Alice3 UserGuide PDF Complete
Alice3 UserGuide PDF Complete
Alice3 UserGuide PDF Complete
How-to Guide
Wanda Dann
Don Slater
Steve Cooper
1st Edition
Dennis Cosgrove
Dave Culbya
Laura Paoletti
Preface
..........................................................................................4
Notes to Instructors
...............................................................................................6
Preface
Welcome to Alice 3. Alice 3 has been under development since late 2007. A Beta version was
made available for adventuresome souls in 2009. This guide has been prepared for release in-sync
with the first official (non-beta) release in 2012. This publication also marks the 5th anniversary
of the Last Lecture presented by Dr. Randy Pausch, the founder of the Alice Project at Carnegie
Mellon University.
Alice Team
The Alice team consists of a group of software engineers, character artists, professors, and
authors. A proud distinction of this team is the devotion each team member has for Alice. The
life and breath of Alice software is dependent on the members of our creative and energetic
development team:
Dennis Cosgrove, Lead architect and Senior Software Engineer
Dave Culyba, Software Engineer
Matthew May, Junior Software Engineer
Acknowledgements
Over the last four years, the Sun Microsystems Foundation, the Oracle Foundation, the
Hearst Foundation, and Electronic Arts have contributed support for the development of the
Alice 3 system, for which we are deeply grateful.
The content in this guide based upon work partially supported by the National Science
Foundation. Any opinions, findings, and conclusions or recommendations expressed in this
material are those of the author(s) and do not necessarily reflect the views of the National
Science Foundation.
Our deep gratitude goes to early testers and users of Alice 3 for their helpful comments and
suggestions: Daniel Green (Oracle), Caron Newman (Oracle Academy), Susan Rodger (Duke
University), Pam Lawhead (University of Mississippi), Leslie Spivey (Edison College), William
McKenzie (Roger Williams University), Bill Taylor, Anita Wright, and Rose Mary Boiano
(Camden County College), Tebring Daly (Collin College), Eileen Wrigley and Don Smith
(Community College of Allegheny County).
We thank Tracy Dunkelberger Johnson (Pearson/Prentice Hall) for her patience and support.
Community
We are proud to recommend the Alice Educators listserv as a community for sharing
questions and answers. The listserv is monitored and restricted to instructors. A link for
subscribing to the Educator's listserv is available at: www.alice.org
As always, we welcome your comments and suggestions.
Wanda Dann, wpdann@cs.cmu.edu
Steve Cooper, coopers@cs.stanford.edu
Don Slater, dslater@cmu.edu
NOTES TO INSTRUCTORS
Over the last decade, the Alice Project has emerged as a pioneer and a leading innovator in
providing a software tool for teaching and learning problem solving and fundamental concepts of
computer programming. Alice 2 has been the flagship for this effort. During the last four years,
Alice 3 has been under development and is now in its first (out-of-beta) release.
Originally, we expected Alice 3 to replace Alice 2. This plan has been restructured. We are
now providing an Alice Suite of tools composed of both Alice 2 and Alice 3, as shown in Figure
0.1.
Figure 0.1 The Alice Suite: Alice 2.x and Alice 3.x
Desktop or laptop computer. Alice runs okay on some netbooks. However, many netbook
models are not powerful enough to support 3D graphics animation. We suggest a trial run
of a sample Alice 3 program on any netbook being considered for purchase.
Windows XP, Vista, Windows 7, Mac OSX (Leopard, Snow Leopard, Lion, or Mountain
Lion), or Linux
1 GB RAM (2 GB or more is recommended)
VGA graphics card capable of high (32 bit) color and at least 1024x768 resolution (3D
video card gives faster performance)
Two- or three-button mouse is recommended. The touchpad on a laptop may be used.
Please note, however, that arranging 3D objects in a virtual world is easier to control with a
mouse than with a touchpad.
Important Concepts:
The Alice installer makes use of the Java JDK (Java SE Development Kit 7). If the Alice
installer indicates the Java JDK has not been installed, then see the instructions at http://
help.alice.org for downloading and installing the JDK prior to downloading and installing Alice.
If working on a networked system, ask the system administrator to install the JDK.
The www.alice.org homepage includes a Downloads menu. Click on Downloads on the menu
bar, as shown in Figure 1.a.1. Select Get Alice 3.1.
On-line Installer
The preferred method for installation on a single machine having a broadband internet
connection is with the On-Line Installer. Click the On-line Installer download button for the
appropriate platform (Windows, Mac, or Linux). The On-line Installer automatically activates a
wizard that downloads files one at a time, as needed, to complete the installation. On broadband
connections, this process typically takes 10 30 minutes, depending on the speed of the
connection.
Off-line Installer
The preferred method for installation on a single machine having a dialup internet
connection is with the Off-Line Installer. To download the Offline Installer, click on the Off-Line
Installer link for the appropriate platform (Windows, Mac, or Linux). The Off-line Installer
automatically activates a download of the entire Alice 3.1 system. On dial-up connections, this
process typically takes 1 - 2 hours, depending on the speed of the connection. After the
download has completed, install by clicking on the downloaded file. A wizard will provide stepby-step instructions.
