WF GettingStarted II
WF GettingStarted II
WF GettingStarted II
Getting Started
Volume II: 3D Tutorial
Contents
INTRODUCTION.......................................................................................................................... 1
REQUIREMENTS ........................................................................................................................ 1
User Requirements ............................................................................................................. 1
System Requirements......................................................................................................... 1
RESOURCE FILES ...................................................................................................................... 1
GENERAL WORKFLOW ............................................................................................................... 2
PHOTOS ................................................................................................................................... 5
3D MODELING IN 3DS MAX ........................................................................................................ 6
Image Reference ................................................................................................................ 6
Polygon Modeling ............................................................................................................... 8
Materials............................................................................................................................ 18
Animations ........................................................................................................................ 21
Export................................................................................................................................ 22
WIREFUSION .......................................................................................................................... 25
Import the 3D model ......................................................................................................... 25
Tuning of the 3D model.....................................................................................................26
Interface ............................................................................................................................ 33
Navigation ......................................................................................................................... 35
Reset Camera ...................................................................................................................39
Touch Sensors..................................................................................................................40
Animations I Simple Logic.............................................................................................. 42
Animations II Advanced Logic ....................................................................................... 43
Adding Hotspot Labels...................................................................................................... 47
Publish .............................................................................................................................. 54
HTML EDITING IN DREAMWEAVER ........................................................................................... 57
SUMMARY ...............................................................................................................................59
Introduction
Introduction
Welcome to Getting Started, Volume II. This tutorial will guide you through the entire process of creating a WireFusion Web3D presentation - from 3D modeling to a final presentation
running on the web. We will create an interactive product presentation of a tape rule, which
will contain e.g. object animations, touch sensors, user interface and real-time shadows.
The 3D modeling part in this tutorial is quite brief, as it is expected that you are already familiar with 3D modeling.
Requirements
User Requirements
This tutorial requires that you are familiar with 3D modeling, using either Autodesk 3ds Max,
or any other 3D authoring tool capable of exporting to X3D or VRML (VRML2/VRML97). It is
also highly recommended that you work through the WireFusion tutorial Getting Started,
Volume I, in which you will learn the basics of WireFusion.
System Requirements
You will need the following tools in order to complete this tutorial:
A 3D authoring tool capable of exporting to X3D or VRML (VRML2/VRML97). In this tutorial we use Autodesk 3ds Max 7.
A graphics software that can save pictures in JPEG, transparent GIF and transparent
PNG. In this tutorial we use Adobe Photoshop.
An HTML editor and FTP client. In this tutorial we use Macromedia Dreamweaver.
Resource Files
The resource files for this tutorial can be found in:
[WireFusion Path]/resources/tutorials/tape_rule/
General Workflow
The general workflow for this tutorial is:
1. Take photos of the tape rule (Figure 1).
2. Model,
texture and animate the tape rule in Autodesk 3ds Max. Export from 3ds Max to
VRML (Figure 2).
General Workflow
3. Import
the 3D (VRML) model to WireFusion. In WireFusion, tune the 3D model and its behaviors, create interactivity and export the presentation as a Java Applet (Figure 3).
4. Edit
HTML page with Macromedia Dreamweaver. Upload to web server (Figure 4).
5. Test
Photos
Photos
To create a nice realistic 3D model from a real physical object, we generally start by taking
pictures of the object (Figure 1). We then use these pictures for the following purposes:
As reference images in the 3D authoring tool while modeling. We take photos from the
Front, Top, Back, Bottom, Left and Right views. Possibly also from different object configurations.
NOTE: The picture quality should be as good as possible, which means no barrel distortion and as little reflections as possible. In order to capture small objects and details, and to get sharp pictures, we recommend
using a macro lens. All the photos should be taken in the same light conditions. Image quality is a key factor
for a good result.
Image Reference
In order to build the 3D model as exact as possible, we will use reference images of the tape
rule as background images. However, rather than using the built-in Viewport Background
function, found in 3ds Max, we will use another method instead:
1. From
2. Press
M to open the Material Editor, and then load 'help-1-1.jpg' as diffuse material
(Figure 6).
