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Shout3D™ 2.0 - Workflow Tutorial


Load in an ExamineApplet

If you've already been through the Wizard QuickStart Tutorial, you already understand how to get a scene file into an ExamineApplet.

Launch the Shout3D Wizard and open shoutbox.wrl (or shoutbox.s3d, if you're working with 3D Studio MAX). Set the pixel dimensions to 240x180, make sure that the Headlight on option is set to "true", and select ExamineApplet.class as your Applet type. Make sure that there is a copy of the image file that you are using for the texture map in the same models directory as the scene file.

Press the Preview button. You should get a preview applet like the one on this page.

If its not working correctly, check to make sure you turned on the headlight and that the bitmap is in the models directory along with your scene files. (Reference versions of this scene can be found in the references folder in the docs\workflow_tutorial directory.)

This is a good time to get used to using the Java Console of your Web browser. If you're using Microsoft Internet Explorer, you'll find it in the View menu (though you may have to enable it first in Tools>InternetOptions>Advanced). In Netscape, you'll find it under Communicator>Tools. Open the Java Console to see the report that your texture map has loaded. If a texture map does not appear on an object, the Java Console will typically report that the applet is unable to find the map at the indicated path. You can usually figure out what went wrong from this message, and how to fix it - either by putting the image file in the correct directory or by correcting the file name and path in the scene file.

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