Universal zip
The preferred method for installation on multiple platforms and/or on networked machines
is with the Universal zip. To download the Universal zip, click on the Universal zip Installer link.
The Universal zip works on Windows, Mac, and Linux platforms. The Universal zip
automatically activates a download of the entire Alice 3.1 system. On dial-up connections, this
process typically takes 1 - 2 hours, depending on the speed of the connection. After the
download has completed, install by unzipping the downloaded file using a compression software
application such as WinZip or 7-zip. The Universal zip file should extract to a folder named
Alice 3. NOTE: For Windows Vista or Windows 7, unzip to the desktop and then drag to the
Program Files folder on the C:\ drive. This will avoid pop-up messages regarding administrator
permissions.
Starting Alice 3
If Alice 3 has been properly installed using the On-Line or Off-Line installer, a shortcut icon
will have been created on the desktop of the machine. The screen capture in Figure 1.a.3 was
taken from the desktop of a PC, but Mac and Linux systems have similar icons. The icon may be
pulled to a dock, if available on the computer system. Double click the icon to start Alice 3.1.
If Alice has been installed on a machine using the Universal zip, no shortcut icon has been
created. Open the unzipped Alice 3 folder to view a list of folders and files, as shown in Figure
1.a.4. Four start files are highlighted in the red box in Figure 1.a.4.
alice3.sh
alice364bit.sh
Alice3Icon.ico
Drag this icon to the dock. Then click the icon on the dock to start
Alice 3 on a Mac OSX system (Leopard, Snow Leopard, Lion, or
Mountain Lion).
Upon successful selection of a template, Alice will display the selected template scene in the
upper left corner of the Code Editor, as shown in Figure 1.a.6. (The display may vary somewhat,
but the basic organization should be the same.)
environment where a virtual world (a scene with actors and props) and a program (a script that
gives instructions to the actors) can be created to enable interaction and communication between
Alice and a programmer (user).
Code editor
In addition to displaying a view of the scene (upper left), the opening interface displays the
Code editor panel (right) with tabbed panes where different parts of a program are created. The
Code editor also has a Methods panel (lower left) and a Control tiles panel (lower right), as
labeled in Figure 1.b.3. When Alice is first started with a new template, the camera is the
selected object, the Scene view displays the selected template scene, and myFirstMethod (the
main method defined for a scene) is the open tab in the Code editor panel.
In the Methods panel, each tile represents a method. A method is an action performed on or
by an object (animal, person, prop, fish, or some other entity) in a scene. As shown in Figure 1.b.
3, the Methods panel categorizes methods for display on two tabs: Procedures (methods that
perform an action), and Functions (methods that ask a question). In this example, the camera
objects Procedures tab displays methods such as move, moveToward, , turn, roll, and others.
Control panel
In the Control panel, each tile represents a statement that organizes and manages instructions
and information (data). Figure 1.b.4 highlights the control tiles. Most control tiles specify the
order in which to perform methods. As a convenience, a comment tile (//) and a variable tile (for
storing data) are also on the Control panel.
Scene editor
To view the Scene editor, click the Setup Scene button in the lower right corner of the scene,
as shown in Figure 1.b.5.
As labeled in Figure 1.b.6, the Scene editor has two panels: Scene Setup and Gallery. The
purpose of this editor is to create a virtual world by adding and arranging the objects in a scene.
The Gallery contains 3D models that are used to create objects in the scene. The SetUp provides
buttons for positioning objects in the scene and changing the size, color, and other properties of
these objects.
The creation of an animation often involves frequent switching back and forth between the
Code and Scene editors. To toggle between the two editors, click the Setup Scene button in the
Code Editor or click the Edit Code button in the Scene editor, as shown in Figure 1.b.7.
File menu
The File menu contains options for managing and editing files in a project, as shown in
Figure 1.c.2. The items in the File menu are: New, Open, Recent Projects, Save, Save As, Revert,
Print, and Exit.
Edit menu
The edit menu contains Undo, Redo, Cut, Copy, and Paste, as shown in Figure 1.c.4. These
are all standard editing actions. As of this writing, Cut, Copy, and Paste are not implemented but
are listed in the menu to provide for future modifications. Truthfully, the traditional cut, copy, and
paste actions work well in a text editing environment. However, these actions are of limited
usefulness in an editor containing graphic statement tiles. Section 16 of this guide provides
detailed instructions on using the clipboard for Cut, Copy, and Paste in a drag-and-drop
programming environment.
Project menu
The project menu contains Manage Resources, Find, and Statistics. The Manage Resources
item opens a dialog box for importing (or removing) resource files. A resource file may be either
an audio (sound) or image (picture) file. Alice does not provide sound or image editing
capabilities.