[WireFusion Path]/resources/tutorials/tape_rule/help-1-1.jpg
3. To
display materials on the surfaces in the viewports, choose Material Editor > Material >
Select Map in Viewport
4. With
In the Modify panel, edit the size of the box. Set Width to 512 and Length to 415.
NOTE: In order to have no distortion, the box should have the same size (proportions) as the picture, i.e.
512x415.
5. Convert
the box to polygon by right clicking the box, then choose Convert to: Convert to
Editable Poly
6. Erase
7. Create
four quad reference images in total; for the Front View, the Back view, the Left view
and the Right view. Load 'help-2-1.jpg', 'help-3-1.jpg' and 'help-4-1.jpg'. For each quad,
the tape rule should have the same dimensions.
8. Select
all the quads. In the Display panel, unmark the Show Frozen in Gray checkbox.
9. Open
the Layers window, and add a new layer by choosing Create New Layer. Rename
the layer to 'references' and click on Freeze (Figure 8). Now the reference images cannot
be selected nor moved.
Polygon Modeling
1. Select
the Front View viewport and click on the Min/Max Toggle button (or press
ALT+W).
2. Most
objects can be built from a box primitive. However, in this case we will start with a
cylinder primitive. Create a Cylinder with only one height segment and 18 sides.
3. Press
9).
ALT+X to make the cylinder translucent, and press F4 to display the edges (Figure
4. Convert
the cylinder to Poly. With the help of the reference image, build the front side of
the tape rule by moving the vertices (Figure 10).
5. Bevel
the front side and the backside of the tape rule, and arrange the vertices positions
(Figure 11).
6. Use
10
7. Extrude
the faces, and move the points to get the look in Figure 13.
8. To
create a hole for the button, we connect edges together. Then Chamfer the new
edges and finally Bevel the built surface (Figure 14).
11
9. Extrude
10.Create
the belt clip on the backside of the tape rule from an extruded Line. Use the Shell
command to automatically generate the width of the belt clip (Figure 16).
TIP: Useful commands to create the geometry are Edge Chamfer, Edge Connect and Bevel.
12
11.Use
the FFD (Free-Form Deformation) command to transform the belt clip (Figure 17). We
will use an alpha map later on to simulate the holes in the belt clip.
TIP: Try not to use Boolean operations to create holes. It generally creates non-smooth surfaces.
12.Create
the button/lock of the tape rule as a separate object (Figure 18). Start with a Box
primitive and then deform it.
13
13.To
create the cord, use Splines > Line (Figure 19) Then use Extrude and Shell to deform
it.
14.We
are almost finished with the geometry process. Control the polygon counts, by choosing Utilities panel > Polygon Counter (Figure 20). The default polygon budget in 3ds Max
is 10.000 polygons, which is a good guideline for Web3D presentations created with WireFusion.
14
Figure 20: Using the Polygon Counter to control the number of polygons used
15.The
tape is created from a modified Box, while the end of the tape is created from Cylinders and a multi-extruded Box (Figure 21).
15
16.When
assigning NURMS Subdivision, there are a lot of artifacts (Figure 22). To fix the
artifacts, use the Separate by Smoothing Groups. In the Smoothing Groups panel, assign the same number to faces belonging to the same surface.
After assigning the Smoothing Groups correctly you should get a result similar to Figure 23.
16
The fact that we applied NURMS Subdivision has doubled the triangle count of the scene.
We now have about 4 300 polygons in the scene. However, we are still in our initial budget,
which is 10 000 polygons (Figure 24).
17
Materials
Even though WireFusion is not limited to any specific texture size, you should always keep in
mind that texture maps should be as small as possible. Large textures will slow down the
presentation and increase initial startup time. WireFusion has no upper limit for the dimensions of the texture maps either, but we recommend using the power of 2, e.g. 512X128,
256x256 etc. This rule generally improves memory allocation, and speeds up the presentation.
1. Use
UVW Map or UnWrap UVW to arrange the position of the textures (Figure 26).
2. Instead
of making a hole in the geometry of the belt clip, we will use a transparent texture
map (Figure 27). Save the file as a transparent PNG-8 (8-bits) file (PNG-24 generates too
18
big files). The WireFusion 3D engine supports both Bilinear Filtering and MIP Mapping to
improve the texture rendering, so even low quality alpha channels can be well rendered.
