What is it?
The Anchor node creates a link in a VRML file. The link is embedded in an object . The Anchor will take the user to another file, be it a wrl, text or graphics or to another Viewpoint. This node is activated by the user setting off an event, such as clicking on a particular object or getting within a ProximitySensor in the scene. For more details about this node, check out the VRML 2.0 Spec

Create the scene and add Cameras

1) First create a scene with all the objects, materials and NavigationInfo that are needed. To the right, we have created a simple world for you to use as an example.

2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in the VRML file, but the file will still work without Viewpoints. NOTE: The more Viewpoints the better in VRML files. The different browsers have various navigation abilities and restraints, therefore the Viewpoints are the one consistent way the user can view the file.

3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose 'Target' as the Object Type.

4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.

5) To view what the Camera is seeing, go to the Perspective viewport and press 'c' on the keyboard. And there you are from the Cameras point of view.

6) The Camera is easy to adjust with the Move and Rotate buttons, so test them out.

7) Also it is good to name your Cameras. The Camera name is what the user sees in the VRML browser as the name of the Viewpoint. Otherwise it will default to Camera01, Camera02 etc. Which is pretty boring, if you have a great viewpoint to show off.

8) Viewpoints help tell a story in the VRML file, because you can lead the viewer to ideal viewing points of the model which they might not otherwise explore.

How to implement an Anchor into a MAX file:

9) Now go to the 'Creation' panel and press the 'Helpers' button and select Anchor.

10) With your mouse drag in any Viewport and the 'Anchor' icon will appear.

11) Select the Pick Trigger Objects button and choose the geometry that will trigger an anchor jump. Either select the objects with the mouse OR press the keyboard letter 'H'. The selected objects will appear in the 'Pick Trigger Objects' box. And turn off the 'Pick Trigger Objects' button by pressing it again.

12) In the Description box you can put in a text description of the anchor. The description will appear at the bottom of the browser in the status bar telling the user that Anchor is established. Currently the CosmoPlayer browser does not support the Description.

13) To jump to another URL, check the Hyperlink Jump box, and then fill in the URL box with the URL to which the anchor will be linked.

14) In the Parameter box, enter any additional information to be read by the browser. All information should be in the form of 'keyword=value'. For example, if you wanted a new browser to open with the linked file then the parameter would be 'target=_blank'. NOTE: The parameter must be written in lower case for it to work successfully. For more information see the VRML 2.0 Spec.

15) You can also fetch a .wrl file or put a .wrl in the Bookmarks folder. This folder refers to .wrl's you have placed in there, otherwise it fetches HTML documents.

16) If you decide link to another world, not only can you link to this world, you can also link to particular viewpoints within that world by adding '#viewpointname' to the end of the URL.

17) In the Camera you can 'Set Camera', and can create an Anchor that jumps to a viewpoint--this is optional.

18) In the Icon Size box, you can designate a larger or smaller icon size for the Anchor node---but this is only for the MAX file and has no bearing on the VRML file. It is basically to adjust how well you can see the icon in the MAX interface.

19) Now you have entered all information for the 'Anchor' node. If you need to go back, after leaving the Creation panel, and alter any of the parameters, then go to the 'Modify' panel and adjust.

How to Export MAX files to VRML:

20) Now go on over to 'File' and choose 'Export'. The Exporter knows that you are referring to the file that is open and requests that you name your file.

21) So first choose '.wrl' filetype Then name your file, i.e. 'SuchAndSuch.wrl'

22) Suggestion: Because you might need to go back to the MAX file and adjust part of your world, it is a good idea to keep the filename between to two files the same.
23) Check out a more elaborate sample file that demonstrates the Anchor node.