The Statistics item pops up a window that displays a frequency analysis of constructs and
method calls within the current project, as shown in Figure 1.c.7.
Window menu
The Window menu contains Perspectives, Project History, Memory Usage, and Preferences,
as shown in Figure 1.c.8. These items control the display of the Alice 3 environment in terms of
the number of open windows and their content.
Backtrack In History
It is possible to backtrack to a previous state (objects in the scene, their locations, and their
properties) of the world by clicking an earlier item in the list, as shown in Figure 1.c.10 above.
Selecting an item (other than the last one) causes all later actions in the list to be played
backwards. To illustrate, we clicked Camera Move in the Project History and the two later
action items (declare bunny and Object Move) were played backwards. So, the bunny moved
back to its initial location and then was deleted from the world. The state of the world when
Camera Move was executed is now displayed in the scene view shown in Figure 1.c.11. Notice, in
Figure 1.c.11, that the declare bunny and Object Move actions are still in the history and clicking
on one of these will track forward to that state. However, if a middle state is selected, then the
history box is closed, and some other action is performed, the project history is updated and later
states are removed from the history.
Help menu
The Help menu contains: Help, Help with Graphics Problems, Report a Bug,
Suggest improvement, Request a New Feature, Show Warning, Show System
Properties, and Browse Release Notes[web], as shown in Figure 1.c.15.
The Report a Bug, Suggest Improvement, and Request a new Feature items each
open a window containing a form for the specified action. This feature allows Alice users to
submit a bug report, suggest improvements, and provide ideas for new features. When the submit
button is clicked, the report is immediately submitted to the reports database if the computer is
currently connected to the internet. If not connected to the internet, the report is simply deleted
when Alice is shut down.
Default preferences
The Alice installer has a pre-defined set of preferences for the look and feel of the Alice
environment. We say these are default preferences. The default preferences are shown in Figure
1.d.1. By default, most of the preference options are disabled (not checked). However, one
preference option in this menu is selected: Constants, which enables the ability to create a value
that is constant (does not change value at runtime).
Some preference menu items cascade to a subset of selections. For example, Display this.
cascades to two options, as shown in Figure 1.d.3. In the screen capture shown here,
this is always on. Use of the term this. is a style choice and you may elect to turn it off in the
methods for the Scene class. To select the alternate option click the second item in the cascaded
menu, as shown in Figure 1.d.4.
Any combination of preferences may be set. Figure 1.d.5 shows two preferences (Constants
and Constructors) we recommend for those who wish to focus on object-oriented programming
concepts with an intention to prepare for learning a production level language, such as Java.
When clicked, the class selection button (shown in Figure 1.d.6) will pull down a menu with a
list of the classes currently used in this world. In this example, the list of classes includes: Scene,
Biped, and Alien. Alice projects will always have the Scene class. Other classes in the list will
vary depending on which objects are added to the scene and which preferences have been
selected. You may notice that the Alien class tile is indented beneath the Biped tile. This is
because the Alien class is a specific type of Biped.
In our daily lives, we think of a model in many different ways. We think of a model as a
product when we say, "This car is the latest model." We might think of a model as someone to be
imitated when we say, "She is a model student." To an architect, a model is a blueprint (a design
for construction). Figure 2.a.1 illustrates a blueprint for house. This blueprint provides a design
that tells a home-builder how to build the house but is not an actual physical instance of a house.
Figure 2.a.2 A new Alice world with the default Object tree
Gallery Organization
In an Alice world, many objects are added to a scene and then animated to tell a story, create
a simulation, or play a game. This means that dozens of 3D models (classes) are needed in the
Gallery. We expect that, over time, the Gallery will continue to grow to include hundreds of
models.
The Gallery has five tabs: three for browsing, one for searching, and one for shapes/text.
Each of the three browsing tabs organizes the 3D models into collections:
Class Hierarchy organized by mode of mobility, how an object gets around in a scene
(for example, Biped, Flyer, Quadruped), as illustrated in Figure 2.a.3.
Figure 2.a.6 Common features used to categorize 3D models in Class Hierarchy tab
To view the classes in a collection, single-click on the icon for that collection. In the example
shown in Figure 2.a.7, we clicked on the Biped collection. A scroll bar at the bottom edge of the
Gallery panel can be used to view the complete list of classes in this collection. These classes are
in the Biped folder because they each represent an entity that has two legs for walking and
moving around the scene. Notice, however, that each has its own unique properties. For example,
the alien has green skin, the wolf has a long nose, and the bunny has long ears.
One way to find a specific 3D model in the Gallery is to take advantage of the organization
system. In the Class Hierarchy tab, one would first think about how the desired object moves
arounddoes it walk on two legs, walk on four legs, fly, or swim? Then, click that class folder and
use the scroll bar to find the specific model. For example, to look for a Sims person, select the
Biped folder because a person is likely to move around on two legs. Then, click the Person
thumbnail sketch, as shown in Figure 2.a.8. Sims people objects belong to the Person class in the
Biped folder.