TIP: You should always keep the original textures (in Photoshop PSD format) in case you have to change or
modify them in WireFusion later on.
3. You
can display (preview) the alpha channel in 3ds Max by using both the Diffuse and
Opacity channels. In the Opacity > Bitmap Parameters menu, select Mono Channel
Output > Alpha.
4. Use
the Multi/Sub-Object Material to assign different textures to the different faces of the
tape rule (Figure 28).
19
20
Animations
We will animate three elements in the scene using the Auto Key function; we will animate the
button, the belt clip and the tape.
1. To
create an animation, click the Auto Key button. Change the current frame on the Time
Slider, then transform the object you want to animate (Figure 29).
2. The
button object is a simple translation, while the belt clip is a vertex animation.
3. For
the tape animation we want both the tape object and the tape end object to be
animated. Instead of having two separate animations we link the objects together. We
make the tape object a Parent to the tape end object, which becomes a Child. To link the
objects, use the Select and Link function (Figure 30). When you move the parent object,
then the child object follows. If you move the child, then the parent is not affected.
21
Figure 30: Linking the tape and the tape end as child and parent
Export
1. Before
exporting the final model, we center the objects according to the origin of the coordinates, also known as Center of the Universe in 3ds Max (Figure 31).
22
2. Rename
the objects in your model to meaningful names. It will make it easier when working
in WireFusion.
NOTE: We are not using light sources in this project. We will use reflection maps in WireFusion instead.
3. Add
a Target Camera to your scene and position the target in the Center of the Universe
(Figure 32). This camera will be the default camera used in WireFusion later on.
4. To
export the model, choose File > Export. Choose VRML97 as file type. Save the VRML
file in the same folder as the textures.
5. In
the VRML97 Exporter dialog (Figure 33), mark the Normals checkbox (to export the
smoothing groups informations) and the Coordinate Interpolators checkbox (to export the
belt clip animation). Unmark all the other parameters, and click OK.
23
Now the VRML file has been exported and it is time to start working in WireFusion.
24
WireFusion
WireFusion
Import the 3D model
Now it is time to launch WireFusion. You can optionally keep 3ds Max open, as it is possible
to re-import the 3D scene in case you would need to modify the original scene in 3ds Max.
1. From
Objects > 3D, insert a 3DScene object into the Script Area (Figure 34).
2. When
dropping the object you have to choose what type of 3D model you intend to import;
either a 3D Object (Examine mode) or a 3D World (Walk mode). From the 3D Type dialog,
choose 3D Object and click OK (Figure 35).
3. Load
25
NOTE: If you do not see anything in the Preview window, then you probably have not added a camera in 3ds
Max before exporting. WireFusion has then automatically added a default camera for you, which is positioned
in 0,0,0. Therefore, you would have to zoom out in order to see the whole model. In the Camera panel, after
you have zoomed out, you can set the new position.
4. In
the toolbar, set the Target Area size for the 3DScene object (and Preview window size).
Set the Width to 400 and Height to 400 (Figure 37).
5. In
the Navigation panel > Navigation Speed, set Zoom and Pan speed to 4, and the Friction slider to 30 (Figure 38). To test the settings, try navigating in the Preview window using the mouse.
26
WireFusion
6. In
the Rendering panel > Renderer, from the drop down menu, choose Reflection as renderer type. Then load and use 'ref4.jpg' as Reflection Map (Figure 39).
[WireFusion Path]/resources/tutorials/tape_rule/ref4.jpg
27
7. A
nice feature in WireFusion is the real-time shadows. To add shadows to your scene, in
the Rendering panel > Shadow, mark the Shadow On checkbox. Then make the following settings for the shadows (Figure 40):
Opacity = 70
Blur = 5
Quality = 3
Height Intensity = 10
8. In
order to work with an object and to change settings for it you first have to select the object. In the Objects view, select the object 'belt_clip_0' (Figure 41).
28
WireFusion
9. When
the object is selected, in the Object panel, change the Glossiness value to 90
(Figure 42). This will increase the reflection on the belt clip.
10.For
the 'belt_clip_1' object, set the Glossiness value to 50. We choose a lower reflection
on the inner side of the belt clip.
