or 3) nodes with eventOuts that can be wired to nodes with eventIns.

The Route Editor Panes

The Route Editor presents 4 panes.

In the upper right is a hierarchical representation of the world, identical to the Scene Graph in the Hierarchy page of the VR Binder. We will refer to the hierarchical display in the Route Editor  as the Hierarchy pane to distinguish it from the Hierarchy page in the VR Binder.

To the left of the Hierarchy pane are two similar panes named "Route From" and "Route To". Each of these panes has an associated "Select Object" button.

The bottom half of the Route Editor is a route browser, labeled "Current route list". It displays all the routes in the current VRML 2.0 file.

Connecting Routes in the Route Editor

As an overview, routes are created by first selecting a source node in the Hierarchy pane and clicking the Select Object button under the Route From pane to send it to the Route From pane. The same procedure is used to bring a target node into the Route To pane, by clicking the Select Object button under the Route To pane. Following these selections the Route From pane will display available eventOuts and Exposed Fields and the Route To pane will display available eventIns and Exposed Fields. Choose the eventOut you desire as a source event by clicking it; similarly, select an eventIn. Now, by clicking the "Connect" button a route is constructed between the selected events and displayed in the Current route list.

Route From

This window displays the list of available source eventOuts and exposed fields of a selected VRML node. These options are displayed only after the desired node has been selected from the Hierarchy pane and the associated Select Object button has been clicked. Individual items can be selected as routing sources.

Route To

This window displays the list of available destination eventIns and exposed fields of a selected VRML node. These options are displayed only after the desired node has been selected from the Hierarchy pane and the associated Select Object button has been clicked. Individual items can be selected as routing destinations.

Select Object

These buttons display the events and exposed fields associated with a selected node from the hierarchy pane in the corresponding Route To or Route From window.

Hierarchy Pane

Presents a hierarchical view of the world for the purpose of selecting source and destination nodes. Functions like the Hierarchy VR Binder page.

Connect

Connects a highlighted eventOut or exposed field in the Route From window to a highlighted eventIn or exposed field in the Route To window.

Note: The Route Editor can only connect events of the same type. For example, a TouchSensor has an eventOut named isOver of type Boolean, meaning it can have the value TRUE or FALSE. It can be routed to set_on, an eventIn of a light, because set_on may also take on the Boolean values. You cannot, however, route isOver to a light’s set_ambient_Intensity eventIn, because this eventIn takes on floating point values between 0.0 and 1.0 only. Thus, the data types of the fields associated with eventOut and eventIn must be identical to be routed. The Route Editor will reject an attempt to Connect incompatible types and display an error message to this effect.

Note: VRML 2.0 Interpolator nodes and Script nodes can be used to translate from one data type to another in order to route between dissimilar events. See the VRML 2.0 Specification or For Further Reference, which contains suggested VRML 2.0 references, for more information on Interpolators, Script nodes, and their usage.

Current Route List

Displays the list of existing route connections.

Delete

Removes a highlighted route connection in the Current Route List. Click on the route to highlight it and then click Delete.

See Using the Route Editor for more information.


The Status Bar

The Status Bar, located at the bottom of the VRCreator environment, displays useful information concerning the contents of a virtual world and active tools. It displays information about the functionality of any tool the cursor is currently over, as well as confirmation information about functions like dragging-and-dropping behaviors onto objects.

The numeric readouts at the right end of the bar display the offsets of object translations and rotations relative to their position at the beginning of the translation or rotation operation. These values are displayed in VRML units for all translations along x, y, and z axes, and in degrees for all Yaw, Pitch and Roll operations.


The View Windows

The View windows are where you construct your virtual worlds. The View windows can be thought of as moveable cameras. The Perspective window is a 3D representation of the world. VRCreator’s interface defaults to presenting this Perspective window along with two 2D windows showing the Front and Top views.