Shapes / Text
The last tab in the Alice Gallery provides 3D models for adding geometric shapes, 3D text,
and billboards (importing 2D images) to the scene.
Setting up a Scene
An object can be added to a scene in either one of two ways. One way is to single-click the
thumbnail sketch of the desired object in the gallery. A dialog box is displayed where a name for
the object can be entered (or a default name can be accepted), as shown in Figure 2.b.1. The
name should be all one word (no spaces) and should begin with a lowercase letter of the alphabet.
To use two or more words, use camelCase which starts with a lowercase letter for the first word
and then uses a capital letter for each additional word. For example, the alien might be named
greenAlien. Click OK when done.
Figure 2.b.2 A new objects name is automatically added to the Object tree
The second way to add an object is to click and hold the left mouse button on the thumbnail
sketch and drag it into the scene. The display of the mouse cursor will change to a box-like
outline, as shown in Figure 2.b.3. This is a bounding box that shows where the object will be
located when the mouse button is released. This method of adding an object to a scene allows the
user to control where the object will be positioned in a scene.
Figure 2.b.3 Click and drag thumbnail sketch into the scene
When the mouse cursor is released, a dialog box pops up where a name for the object can be
entered (or accept the default name) in exactly the same way as described above.
Multiple objects
It is possible to add more than one object of the same class. It is also possible to construct
different objects from different classes in the same scene. Figure 2.b.4 shows four different objects
in an Alice scene, each constructed from a different class.
The first sketch (on the left) in the Biped collection is a Person Builder for the Person class of
Sims 2 people. To open the Person Builder, single-click the Person thumbnail sketch, as shown in
Figure 2.b.5.
In addition to the models in various collections, the Gallery also has a few basic, geometric
shapes (disc, cone, cylinder, and sphere). To create a geometric shape, click one of the thumbnail
sketches, as shown in Figure 2.b.8.
Figure 2.b.10 Properties can be set for painting, resizing, and other modifications
Add 3D text
To create an instance of the TextModel class, click the TextModel thumbnail sketch in the
Gallery, as shown in Figure 2.b.11. 3D text is useful for displaying screen credits, a timer, or a
scoreboard for a story or game.
Figure 2.b.13 Naming a text object and initializing the text string (alphanumeric)
The new 3D text object will be displayed in the scene, as illustrated in Figure 2.b.14. The text
object can be positioned in the scene, and its properties can be set in Setup.
Figure 2.b.16 Billboard dialog box requires a name and an image or color for front and back
An example is shown in Figure 2.b.17, where we accepted the default name "billboard" as the
name for the new billboard object, selected an image source (an Alice Team photo) and then, in
the pull-down menu for the back of the billboard, selected a solid black color.
Once a 2D image is added to a scene as a billboard, the image will show up in the list of
resources found in the Project menu under Manage Resources, as shown in Figure 2.b.19.
and orient the axes to the asteroid. Then, as shown on the right in Figure 2.b.23, the axes arrows
are aligned with the orientation of the asteroid. The white arrow of the axes shows the forward
direction for the asteroid, the red arrow shows the asteroids right, and the green arrow shows the
asteroids up direction.
Figure 2.b.23 Original axes location (left) and aligned with android (right)
Setup
To view property data about an object, click on the object in the scene. When clicked, the
selected object will be surrounded by a ring-shaped handle, as shown in Figure 2.c.1. (The ring
handle is a mouse control that can be used to turn the object left and right.) The selected objects
properties are displayed in the Setup just to the right of the scene. In this example, the selected
object is named seaweed2 which is an object of the Seaweed2 class.
Set a property
The phrase set a property means to modify a property. Setting a property may change its
appearance, size, or position in the scene.
Set paint
Paint includes both the texture map and the color of an object. An object has a wire mesh of
polygons that creates the external appearance of the object. A texture map is applied to the mesh
surface to create a "skin" coating that encloses the object. For people objects, the skin includes
hair and eyes and for animal objects the color of fur, eyes, nose, ears, paws, and tail (if
appropriate). An objects color is a coating that covers the texture map. By default, a WHITE
color coating is simply a clear coating that does not change the colors on the skin (somewhat like
a clear sugar-glaze on a doughnut).
To change the color coating, click the Paint's pull-down menu in Setup and select a color in
the menu. In Figure 2.c.2, MAGENTA has been selected and the seaweed is painted with this
color.
Set opacity
One way to think about opacity is that it is the opposite of transparency. By default in Alice,
the opacity of an object is 1.0, which means the object is totally opaque (looks solid). Setting the
opacity to 0.0 would mean that the object is totally transparent (can see right through it). The
range of values for opacity, therefore, is from a low of 0.0 to a high of 1.0.
To set the opacity of an object, select the object in Setup and then click on the Opacity
button. A drop-down menu allows the selection of opacity in a scale of 0.0 to 1.0, as shown in
Figure 2.c.3. In this example, the seaweed2 object was selected and the opacity was set to 0.4. As
can be seen by comparing the seaweed2 object with the other seaweed object beside it, the
seaweed2 object has faded and is now partially transparent.