11.To
avoid that a user zooms in too much, i.e. so that the inside of the tape rule can be
seen, we can set camera restrictions for a selected camera. In the Cameras view, select
'Camera01' (Figure 43).
29
12.In
the Preview window, zoom-in the tape rule so that it covers the window as seen in
Figure 44.
13.Without
changing anything in the Preview window, in the Camera panel > Zoom-In Stop,
click the Set button (Figure 45).
30
WireFusion
14.In
the Preview window, zoom-out the tape rule as seen in Figure 46.
15.Without
changing anything in the Preview window, in the Camera panel > Zoom-Out
Stop, click the Set button.
16.By
default, all animations in the 3D scene will automatically start, and loop. To turn off the
auto-run, we first have to select all the animations. In the Animations view, select all animations (Figure 47).
31
17.
In the Animation panel, unmark the Loop at Startup checkbox (Figure 48).
NOTE: You can at any time re-import the 3D model (the VRML file). This is useful e.g. if you have made
changes or adjustments in 3ds Max. To do this, click the Replace button in the toolbar. In most situations the
Replace function preserves all the parameters, but if you create new Multi/Sub Object materials the Replace
function will not operate correctly. In those cases, uncheck the Keep old Object settings.
We are ready for now in the 3DScene dialog. Click the OK button at the bottom of the dialog to close it. Position the 3DScene Target Area in (0,0). This is done in the Properties
view > Target Area (Figure 49)
18.
32
WireFusion
Interface
We will now set up the basic look and interface for our presentation.
1. The
presentation shall have a window of 400x450 pixels. Choose Project > Properties
from the program menu. Set the Stage Width to 400 and the Stage Height to 450. Also,
set the Frame Rate (fps) to 15 (Figure 50).
NOTE: Setting the frame rate to 15 means that the presentation will try to playback at a maximum of 15
frames per second. The reason for this value is that 15 frames per second is normally sufficient for a 3D
presentation like the one in this tutorial, and using a higher value will only consume unnecessary CPU time.
2. In
Adobe Photoshop, create a user interface for the 3D presentation. We have used a
transparent PNG (24-bit) to get smooth results (Figure 51).
33
3. In
WireFusion, insert an Image object. Load the user interface image 'nav.png':
[WireFusion Path]/resources/tutorials/tape_rule/nav.png
4. Rename
'Image 1' to 'Navigation' and position the image in (0,294) (Figure 52).
34
WireFusion
5. Insert
6. Rename
7. Reorder
the layers in the Layers view. Position the 'Background' in the bottom layer. Unmark the Activate checkbox and mark the Stamp Background checkbox (Figure 53).
NOTE: The Background image will be static in your presentation and will not cover any moving graphics.
Therefore you will save CPU time and increase the performance by deactivating the image and by stamping
it in the background.
Navigation
We normally use the mouse for navigating a 3D scene. However, in this presentation will give
the user the option to use navigation buttons for rotating the scene.
1. From
the Objects > Widgets folder, insert a Button object. When the Button dialog opens,
mark the Advanced Mode checkbox. This allows you to load your own button graphics. In
the Up panel, click the Change Graphics button and load 'up1.png' (Figure 54):
[WireFusion Path]/resources/tutorials/tape_rule/up1.png
35
2. Still
in the Button dialog, in the Down panel, mark the Enable checkbox. Click the Change
Graphics button and load 'up2.png' (Figure 55). Click OK to close the Button dialog.
3. Rename
4. Insert
a second Button object. In the Up panel, load 'down1.png'. In the Down panel, load
'down2.png'. Click OK to close the dialog.
5. Rename
6. Insert
a third Button object. In the Up panel, load 'left1.png'. In the Down panel, load
'left2.png'. Click OK to close the dialog.
7. Rename
36
WireFusion
8. Insert
a fourth Button object. In the Up panel, load 'right1.png'. In the Down panel, load
'right2.png'. Click OK to close the dialog.
9. Rename
10.Insert
a fifth Button object. In the Up panel, load 'reset1.png'. In the Down panel, load 'reset2.png'. Click OK to close the dialog.
11.Rename
12.Insert
a sixth Button object. In the Up panel, load 'labels1.png'. In the Down panel, load
'labels2.png'. Click OK to close the dialog.
