Tutorial Guide, Part 2 Objective The objective of Part 2 of the Tutorial Guide is to give you more practice with modeling and navigation techniques. You will be guided through a series of exercises, and will construct a basic model. Before you begin Part 2, please complete Part 1 and read the Virtus WalkThrough VRML Reference where you will find a more detailed description of terms and techniques. Open a New File Start Virtus WalkThrough VRML so that you have a new untitled document is on your screen. If Virtus WalkThrough VRML is already started, close the current model by choosing Close under the File menu and then choose New under the File menu. Build a Structure Now you will construct a building with a steeple. Virtus WalkThrough VRML is uniquely suited for construction of architectural virtual space. Drag the Observer Out of the Way With the Select Object Tool, point to the Observer in the Top View window (the Observer should be positioned at 0,0) and drag to the lower left of the window. Draw Rooms Now you will draw four objects that will represent rooms of a house. Select the Create Rectangular Object Tool. Point to the 0,0 coordinate, click and drag to the 15,15 coordinate. With the Create Rectangular Object Tool still selected, point to the 15,15 coordinate, click and drag to the 40,0 coordinate. You may not be able to see the 40,0 coordinate, but as you drag to the right of the window and the mouse cursor touches the window borders, the window will scroll automatically for you. With the Create Rectangular Object Tool still selected, point to 40,15, click and drag to 30,40. With the Create Rectangular Object Tool still selected, point to 30,15, click and drag to 0,40. Click the Zoom Out Tool once. Save Your Model Under the File menu, choose Save. Enter My Building (Macintosh) or MYBLDG (Windows) in the text box and click OK. Navigate Click the Walk View to make it active. Navigate to see what you have created. Position the Observer so you are looking at the outside of one of the boxes. Advanced Navigation In addition to the standard navigation techniques discussed in Part 1 of the Tutorial Guide, there are also advanced navigation techniques. Hold down the Option key (Macintosh) or Ctrl key (Windows), point the cursor between the cross hair and the top of the Walk View window. Now press and hold the mouse button; notice that you rise up rather than move forward. Release the mouse button. Hold down the Option key (Macintosh) or Ctrl key (Windows), point the cursor between the cross hair and the bottom of the Walk View window. Now press and hold the mouse button; notice that you sink down rather than move backward. Release the mouse button. The Option key (Macintosh) or Ctrl key (Windows) also allows you to slide right or left, rather than turn, when you position the cursor on either side of the cross hair and press the mouse button. Again, position the Observer so you are looking at the outside of one of the boxes. Hold down the Shift key and point the cursor to the right of the cross hair. Then press and hold down the mouse button; notice that the effect is the same as tilting your head. When using the Shift key for this type of movement, it is very easy to get lost or become disoriented. If you get lost or become disoriented while navigating, choose Level Observer under the View menu or choose Home Observer under the View menu. Change Object Depth Click in the Top View to make the window active. Under the Edit menu, choose Select All. Under the View menu, select Change View and then choose Front. You are now looking at the Front View. Notice the gray inflation distance on the left side of the Front View window is set from 0 to 8 ft. Click on the Zoom In Tool so you can read the ruler more clearly. Also notice that the objects you drew in the Top View were inflated to this depth; they are 8 ft. tall. Suppose you want the objects to be inflated from 0 to 10 ft. You could select each object individually and stretch it from 8 to 10 ft., but there is an easier way to edit the inflation distance of all the objects at once. In the Front View on the left ruler, point to the upper endpoint of the depth control (the black mark at 8 ft.) and drag to 10 ft. Double-click the gray inflation distance of the depth control (between the two black endpoints). This will cause any selected objects originally inflated along this axis to re-inflate to the distance from the lower endpoint of the depth control to the upper endpoint, 0 to 10 ft. Add Surface Features Change views to the Top View and select the 15 ft. by 15 ft. object in the lower left. Click the Surface Editor Tool. Point accurately to the line between 0,0 and 15,0, then click. The surface you selected is displayed in the Surface Editor window with handles (indicating it is selected). Unselect the surface by pointing with the Select Object Tool (away from the surface) and clicking in the Surface Editor window. Click the Constrained Zoom Tool and drag a box around the surface in the Surface Editor window. Try to keep the box close to the surface outline. Click the Make Opaque Modifier. Select a color from the Color Palette. Mouse down on the Color Bar and drag to select a new color. Click the Create Rectangular Object Tool. Point