Set vehicle
In Alice, a vehicle is an object whose motions affect the motions of another object in the
virtual world. As an analogy, consider a car as a vehicle. When a person is riding in a car and the
car moves forward, the person moves forward with the car. In Alice, the current scene is, by
default, the vehicle for all objects within it. So, if the scene moves left all objects within the scene
would move left with it.
To set the vehicle of an object, first select the object for which the vehicle is to be changed.
Then click on the Vehicle button. A drop-down menu allows selection of another object to be the
vehicle, as shown in Figure 2.c.4. In this example, we set the vehicle of the seaweed to be the
dolphin. Now, if the dolphin moves the seaweed will move with it, in the same direction and
distance or if the dolphin turns, the seaweed will turn with it in the same angle of rotation.
Set position
The position of an object in a scene is relative to the center point of the scene. Using the
mouse to drag the object around in the scene most common method of setting the position of an
object in a scene. However, there may be some worlds in which it is important to position an
object in an exact location in the scene.
The Setup panel of the Scene editor allows precise positioning of an object by setting its
position coordinates. To set the position, click the mouse in one of three coordinate boxes and
use the keyboard to enter a numeric value. As an example, in Figure 2.c.5 we added a blue cone,
positioned at the center point of the scene (0,0,0). Then, the dolphin was positioned by entering
numbers in the position boxes for x (-1.36), y (-0.04), and z (1.35). After the new values were
entered and the Enter key was pressed the dolphin was immediately repositioned at that location
in the scene.
Set size
An object's size has three dimensions: width, height, and depth. The size of an object in a 3D
world often needs some adjustment when added to a scene where other objects are much larger
or smaller. For example, in Figure 2.c.6 the sea sponges width is 0.12, height 0.24, and depth
0.10 m. Relative to the seaweed, the sea plant looks too small. To change the size, click the
mouse in one of three dimension boxes and use the keyboard to enter a numeric value. By
default, a change in size is locked to be proportionate in all dimensions.
To return an object to its original size, click the Reset button, immediately to the right of the
Size dimension boxes.
Example
To illustrate atmosphere, light and fog special effects, we created a world with a brown ogre
(of the Ogre class) in a green grass, blue sky scene, as shown in Figure 2.d.1. The rock and hedge
objects are from the Props collection in the Gallery.
Figure 2.d.3 Default settings for lighting and fog in this scene
The Atmosphere Color determines the color of the sky. To set the sky to a different color,
click the button for Atmosphere Color and select a different color from the drop-down menu, as
shown in Figure 2.d.4. We selected dark blue, and the result is shown in the screen capture at the
left.
The pull-down menu for color provides a Custom Color option. Selecting Custom Color will
pop up a dialog box to select from a grid of color swatches or use HSB or RGB color codes, as
shown in Figure 2.d.5.
In addition to light being projected from above the scene, it is also possible to project light
from below. By default, the Below Light Color is set to BLACK, which is the equivalent of no
lighting from below. To turn on lighting from below, click the Below Light Color button and
select a different color, as shown in Figure 2.d.7. In this example, we selected RED for a fiery
effect and the result is shown in the screen capture at the left.
Fog is used to create a misty effect in the scene, as shown in Figure 2.d.8. Fog can be used to
allow objects to move into the scene from the back, gradually becoming more and more visible.
By default, the fog density is set at 0.0, meaning that there is no fog. A fog density setting of 1 is
the most fog that is possible for the scene (only the atmosphere is visible). To set the fog, click the
Fog Density button and select a density value from the pull-down menu of values (in the range of
0.0 1.0). In this example, we selected 0.3 (approximately 30%) for a mild fog effect and the
result is shown at the left in Figure 2.d.8.
Alice has only one camera in a scene. The camera is moved around and repositioned for
close-up views and special effects. Because moving the camera is a common action when setting
up a scene in the Scene editor, Alice provides a way to mark a camera position so as to create
known camera positions in the scene.
This is similar to Hollywood studios where a single camera film-style production is often used.
Each scene and camera angle is setup and rehearsed until the director is happy with the
arrangements. The camera positions (location and orientation angle) are marked before any
actual filming begins.
In Alice, a camera marker is an object that remembers the position and orientation of the
camera at the time the marker was created. The camera can then be moved or rotated to a
different location and orientation, but the marker stays where it was created. When creating a
camera marker in the Scene editor, the marker object is visible in the scene. There is no need to
worry about camera markers cluttering up the scene, however. Later, when the user clicks the
Run button to play an animation, markers will not be visible in the scene. (The markers are still
there, just not visible.)