13.Rename
14.Position
the Target Areas for the Button objects as follows (Figure 56):
15.Connect
(Figure 57):
37
TIP: Remember to use the Wire Creator when connecting objects. It speeds up the wiring process a lot.
16.For
each navigation button; 'Up', 'Down', 'Left' and 'Right', in the Properties view, set the
Repeat rate to 50 (Figure 58). This means that the Button object will send out 50 events
per second when the button is clicked (and held). Change this value if you want to adjust
the rotation speed.
38
WireFusion
17.Press
F7 to preview the presentation. You should now be able to use the navigation buttons to rotate the tape rule.
Reset Camera
We want to be able to reset the camera view in our presentation. There is an option in WireFusion that allows you to have a glide (animation) from the current view to a preset camera
view.
1. Open
the 3DScene dialog. Select 'Camera01' in the Cameras view, then open the Camera
panel. In the Camera Animation section, set the Speed to 1500 (Figure 59). Click OK to
close the 3DScene dialog.
NOTE: The camera animation speed, i.e. the speed with which the camera glides from the current view to a
predefined view, depends on the size of your 3D scene. Therefore you might get different results on different
3D scenes, and you might need to try your way out.
39
2. Connect
(Figure 60):
3. Press
F7 to preview the presentation. You should now be able to reset the camera by clicking the Reset button.
Touch Sensors
Our 3D scene contains animations and we will trigger those animations by clicking on touch
sensors. Any object (shape) in your 3D model can be configured to be a touch sensor. This is
done in the 3DScene dialog. In our presentation we will have three touch sensors; the belt
clip, the button, and the tape end.
1. Open
the 3DScene dialog. Select 'belt_clip' in the Objects view, then open the Object
panel. Mark the Show Touchsensor Ports checkbox and the Enable Touchsensor
checkbox (Figure 61).
40
WireFusion
2. Select
'button' in the Objects view, then open the Object panel. Mark the Show Touchsensor Ports checkbox and the Enable Touchsensor checkbox.
3. Select
'tape_end' in the Objects view, then open the Object panel. This time, mark only
the Show Touchsensor Ports checkbox, and not the Enable Touchsensor checkbox
(Figure 62). Click OK to close the 3DScene dialog.
New in- and out-ports, for the newly created touch sensors, will now be available in the
3DScene object (Figure 63). Both the 'belt_clip' and the 'button' touch sensors are enabled
at presentation startup, while the 'tape_end' touch sensor is disabled.
41
Click the 'belt_clip' touch sensor with the mouse, which triggers a Progressor object to
run.
The numbers (0-100) from the Progressor is sent to the 3DScene object and runs the
animation.
1. From
the Objects > Logic folder, insert a Progressor object. When the Progressor dialog
opens, mark the Advanced Mode checkbox. Keep the default values, but change the At
Startup option to Do nothing, and select the third Output Curve option by marking its radiobutton (Figure 64).
2. Rename
3. Connect
(Figure 65):
'3D Scene 1' > Out-ports > Touch Sensors > ''belt_clip_0'' > Mouse Press
to
'Run belt_clip animation' > In-ports > Run
42
WireFusion
4. Press
F7 to preview the presentation. Clicking the belt clip will now trigger the animation to
run.
Clicking the 'button' touch sensor with the mouse will (1) trigger a first Progressor object
to run, and, (2) disable the 'button' touch sensor.
The numbers (0-100) from the Progressor are sent to the 3DScene object, which will run
the 'button' animation.
When the Progressor has finished, it will start and run a second Progressor that also
counts from 0 to 100 in 1 second.
The numbers (0-100) from the second Progressor is sent to the 3DScene object, which
will run the 'tape' animation.
When the second Progressor has finished, it will enable the 'tape_end' touch sensor.
NOTE: It is not possible to click the 'button' touch sensor at this stage, as it has been disabled. However, the
'tape_end' touch sensor has now been enabled and can be clicked.
Clicking the 'tape_end' touch sensor with the mouse will (1) trigger a third Progressor
object to run, and, (2) disbable the 'tape_end' touch sensor.
