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- 1.
-
- Install WireFusion 2.1 tryout software from the cover CD. Copy the
- WireFusion_Lottery folder from the CD to your computer and ensure you have
- read/write permission on your files. Open Final_result.html. Use the mouse
- to scratch the shamrock designs or to rotate, zoom and pan the ticket.
-
-
- 2.
-
- Open WireFusion. The interface consists of three viewports: Object Explorer,
- Script Area and Work Area.
-
-
- 3.
-
- In a new and empty project, open the SCene Properties dialogue and set the
- Stage dimensions: width 270 pixels and height 400 pixels.
-
-
- 4.
-
- Under the Multimedia tab, insert an Image object to the Script Area. Rename
- the object to Ticket. To load a new image, double click Ticket > Change
- image, load ticket.gif. Properties for each graphics objects are set in the
- Target Area Properties dialogue, which is launched from the object menu.
-
-
- 5.
-
- Open Ticket > Target Area Properties, click the "Set to stage dimension"
- button to make the Ticket Target Area stretch over the Stage. Unmark the
- "Activate" tickbox and mark the "Stamp background" tickbox instead - this
- will give better performance as this image will be static.
-
-
- 6.
-
- We will cover the ticket result with a surface image, but we will not use an
- Image object for that; we will use a Sub-Scene object instead, because the
- Sub-Scene has an Alpha Channel and the Image does not. Insert a Sub-Scene
- object, also found under the Multimedia tab, and rename it to Scratch Area.
-
-
- 7.
-
- Go to Scratch Area > Target Area Properties; change its position to x=25 and
- y=117, and its dimensions to width 222 and height 143. The bluish Sub-Scene
- Target Area should now cover the Ticket result area.
-
-
- 8.
-
- In the Object Explorer, select Scratch Area > Scene. You will now see an empty
- Scene. Change its Stage dimension by clicking the Scene properties button.
- Change the dimension to the same as the Scratch area: width 222 and height 143.
-
-
- 9.
-
- Insert an Image object, rename it to Surface and load the image surface.gif.
- Open Surface > Target Area Properties, click the "Set to stage dimension"
- button and select Hand from the Cursor menu.
-
-
- 10.
-
- To erase the Surface image when we're scratching it, we need to draw or fill
- the Alpha Channels with black. Select Object Explorer > Scratch Area >
- Alpha Channels. You should now see the empty Alpha-Channels Scene. Change its Stage
- dimension by clicking the Scene properties button. Change it to the same
- dimension as the Scratch Area: width 222 and height 143.
-
-
- 11.
-
- Insert an Image object, rename it to Scraper and load the image scraper.gif.
- Open Scraper > Target Area Properties, unmark the Activate tickbox.
-
-
- 12.
-
- Open Scraper > PortManager. Export two inports (i.e. mark the tickboxes);
- Stamp background and Set Position. Rename "Target Area|Set Position" to
- "Scraper Position" before exporting.
-
-
- 13.
-
- In the Object Explorer, select Scratch Area > Scene. Open Surface >
- PortManager and export the outport Mouse Drag. Rename "Mouse Events|Mouse
- Drag" to "Mouse Position" before exporting.
-
-
- 14.
-
- In the Object Explorer, select Scratch Area. Make a connection from the
- Scene object, Scene > Out Ports > Mouse Position, to the Alpha Channels
- object, Alpha Channels > In Ports > Scraper Position.
-
-
- 15.
- Make another connection from Scene > Out Ports > Mouse Position,
- to Alpha Channels > In Ports > Stamp background.
-
-
- 16.
-
- The first connection positions the Scraper image after the mouse position
- when dragging the mouse over the Surface. The second connection makes a
- stamp of the Scraper image in the background every time it's repositioned,
- i.e. these connections let you draw with the Scraper image in the Alpha
- Channels.
-
-
- 17.
-
- Press the green Play button to test your lottery ticket. Then save your
- project (File > Save As). Name it Lottery_2D.wfp.
-
-
- 18.
-
- In 3ds max, create a simple 3D ticket with one texture at the back
- (back.gif) and another at the front (ticket.gif). We also add a Target Camera
- and a NavInfo, found under VRML Helpers. Set the NavInfo type to Examine and
- Speed to 40. If you don't have 3ds max or want to create the 3D model, then
- jump to step 20.
-
-
- 19.
-
- To export the 3D ticket, choose File > Export, name it 3D_Lottery.wrl and
- save it as VRML97. Unmark all tickboxes in the VRML97 Exporter dialogue. Make
- sure to place the VRML file and the textures in the same folder.
-
-
- 20.
-
- Go back to WireFusion and start a new project. Set the Stage dimension to
- width 300 pixels and height 300 pixels. Insert a 3D Scene object, found
- under the 3D tab. Load 3D_Lottery.wrl.
-
-
- 21.
-
- Rename the 3D Scene object as 3D Lottery. Open 3D Lottery > Target Area
- Properties, click the "Set to stage dimension" button.
-
-
- 22.
-
- Insert a Texture object, found under the 3D tab, and a System object, found
- under the Environment tab. Make a connection: from System 1 > Out Ports >
- First Frame Started, to Texture 1 > In Ports > Push Texture.
-
-
- 23.
-
- Make a connection: from Texture > Out Ports > Texture Pushed, to 3D Lottery >
- In Ports > VRML Nodes > Front Transform > Shape > Appearance > ImageTexture
- > Image.
-
-
- 24.
-
- In the Object Explorer, select Texture. Import your previously saved 2D
- lottery, Lottery_2D.wfp. Insert a System object and make a connection: from
- System 1 > Out Ports > First Frame Started, to Lottery_2D > In Ports > Push
- Scene.
-
-
- 25.
-
- Make another connection: from Lottery_2D > Out Ports > Scene Pushed, to Texture > In
- Ports > Replace Scene. This will replace the 3D front texture with your
- interactive Lottery_2D presentation. Press the green Play button to test. To
- rotate, press Ctrl+Alt+Mouse. To zoom, press Ctrl+Mouse. To pan, press
- Alt+Mouse.
-
-
- 26.
-
- Save your project, File > Save As. Name it Lottery_3D.wfp. Choose Project >
- Publish. Specify the Presentation name Lottery_3D and where to publish it.
- Press Finish.
-
-
- 27.
-
- WireFusion automatically places the presentation within a HTML code. You can
- copy/paste it in your HTML editor. Make sure to have the Lottery_3D_codebase
- in the same folder as your HTML file. Upload everything to your server.
- No extra plug-in is required to view the presentation, only a Java enabled browser.
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