The Camera Markers section of the Setup in the Scene editor is used to create markers for
the cameras location and orientation. To view the Camera Markers section, click on the arrow
next to the Camera Markers label at the bottom of the panel, as shown in Figure 3.a.1. The
Camera Markers section should expand to show buttons for creating camera markers. Notice
that the Camera Markers section has three buttons -- two small buttons having a dark gray
camera icon and a question symbol and one button labeled Add Camera Marker .
Figure 3.a.1 Collapsed (left) and Expanded (right) Camera Marker section in Setup
Note: We pulled the camera way back in this scene in order to obtain a view of both markers
for the screen capture in Figure 3.a.4. Otherwise, one of the markers would have been behind
the camera.
At the bottom edge of the scene view are three sets of camera navigation controls, as shown
in Figure 3.a.5. The most common use of navigation controls is to set the camera's initial point
of view for best effect in animation.
Clicking the arrow will manipulate the camera as described. Clicking and dragging in the
direction of the arrow will speed up the camera movement, and clicking and dragging in between
two arrows will combine the camera manipulation.
The set of four arrows on the left, as shown in Figure 3.a.6, move the camera up or down
(vertically), and left or right (horizontally), from the cameras point of view. As with any move
action in Alice, these buttons change the location of the camera in the scene, but not its
orientation (the direction the camera is facing). Professional videographers refer to these actions
as the camera being ped (up and down) or tracked (side to side).
The other two arrows in the center set, as outlined in yellow in Figure 3.a.8, turn the camera
to the left or right, as seen by the camera. As with any turn action in Alice, a turn changes the
orientation of the camera in the scene, but not the location of the camera. Professional
videographers refer to this action as panning the scene.
Once in a while, a marker may have been created in the wrong place. Rather than deleting
the marker and creating a new one, the existing marker can be repositioned. To reposition a
marker, first position the camera in the desired new location and orientation. Then, select the
marker to be repositioned in the list of camera markers. In the example shown in Figure 20.12,
we selected startPosition (a red camera marker). Notice that the two small buttons now show the
dark gray camera icon (current camera position) and a red camera icon (the selected marker).
Markers
To better describe object markers, we use an analogy: a bookmark in a web browser (e.g.,
Firefox, Safari, IE, Chrome, or some other). To make it easy to find a favorite web site, a
bookmark is created. Later, to return to that favorite web site, the bookmark in the browser is
used to return to that website on the Internet. Object markers in Alice do a similar kind of thing.
Markers are used to remember the position and orientation of an object at the time the marker
was created. Then, later, after the object has moved or rotated to a different position, the object
can be repositioned at the marker.
Example
To illustrate object markers in this section, we have created a scene with the alien and an
asteroid boulder in the Mars scene, as shown in Figure 3.b.1.
Figure 3.b.2 Collapsed (left) and Expanded (right) Object Marker section in Setup
To create an object marker, first position the object in the desired location and orientation in
the scene. Next, click on the Add Object Marker button. In the example shown in Figure 3.b.
3, the object is the alien.
When the name is entered, press the Enter key. Alice creates a set of axes to represent the
object marker. The axes marker is automatically positioned at the pivot point of the object, as
shown in Figure 3.b.5. The object marker has the same orientation as the object.
Secondly, click the object => marker button (left of the two small buttons), as shown in
Figure 3.b.7, to move the object to the selected marker.
To reposition an object marker from its current position to the current location of an object,
first select (from the list of object markers) the marker to be repositioned. In Figure 3.b.9, the
firstPosition marker in the list has been selected. Then, click on the marker => object button to
move the marker to the selected object, as shown in Figure 3.b.10.
The purpose of this section is to introduce the Scene editor's Undo and Redo buttons and to
illustrate the use of handles (ring and arrow mouse controls). Three of the handles create rings
and arrows for using the mouse to interactively position an object in a scene. A fourth handle is a
mouse control for resizing an object.
Hint: We recommend using a mouse for working with handles in the Scene
editor. A touchpad on a laptop is also usable, but takes more patience.
Position
The position of an object in a scene has two components: (1) An object's (x, y, z) coordinate
location relative to the center of the virtual world, and (2) An object's orientation. The (x,y,z)
coordinate location was described in the previous section of this guide. In this section, the
primary focus is on setting an object's orientation.
Orientation
An Alice object lives in 3D space and thereby has a sense of direction in three dimensions. An
object's senses of up and forward define its orientation. In Figure 3.c.1, an axes object has been
embedded in the hare to illustrate the hare's sense of direction. The green arrow points up, the
white arrow is forward, the blue arrow backward, and the red arrow right. Although we
described the axes as though there were four separate arrows, this is not really true. The forward
and backward arrows are actually just one continuous arrow but the two portions of the arrow
are painted different colors to provide a better visual perspective.
A sense of "freedom to play" when setting up a scene is provided by two buttons, Undo and
Redo, in the upper right corner of the Scene editor, as shown in Figure 3.c.2.
Undo provides the ability to "erase a mistake." A click on the Undo button backtracks the
most recent action and the state of the scene backs up one step, removing it. It is possible to click
Undo repeatedly, backtracking all the way to the initial state of the project when it was first
opened in this session (but not into previous sessions that were saved and later reopened).
