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The Billboard node allows you to modify the coordinate system of selected objects
so that they constantly rotate around the local z-axis to face the viewer. This is good
when you want the user to always face a particular piece of geometry.
For more details about this node, check out the VRML 2.0 Spec. |
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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.
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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.
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3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose 'Target'
as the Object Type.
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4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
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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.
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6) The Camera is easy to adjust with the Move and Rotate buttons, so test
them out.
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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.
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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.
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9) For the Billboard node go to the 'Creation' panel and choose 'Helpers'.
Under 'Helpers' use the pull down the menu and choose VRML 2.0. Then
choose the Object Type 'Billboard'.
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10) Then go to your scene and drag the mouse anywhere. You will
see an icon that signals to you that you have placed the Billboard node.
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11) The Screen Alignment option in the parameter rollout, keeps
the Billboard-linked geometry aligned when the viewer changes navigation position.
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12) NOTE: this linking step is different than all others!--Go to Select and link
in the toolbar, then select the object you want linked to the Billboard node.
You can do this with either with mouse or press the keyboard letter 'H'
and the 'Selection' menu pops up. From the 'Selection' menu select
the objects. There is no 'Pick Objects' bar as in all the other node panels.
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13) The object rotates around the center of the Billboard icon.
This way the geometry is camera-aligned in the browser.
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14) In the Icon Size box, you can designate a larger or smaller
icon size for the billboard node.
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15) It is necessary to rotate the icon to the position wanted in the file.
The default setting is facing upside down, and so the geometry linked
to it will be perpendicular to how it looks in MAX. Therefore it is
necessary to change the rotation of the icon.
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15) Now you have entered all possible information for the 'Billboard' 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.
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16) Now you have successfully implemented a Billboard into your
file.
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17) To check, go to the 'Selection' menu!
NOTE: You can name your Billboard node in MAX in the 'Name' field.
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18) Now slide 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. |
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19) So first choose '.wrl' filetype
Then name your file, i.e. 'SuchAndSuch.wrl' |
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20) 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.
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