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Shout3D™ 2.0 - Workflow Tutorial


Export to VRML 97

Export your simple scene to VRML 97 (VRML 2.0) .wrl format. When exporting from MAX using VRML export, you'll be given a lot of options, including a choice of polygon types. As this is just a box, it makes sense to export using quads, but the end result will not differ if triangles are used. Assume that the bitmap image used for the texture map will be stored in the same directory as the scene file, thus avoiding the need to create a path to the image.

Export this scene as shoutbox.s3d, and save it in the Shout3d_runtime\codebase\models directory of your Shout3D installation. The models directory is the standard location for storing scene files. Put a copy of the image file that you used for a texture map in this directory, as well.

Open the shoutbox.wrl file in a text editor (such as Wordpad). Compare your result with the file below, which has been hand-edited to delete all but the essential elements.


#VRML V2.0 utf8

Transform {
  translation 0 0 0
  children [

    Shape {
      appearance Appearance {
        material Material {
          diffuseColor 0.5373 0.1961 0.1961
          ambientIntensity 0.1033
          specularColor 0.045 0.045 0.045
          shininess 0.2875
          transparency 0
        }
        texture ImageTexture {
          url "shout3dlogo.gif"
        }
      }
      geometry IndexedFaceSet {
        coord Coordinate { point [
          -50 0 50, 50 0 50, -50 0 -50, 50 0 -50, -50 100 50, 50 100 50, 
          -50 100 -50, 50 100 -50]
        }
        texCoord TextureCoordinate { point [
          1 0, 0 0, 0 0, 0 0, 1 1, 0 1, 0 1, 0 1, 1 0, 1 1, 0 1, 
          0 1, 0 0, 1 0, 0 0, 1 0, 1 1, 1 1, 0 1, 0 0, 0 0, 1 0, 
          1 1, 1 1, 0 1, 0 0, 0 0, 1 0, 1 1, 1 1, 0 0, 1 0, 1 1, 
          1 1, 0 0, 1 1]
        }
        coordIndex [
          0, 2, 3, -1, 3, 1, 0, -1, 4, 5, 7, -1, 7, 6, 4, -1, 0, 1, 5, -1, 
          5, 4, 0, -1, 1, 3, 7, -1, 7, 5, 1, -1, 3, 2, 6, -1, 
          6, 7, 3, -1, 2, 0, 4, -1, 4, 6, 2, -1]
        texCoordIndex [
          8, 9, 10, -1, 11, 12, 13, -1, 14, 15, 16, -1, 17, 18, 19, -1, 
          20, 21, 22, -1, 23, 24, 25, -1, 26, 27, 28, -1, 29, 5, 1, -1, 
          30, 31, 32, -1, 33, 7, 3, -1, 34, 0, 35, -1, 4, 6, 2, -1]
        }
    }
  ]
}

If you're not familiar with VRML, take moment to consider this file. It spells out, in text format, everything about the object.

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