Redo provides the ability to "change your mind." Click the Redo button to reverse the action
of an Undo. Redo also provides the ability to repeat an action.
Handles
By default, the mouse can be used to click and drag an object forward/backward and left/
right on the horizontal plane in a scene. Handle style controls create rings and arrows that can be
used to modify the mouse's drag action in the Scene editor. Each handle action is summarized in
Figure 3.c.3.
Single ring
When an object is first added to a scene, the Handle style displayed is usually a single rotation
ring around the pivot point of the object, as shown in Figure 3.c.4. Using the mouse to click on
the ring and drag the ring in a clockwise or counterclockwise direction causes the object to mimic
the mouse action, rotating in the same direction as the ring is being turned.
Rotating an object with the single ring handle changes the orientation of the object by
changing the forward and backward directions. (It is possible, however, for the object to end up
facing in the same direction it was originally facing. In this case, the orientation is returned to its
original value.)
Three rings
The three rings handle can be used to turn an object left/right (turn around), turn an object
forward/backward (tilt), or roll an object left/right (similar to a door knob), as shown in Figure
3.c.5. Rotating an object with any of the rings changes the orientation of an object. The turn
ring changes the forward direction. The tilt ring changes the forward and up directions. The roll
ring changes the up direction. (Once again, it is possible to rotate in such a way that the
orientation returns to its original value.)
Figure 3.c.5 Three rings to turn an object left/right or forward/backward, or roll left/right
As a short example of the usefulness of the ring handles, in Figure 3.c.6 we added a 3D text
object to the scene. Note that the text is somewhat dark. The lighting in a scene is directly
overhead. To get better lighting on the text, the text can be tilted slightly backward.
Three arrows
The third handle button displays translation arrows (rather than rotation rings). The
translation arrows can be used to move an object in any of six directions (up, down, left, right,
forward, or backward), as shown in Figure 3.c.9.
The three translation arrows change an object's (x, y, z) coordinate location in the virtual
world. However, the orientation of the object remains the same. (As with orientation, it is
possible to move an object in such a way that it returns to its original location.)
The fourth handle style button displays a single translation arrow that can be used to resize
an object, as shown in Figure 3.c.10. The single arrow changes the objects size in all directions
proportionately. The single translation arrow offers a more free-styling control for resizing as
compared to the specific accuracy of the Position (Width, Height, and Depth) property in the
Setup.
The single resize arrow does NOT change the orientation of the object.
Some skeletal joints are located in an extended limb (for example, an arm, leg, wing, fin, or
flipper). A limb often contains numerous joints which must share the same orientation. For
example, Figure 3.d.3 shows a close-up view of the fish's tail. The tail is a limb that is facing
outward (similar to the fish's eye). The tail is one sub-part but has three joints to provide some
flexibility for animation. The three joints share the same orientation, as seen in the axes at each
joint. The white axis of each joint is facing outward (forward for the tail), the green axis is the
upright position of the tail sub-part as attached to the fish's body (up), and the red axis is the right
of the tail as the tail is facing outward.
Figure 3.d.3 Multiple joints in a limb have consistent orientation, facing away from the body
Sub-parts of an object can be positioned in the Scene editor by selecting the appropriate joint
from the Object Parts menu. To view the Object Parts menu, click the Selected tile in the Setup,
select the object in the list of objects and pull the mouse cursor over the right arrow to open a
cascading menu of joints, as shown in Figure 3.d.4. In this example, the tail was selected for a
clownFish object.
The purpose of this section is to demonstrate how to position two or more objects at locations
relative to one another in a scene. Alice provides multiple camera viewpoints for relative
positioning.
Example
To illustrate, we added a hare (named harry), a Cheshire cat (named chessy), a tiger (named
tiggerrr), a tea tray, and a teapot to the example scene shown in Figure 3.e.1. In this example, the
goal is to put the teapot on the center of the tea tray.
Camera viewpoints
Positioning the teapot on the center of the tray looks simple. Just drag the teapot onto the
center of the tray, as shown in Figure 3.e.2. However, the actual position of one object relative to
another object can be deceptive because our view of the scene is only what we see through the
camera's lens (the camera viewpoint). In this example, the camera viewpoint is from the front of
the scene and it is difficult to see whether the teapot is actually at the center of the tray.
When an item in the menu is selected, Alice "automagically" takes care of positioning the
camera at the selected viewpoint. The Layout Scene View positions the camera upward and at an
angle, as shown in Figure 3.e.4. From this viewpoint, it is easy to see that the teapot is not quite
on the center of the tea tray.
Figure 3.e.5 Camera navigation tools and handles can be used to reposition objects
Figure 3.e.6 shows the result of using the mouse to carefully position the teapot on the center
of the tray. Use the Camera Viewpoints menu to put the camera back to the Starting viewpoint.