to 3',7'6" and drag to 12,0. You have drawn an opaque surface feature that represents a door frame. Click in the Walk View to make it active and then navigate so you can see the surface that you are editing. Click the Surface Editor window to make it active again. Now click the Make Translucent Modifier. Click the Create Rectangular Object Tool. Point to the 3'6",7 coordinate and drag to 4'6",1. You have created a translucent surface feature that will represent a window. With the translucent surface feature selected (if it is not selected, click it with the Select Object Tool), choose Copy, then Paste under the Edit menu to paste a copy of the translucent surface feature. Drag the copy to the right side of the surface so you have two matching translucent surface features representing windows. Click the Make Transparent Modifier. Click the Create Rectangular Object Tool. Point to the 5,7 coordinate and drag to 10,0. You have created a transparent surface feature that represents an open door or hole in the wall. Close the Surface Editor by double-clicking the control menu icon in the upper left of the Surface Editor window. Notice in the Top View that the surface of the object you edited shows a thick line where surface features have been placed. Save your model. (Under the File menu, choose Save). Connect Objects Now you will make a doorway between two objects. Select the 15 ft. by 15 ft. object. Click the Surface Editor Tool. Point accurately to the line on the right side of the object between 15,0 and 15,15 and click. The surface you selected is displayed in the Surface Editor window. Again, you may wish to use the Constrained Zoom Tool or the Zoom In Tool so you can read the rulers more accurately. Click the Make Transparent Modifier. Click the Create Rectangular Object Tool. Point to the 6,7 coordinate and drag to 9,0. Close the Surface Editor window. Navigate to a position inside the 15 ft. by 15 ft. object so you can see the outline of the transparent surface feature that you just created. Even though you created a transparent surface feature, you cannot see through to the inside of the other object. The reason for this is that you have created a hole in one object, but the adjacent object does not know there is a transparent surface feature in the object to which it is attached. To accomplish this, Virtus WalkThrough VRML Special Edition uses the Connect Surfaces Tool. Click the Connect Surfaces Tool. Point accurately to the line representing the surface that you just edited and click. You may hear a "snap," indicating that the surfaces of the adjacent objects have been connected. Save your model. Create a Tiled Floor In the Top View, select the 15 ft. by 15 ft. object with the Select Object Tool. Click the Tumble Editor Tool. Click the selected object in the Top View. This opens the Tumble Editor window. When you open the Tumble Editor window, the selected object is displayed with the front surface aligned to the screen. Since you are going to edit the floor, you need to tumble the object so the bottom surface is aligned to the screen. Point to the object and drag upward until you see the bottom (b on the Orientation Cube in the Tools window). When the b is visible on the Orientation Cube, double-click the bottom surface of the object in the Tumble Editor window and the object aligns itself so the surface you clicked is facing the screen. The Orientation Cube also aligns itself to the screen; you should be able to see the b clearly. Click the Surface Editor Tool and click the bottom surface of the object in the Tumble Editor window. The surface you selected is displayed in the Surface Editor window. Zoom in with the Constrained Zoom Tool. In the Surface Editor window, unselect the surface by clicking with the Select Object Tool on the background of the Surface Editor window. Click the Make Opaque Modifier. Select a dark color from the Color Selector. Click the Create Square Object Tool. The Create Square Object Tool is nested in the pop-up under the Create 8-Sided Object Tool. Point to the 2'6", 12'6" coordinate, click and drag to 5,12'6". If you cannot see these coordinates, zoom in with the Zoom In Tool. Under the Edit menu, choose Duplicate. A copy of the square surface feature appears. Drag it so that its left corner touches the right corner of the original. Choose Duplicate again. Click the Select Object Tool. Drag a box around all the surface features to select them. Choose Duplicate again. All the surface features are duplicated. Drag the duplicates below the originals so the upper corners of the duplicates and the lower corners of the originals are touching. Choose Duplicate again. Save your model. Close the Surface Editor. The Tumble Editor should still be open. Close the Tumble Editor. You have learned how to place surface features and make connections, two fundamental features of Virtus WalkThrough VRML Special Edition. You can use what you learned to edit each of the objects in your model, creating windows, doorways and various surface features wherever you like. Walking in Faster Mode Transparent and translucent surfaces add detail and a level of realism to your models; but adding this kind of detail drains your computer's processing power. The more