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The ProximitySensor node is a trigger event activated by the user getting
within certain distance from an object. Once the user is
within specified box parameters an event will generate as determined by you, the author. For example,
if the user gets close to the object it may animate, other objects may animate,
a sound file may be launched, etc.
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, NavigationInfo and animation
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) Now move on to the ProximitySensor. 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 'ProxSensor'.
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10) Then go to your scene and drag the mouse anywhere. You will
see an icon of a hand that signals to you that you have placed the ProximitySensor.
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11) Select the Pick Action Objects button. The action
objects are the objects that
have an event that will occur due to the user coming within the proximity you
designate. The events can be animation, cameras, anchors or sounds.
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12) You can either select the objects with your mouse OR press the keyboard letter 'H'
and the 'Selection' menu pops up. From the 'Selection' menu select
your animated objects and these will appear in the Pick Action Objects box.
Now don't forget to turn off the 'Pick Action Objects' button by pressing
it again.
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13) Make sure that the Enabled box is checked.
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14) To alter the parameters of the ProximitySensor, adjust the width, length, and height
of the bounding box. Also the box easily moves around
to surround the objects that are the focus
of the trigger. NOTE: the bigger the box, the further out the
user will be when the ProximitySensor is set off. If you are out of the
creation panel, you will need to go to the 'Modify' panel. The
same panel for the node will
appear as before.
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15) Next choose the object linked to the event that will occur as the user gets
within the distance parameters. This will either be the animated object or
any of the VRML helpers (i.e. sound, anchor).
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16) In the Icon Size box, you can designate a larger or smaller
icon size for the ProximitySensor node---but this is only for the MAX
file and has no bearing on the VRML file.
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17) Now you have successfully implemented a ProximitySensor into your
file.
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18) To check, go to the 'Selection' menu!
NOTE: You can name your ProximitySensor in MAX in the 'Name' field.
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19) Now choose '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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20) So first choose '.wrl' filetype
Then name your file, i.e. 'SuchAndSuch.wrl' |
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21) 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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