Figure 3.e.6 The teapot is now on top and at center of the tea tray
In the example above, the Layout Scene view is all that was needed. However, the camera
viewpoints menu offers other options:
TOP view
The TOP view presents an overhead view of a scene, as shown in Figure 3.e.7. The camera is
hovering over the scene and is pointing straight toward the ground in the scene.
Figure 3.e.8 Camera navigation arrows in TOP, SIDE, and FRONT views
Important concepts:
The motion of the camera that results from using camera navigation
arrows is always as seen by the camera. This can be surprising when the
camera is in TOP, SIDE, or FRONT view. For example, in TOP view, the
cameras forward orientation is looking straight down toward the
ground. So, moving the camera forward in TOP view actually zooms in
closer to the ground.
SIDE view
The SIDE view presents a camera viewpoint that faces the center point of the ground, from
the ground's right side, as shown in Figure 3.e.9. All the handles are available. The camera
navigation arrows allow moving the camera forward, backward, left, and right, up and down. But
it is not possible to turn the camera to the left or right, forward or backward.
Example
To illustrate, we will continue with the scene created in the previous section where the teapot
was positioned on the center of the tea tray. The current state of this example scene is shown in
Figure 3.f.1. In this continuing example, the goal is to position tiggerrr, chessy, and harry all in a
straight line behind the tray.
The purpose of this section is to illustrate how to use a one-shots menu for alignment and
precise positioning of objects and object sub-parts in the Scene editor.
Example
To illustrate precise positioning of objects and sub-parts, we will use the scene shown in
Figure 3.g.1. In this example scene, the alien is on a moon surface with his pet robot.
One-shot methods
One-shot methods are listed in a drop-down menu in the Scene editor. A one-shot method is
an action performed right now and only once (a one-shot) by an object in the scene. There
are three techniques for opening a one-shot menu. One technique is to right-click on the name
of an object in the Object tree, as shown in Figure 3.g.2, and then select the word procedures
from the drop-down menu. Procedures are methods that perform an action. One-shot methods,
therefore, are procedures.
the exact same location and orientation. Right click on the alien in the Object tree, select
procedures, and then select the moveAndOrientTo tile as shown in Figure 3.g.5. In this example,
we selected buddy as the target object.
The second step is to select a one-shot to move the alien 2 meters to its right. In Figure 3.g.7,
we right clicked on the alien tile in the Object tree, selected procedures, the alien.move tile,
RIGHT as the direction, and 2.0 meters as the amount.
Figure 3.g.7 Positioning the alien exactly 2 meters from the robot
As seen in Figure 3.g.8, the alien and robot are now precisely 2.0 meters apart. It is important
to note that the distance is measured as the shortest distance from the center of one object to the
center of the other object. The center of an object is its pivot point as it moves, turns, and rolls
in animations.
Figure 3.g.11 Turn the alien's right shoulder 0.125 revolutions backward
Turning, rolling, and orienting a skeletal joint has an effect on associated subparts of an
object. Figure 3.g.12 shows the result of turning the right shoulder 0.125 revolutions (45 degrees).
Figure 3.g.12 Position of the alien's right arm after turning the right shoulder
Actually, the traditional cut, copy, and paste actions are useful in a text-based editor but are of
limited use in a drag-and-drop editor. In Alice, a clipboard is far more useful as a way to store a
single graphic tile (one statement) or a block of graphic tiles (multiple statements) for cut, copy,
and paste actions.
Cut
To cut, use the mouse to drag a single graphic tile or a block of graphic tiles into the
clipboard, as shown in Figure 3.h.2. In the example shown here, an entire block of tiles is
dragged to the clipboard.
Copy
To copy the statement tiles (instead of cutting), press and hold the Ctrl key (the Option key on
Mac) while using the mouse to drag the code into the clipboard, as shown in Figure 3.h.4.
Hint: release the Ctrl (OPTION) key only after releasing the mouse button.
Figure 3.h.5 Copy does not remove code that is saved to the clipboard
Figure 3.h.6 Paste the code from the clipboard into the editor
To paste without removing a graphic tile from the clipboard, press and held the Ctrl (Option
on the Mac) key while dragging from the clipboard into the editor, as shown in Figure 3.h.7. Note
that the color of the clipboard has remained white. This means the clipboard still holds a copy of
the tile, allowing it to be pasted more than once.
Figure 3.h.7 Paste with Ctrl (Option on Mac) to copy from clipboard to the code editor
Important Concepts:
Cut, copy, and paste actions can result in scope errors. In the examples
used here, we worked with myFirstMethod and encounter methods -- both
of which belong to the Scene class. Because this scene contains all other
objects in the virtual world (in this example, the dolphin and seaPlant1), we
had no scope errors.
We wish to caution the reader, however, that if code is cut or copied from a
method belonging to one class and then pasted into a method belonging to
a different class, a scope error may occur. This is not unique to Alice. This
is standard protocol for scope-enabled programming languages, whether
working in a text editor or a drag-and-drop editor.