The numbers (100-0) from the Progressor are sent to the 3DScene object, which will run
the 'tape' animation backwards.
When the Progressor has finished, it will start and run a fourth Progressor that also
counts from 100 to 0 in 1 second.
43
The numbers (100-0) from the fourth Progressor is sent to the 3DScene object, which will
run the 'button' animation backwards.
When the fourth Progressor has finished, it will enable the 'button' touch sensor.
1. Insert
two Progressor objects. For both Progressor objects, keep the default values, but
change the At Startup option to Do nothing.
2. Rename:
'Progressor 1'
to
'Run button animation - up'
'Progressor 2'
to
'Run tape animation - in'
3. Connect
(Figure 66):
'3D Scene 1' > Out-ports > Touch Sensors > ''button'' > Mouse Press
to
'Run button animation - up' > In-ports > Run
'3D Scene 1' > Out-ports > Touch Sensors > ''button'' > Mouse Release
to
'3D Scene 1' > In-ports > Touch Sensors > ''button'' > Disable
44
WireFusion
5. Press
F7 to preview the presentation and test what you have accomplished so far. Clicking
the button will trigger the animations to run.
6. Insert
two more Progressor objects. For both Progressor objects, in the dialogs, change the
Start Value to 100, and the Stop Value to 0. Change the At Startup option to Do nothing.
7. Rename:
'Progressor 1'
to
'Run button animation - down'
'Progressor 2'
to
'Run tape animation - out'
8. Connect
(Figure 67):
'3D Scene 1' > Out-ports > Touch Sensors > ''tape_end'' > Mouse Press
to
'Run tape animation - out' > In-ports > Run
'3D Scene 1' > Out-ports > Touch Sensors > ''tape_end'' > Mouse Release
to
'3D Scene 1' > In-ports > Touch Sensors > ''tape_end'' > Disable
45
9. Press
F7 to preview the presentation. Try first to click the button, which will release the lock
and have the tape moving in. Then, try to click the end of the tape, which will move the tape
out again and then lock it by moving the button down.
46
WireFusion
1. Double
click the 3DScene object to open its dialog. In the Camera panel, add a new camera by clicking the Add Camera button. Name the new camera to 'Labels' (Figure 69).
Change the Camera Animation > Speed to 3000. Click OK to close the dialog.
NOTE: The added camera will get the same settings as the default camera, or the camera that is currently
selected in the Cameras view when clicking the Add Camera button.
47
2. Insert
3. Rename
'Image 1' to 'Arrows', position the image in (0,0) and disable it by unmarking the
Activate checkbox in the Layers view (Figure 70).
4. Insert
a Dummy object, a Number object and a Progressor object. In the Progressor dialog,
mark the Advanced Mode checkbox, set the Time Interval to 8 seconds and select the
third Output Curve option by marking its radiobutton.
5. Rename
(Figure 71):
'Number 1'
to
'Reset animations'
'Progressor 1'
to
'Fade in/out'
48
WireFusion
6. When
NOTE: The Dummy object works as a repeater, and only passes on the pulse coming from the Button object.
We could optionally have connected the Button object directly to the other objects if we wanted, but the benefit of using the Dummy object in between is that we can then trigger the same function from elsewhere.
7. From
the Dummy object, have the 'Arrows' image activated and faded in.
49
8. When
the 'Arrows' image has been faded out, disable the Image object.
9. From
the Dummy object, reset all the animations (i.e. set the animation fraction to 0).
50
WireFusion
10.From
51
11.From
NOTE: Interact mode is normally used when interacting with a texture containing interactions. When choosing Interact mode the normal 3D navigation, using the mouse, is turned off.
12.From
the Dummy object, reset the touch sensors to their initial states.
52
WireFusion
13.When
the 'Arrows' image has been faded out, set the 'Camera01' camera.
14.When
the 'Arrows' image has been faded out, enable the 3D navigation again by switching back to Normal mode.
53
15.Press
F7 to preview the presentation. Click the Labels button to test the newly added func-
tion.
16.Press
CTRL+F7 to preview the presentation in your default web browser. Make sure all
function and features are working.
Publish
We are ready with our presentation and will now publish it. We have different options for publishing a WireFusion presentation, however, in this tutorial we will publish it as a Java Applet,
as we want it to run on a web page.
