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Platform Building

Share ideas on how to develop multiuser solutions for VRML/X3D and their features like avatars, shared events, etc.

Members: 17
Latest Activity: Jun 28

DON'T POST ANY CODE HERE. This group is for more abstract discussion, or for example discussing things like how an avatar moves respect to a camera, or a gaming engine improves the user experience, etc.

This group is not for revealing things that may endanger your project. It's not for code or implementation details. You must keep them secret and protect your work.

Discussion Forum

fabricator

Shared Event types 10 Replies

Started by fabricator. Last reply by Russ Kinter Jun 28.

fabricator

Text to Voice 7 Replies

Started by fabricator. Last reply by Russ Kinter Jun 27.

fabricator

Online editing and tools 4 Replies

Started by fabricator. Last reply by fabricator Jun 26.

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Steve Comment by Steve on June 6, 2009 at 12:00am
"f2 allows you to use the jump function as long as it is held down while clicking."

Sorry, this sentance was suppose to be f3 not f2 ;)
Steve Comment by Steve on June 5, 2009 at 10:57pm
f11 actually saves the scene as it is being displayed to the user. for instance if there is a function that creates vrml from string, all the instances that were created in the scene are also saved in that file. However it is not very neat since it saves EVERYTHING including any avatars that were in the scene. But with a little cleanup you can recreate a world as it was when you hit f11. f2 is a toggle button and toggles between all the various navigation modes. f2 allows you to use the jump function as long as it is held down while clicking.
man, pretty soon we will know all there is to know about contact navigation and key function. it is too bad that bitmanagement's user manual is not this exhaustive! lol ;)
Doctor Comment by Doctor on June 5, 2009 at 9:30pm
F8 toggles on and off the world coordinate display in the status bar of the browser.
F7 toggles on and off the display of frame statistics (frame rate, triangles per second, etc.) in the status bar.
F6, F9 and F12 bring up configuration dialogs for things that are also accessible through the context menu (i.e. right cick in the 3D view).
F11 seems to force the scene resources (wrl file, images, etc.) to be saved in the bitmanagement cache.
F1 through F5 do not seem to have any effect as far as I can see.
F10 seems to just activate the File menu of Internet explorer, much as the ALT key does.

I was aware of the Shift key acceleration effect on navigation, but not aware of the Control key effects. Thanks Steve, for the information.
Steve Comment by Steve on June 5, 2009 at 6:54pm
Holding down the Ctrl key while using some of these numpad keys gives the opposite or different effect as well. for instance 4 & 6 will rotate the camera around your avatar in 3rd person view. If you hold ctrl and hit the same key it rotates in a circle away from your avatar rather than around it, thus giving you eyes in back of your head without even seeing your avatar. ctrl + 3 or 9 will not only slide your camera up and down but also take your avatar with it for a bumpy right. (sort of a forced slide) lol.
ctrl + 5 seems to to toggle between 3 different camera positions. one of them is 3rd person facing your av from the front. another is 3rd person as normal and the other is sort of a third person from top angle rear-downward

There are also some other interesting avatar affiliated keyboard commands. If you angle your viewpoint slightly downward and hold down the Ctrl key while using up arrow for movement your avatar will beging jumping wildly. the jumps are so potent you could use this to jump on top of objects that normally you could not.

Also there is a hyper speed button. Shift. it doesnt matter wether you are walking, flying pan, slide, (jumping) etc... hitting the Shift key will give you a very sudden and very potent burst of speed. The fraster you have your speed setting in the right click menu, the faster this hyperspeed is as well. This speed is also sustainable if you are able to control it :)

Alt + enter will toggle full screen mode on and off. these in addition to the f keys add for alot of extra fun effects. I especially like using hyper speed while flying :P
Doctor Comment by Doctor on June 5, 2009 at 3:45pm
Thank you fabricator for the "View All" tip. I should have just looked more closely and noticed that link. :)
Doctor Comment by Doctor on June 5, 2009 at 3:42pm
Here is what I have on the numeric keypad and 3rd person view in blaxxun Contact and Bitmanagement Contact. Please refer to the following image of a typical numeric keypad.


With the NumLock set to ON:

0 = toggle between 1st and 3rd person views
5 = Reset to default view settings

2 = move camera up around avatar (always looking towards 1st person viewpoint)
8 = move camera down around avatar (always looking towards 1st person viewpoint)
4 = move camera left around avatar (always looking towards 1st person viewpoint)
6 = move camera right around avatar (always looking towards 1st person viewpoint)

3 = slide camera down (with no change of viewing direction)
9 = slide camera up (with no change of viewing direction)
/ = slide camera left (with no change of viewing direction)
* = slide camera right (with no change of viewing direction)

+ = move camera away from avatar
- = move camera toward avatar

1 = unused
7 = unused
. = unused
Enter = unused

I hope that this helps. :)
Steve Comment by Steve on June 4, 2009 at 7:45pm
yes it is. i didnt see the num+ and num- on there. thanks for adding to the knowledge base Fab =D
fabricator Comment by fabricator on June 4, 2009 at 7:32pm
Num +
Num -

zoom in and out of the avatar, strange that its not on the bitmanagement website.
Steve Comment by Steve on June 4, 2009 at 6:44pm
OK i was poking around the bitmanagement website and found the answer to my own question. I will post it here in case anyon else was curious as to advanced camera control techniques within contact.

Key strokes for 3rd person view:

These keys are for the advanced user who wants to move relative to their own avatar. They are only meaningfull if an avatar is displayed, of course.

Num 2
Num 4
Num 6
Num 8


Allows user to rotate the viewing position around the own avatar. The direction of movement corresponds to the arrows printed on them.
Num 5 Resets the position of the 3rd person camera to view the avatar from the behind.


http://www.bitmanagement.com/developer/contact/userguide/6.1/KeyStrokes.html
fabricator Comment by fabricator on June 3, 2009 at 9:56pm
Doctor, click 'View All' to get the entire list of discussions. eg the link just above this post on the right.
 

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fabricator Doctor Russ Kinter Hiperia3D - Jordi R Cardona thyme Bruce Lehmann vcard alain Rory Rick Kimball Peter Sommer Damon Hernandez tutancamon Steve bob Chris Thorne GiL_TheB
 
 

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NEWS

ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
- Verified MIME types for OSX and Linux plugins.

- Classic VRML/X3D parser:
- fixed memory error when IS fields were large.
- dramatic speed improvement in PROTO expansions; visible when large protos are
instantiated.

- XML parser:
- speed increase in parsing attribute values (one test shows 100x speed increase)
- PROTO expansion and Script invocation being reworked - may still have parse errors.
(in progress)

- Source Code:
- OpenGL Shaders code should compile on OpenGL 1.5 and above now (was 2.0 and above)
- CFuncs/sounds.h - include unistd.h on Linux machines.

- Misc rendering changes:

- Javascript, direct writing to scenegraph, boolean values were not correctly translated from
javascript to freewrl internal values.

- FaceSets with Color node, not taking material properties correctly (especially transparency)

- FaceSets, with RGB Color node, keep track of associated material transparency, and work through
color node changes.

- removal of temporary files - code has been reworked, as some temporary files (specific:
files retrieved by wget or curl) were not removed.

- initial work on CubeMapTextures.

- GeoPositionInterpolator - output value not translated to local spatial units. (fixed)
 

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