translucent and transparent surfaces, the slower your walk speed. Click the Walk View to make it active. Navigate outside the 15 ft. by 15 ft. object so you are looking at the door and windows that you created. Under the Walk menu, choose Faster. Notice that the transparent and translucent surfaces are displayed as opaque. This increases your walk speed when you navigate in the Walk View. Under the Walk menu, choose Fastest. Notice that the objects in the Walk View are displayed as wire frames. This further increases your walk speed when you navigate in the Walk View. Under the Walk menu, choose Normal to make the surfaces appear as they were originally created. Add a Roof In the Top View, adjust the depth control on the left ruler so the lower endpoint is at -2 and the upper endpoint is at 42. As you try to move the lower end of the depth control, you will notice that the origin or 0 point moves instead. The origin on any ruler can be adjusted by dragging to help you measure. You must first move the origin out of the way to grab the endpoint of the depth control that is hidden beneath it. After you adjust this endpoint, choose Reset Origin under the View menu to move the origin back to its original position. If you move the origin, remember to reset the origin immediately after you finish measuring. After you set the depth control to -2 and 42, change views to the Front View. Select a new color for the roof that you are about to draw. You may wish to zoom out so you can see all the objects. Click the Create Irregular Object Tool. Point to the -2,10 coordinate and click. Move the cursor to the 20,20 coordinate and click. Move the cursor to the 42,10 coordinate and double-click. Save your model. You have created a roof with two-foot eves on each side atop your objects. Add a Steeple Select the roof object. Click the Tumble Editor Tool. Click the roof object again. The object appears in the Tumble Editor window and the front surface should be facing you. Point to the Origin on the left ruler and drag it up so it is positioned at the peak of the roof object. Now slice off the peak of the roof to create a flat surface. Click the Slice Object Tool. Point to 5,-2, click and drag to -5,-2. The bottom half of the slice disappears, but you want the top half to disappear. To correct this, choose Reverse Slice from the Tumble menu. Close the Tumble Editor. In the Front View, point to the alley (the space where the depth control resides) on the top ruler, hold down the Option key (Macintosh) or Ctrl key (Windows) and click. This calls the depth control to the position where you click. Drag the depth control so it is positioned over the center of the roof object and align the endpoints with each edge of the sliced surface on the roof. Change views to the Right View. You may wish to click the Zoom Out Tool so you are able to view the entire drawing. Click the Create Rectangular Object Tool. Point to the 16,18 coordinate, click and drag to 24,22. In the Right View, adjust the depth control on the left ruler so the endpoints are at 22 ft. and 50 ft. Change views to the Top View. Click the Inflate Pointed Up Modifier. Click the Create Rectangular Object Tool. Point to the 17,17 coordinate, click and drag to 23,23. You have created a steeple. Save your model. Add a Ground Plane Now you will create an object to represent ground so your house won't look as if it is floating in space. Change to the Front View. Adjust the depth control on the left ruler so the endpoints are on 0 ft. and -5 ft. Change views to the Top View. Click the Create 8-Sided Object Tool. Click the Inflate Straight Modifier. Point to the 20,20 coordinate, click and drag to 20,80. With the ground object selected, choose Lock Selected, under the Edit menu. Save your model. Add a Library Item Change views to the Front View. Adjust the depth control on the left ruler so the lower endpoint is on 0 (zero). The position of the lower endpoint will determine the placement of the library item that you are about to paste into the model. The location of the upper endpoint does not matter. Under the File menu, choose Library. The Macintosh/Windows Get File dialog appears. Choose My Library or MYLIB. Select Mailbox in the item list. Under the Edit menu, choose Copy. Close My Library or MYLIB by double-clicking the close box (Macintosh) or control menu icon (Windows) in the upper left corner of the window. In the Top View, click the 5,-5 coordinate with the Select Object Tool. Under the Edit menu, choose Paste. The mailbox item should be pasted at the 5,-5 coordinate. Drag the mailbox to a position near the front door. Save your model. Conclusion This Tutorial Guide was designed to teach you basic modeling and navigation techniques of Virtus WalkThrough VRML. After completing this Tutorial Guide you will not have used every tool or selected every menu choice, but you will have covered enough to get started to create your own VRML sites. Experimentation and practice will hone your skill with the program. If you are unable to solve a problem while working with the program, look in the Virtus WalkThrough VRML Reference for discussions of each tool and menu item, along with techniques for creating objects, recording paths and other subjects.