1. Choose
2. When
the Publish dialog opens, choose a name for the presentation and a folder to publish
it to. Choose the name 'My_tape_rule' (Figure 81).
3. Make
sure the Format is set to Java Applet. You can optionally also mark the Download
Java Plug-in if Java is missing checkbox (Figure 82).
54
WireFusion
NOTE: You can optionally choose to encrypt your resources by marking the Encrypt resource file option.
This prevents other users from stealing your resources. Not available in the Standard edition.
4. Change
the default loading graphics by marking the Custom Loader Graphics checkbox
(Figure 83). Change the default Progress Bar Graphics, by clicking the Change button.
Load the image 'loading_bar.gif':
[WireFusion Path]/resources/tutorials/tape_rule/loading_bar.gif
NOTE: The Custom Loader Graphics option is not available in the Standard edition.
5. Change
the default Background Graphics, by clicking the Change button. Load the
image 'loading_background.gif':
[WireFusion Path]/resources/tutorials/tape_rule/loading_background.gif
6. Click
Finish to publish the presentation. A dialog opens confirming that the presentation
has been published. In the dialog, click the Open Folder button to go directly to your published presentation (Figure 84).
55
7. Test
the presentation by double clicking the HTML file. Your default browser should open
and display the presentation.
56
2. Switch
to Code View so that you can see the HTML source code. Copy all the HTML
source code from (Figure 86):
<!-- BEGIN WIREFUSION PRESENTATION CODE -->
to
<!-- END WIREFUSION PRESENTATION CODE -->
3. Open
the HTML file which you would like to insert the WireFusion presentation into.
57
4. Paste
the source code to the position on your page where you would like to show the presentation. Save your HTML file.
5. Copy
the published 'wf-player' folder and the 'My_tape_rule' project folder to the same
folder as your HTML file (Figure 87).
Figure 87: Placing the player and project folders in the same folder as the HTML file
NOTE: It is very important that the 'wf-player' folder and the project folder are located in the same folder as
your HTML file. Else, the presentation will not work.
NOTE: In case you still would like to have the 'wf-player' folder and the project folder in a different folder than
your HTML file, then you have to change the codebase parameter in the HTML source code.
6. Test
your HTML file locally before uploading to the web server. Make sure the presentation
is working.
7. Use
the built-in FTP client to upload your HTML file, the 'wf-player' folder (with contents)
and the 'My_tape_rule' project folder (with contents) to your web server.
8. Open
the uploaded HTML file in your browser and test that the presentation is working as it
should.
58
Summary
Summary
We are now ready with the tutorial and you have learned the basic steps of creating a Web3D
presentation using WireFusion - from 3D modeling to publishing of a final presentation to the
web.
There are still a lot to learn and explore about the 3D capabilities in WireFusion, and a good
point to start with is to read the reference manual WireFusion, Volume II. We also recommend the guide 3D Modeling, which gives useful tips for creating and preparing 3D models
for WireFusion and the web. For those interested in creating dynamic presentations containing a lot of streamed models and textures, such as 3D configurators, we recommend the 3D
API manual/tutorial.
End of tutorial
***
Publication date: December 14, 2005
The author and the publisher make no representation or warranties of any kind with regard to the completeness or
accuracy of the contents herein and accept no liability of any kind including but not limited to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or indirectly from this book.
All rights reserved 2005 Demicron AB, Sundbyberg, Sweden. World rights reserved. No part of this publication may
be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher.
This product and related documentation are protected by copyright and distributed under licenses restricting its use,
copying, distribution, and decompilation. No part of this product or related documentation may be reproduced in any
form by any means without prior written authorization of Demicron and its licensors, if any.
Trademarks Demicron and WireFusion are trademarks of Demicron AB. Acrobat, Photoshop are registered trademarks of Adobe Systems Incorporated. Java, SunSoft are trademarks of Sun Microsystems, Inc. Windows95, Windows98, Windows ME, Windows NT, Windows 2000, Windows XP are trademarks or registered trademarks of Microsoft Corporation. Pentium is a trademark of Intel Corporation. OS X is a trademark of Apple Computer. All other
trademarks are the property of their respective owners.
59