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VRML Art Gallery and Pavilion
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| Bill Angel 2003-12-04, 1:01 pm |
| Hi:
I recently finished development of an Art Gallery and Pavilion in VRML.
Its packaged as a ZIP archive. Just unZIP and load the file ArtGallery.wrl
It can be downloaded from here:
http://www.photo.net/users/BillAnge...leryVers1.0.zip
Any comments or suggestions for improvement appreciated.
As a point of interest, at present it only works with Blaxxun Contact!
For some as yet undetermined reason, the PROTO's don't load in Cortona.
Regards,
Bill Angel
Silver Spring, Maryland
P.S.
My private valid Email address can be
obtained via a link in the "Art Gallery"
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| muaddib 2003-12-04, 1:01 pm |
| Bill,
I took a look at it. Very cool! Here was my experience, and my
suggestions. I think it would be helpful if the building was a bit
taller and a bit wider (just scaled). I felt somewhat cramped, and had
some difficulty maneuvering through the doorways. Perhaps the platforms
next to the pieces of art could be taller, I found myself walking on top
of them when I got too close. In the upper left corner of the main
gallery (near URN number 1) I somehow ended up walking on top of the
building. Loved the artwork presentation, and I liked the switching
from urn to urn effect, although when I went from urn 4 to 1 I ended up
facing away from its choice panels.
Take care,
muaddib
--
-------------------------------------------------------
VRSpace - An open source, 3D, modular, cross-platform,
multi-user system with persistent shared objects.
Check out a demo at http://www.vrspace.org/demo.htm
-------------------------------------------------------
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| Joerg Scheurich aka MUFTI 2003-12-04, 1:01 pm |
| > http://www.photo.net/users/BillAnge...leryVers1.0.zip
quote:
> For some as yet undetermined reason, the PROTO's don't load in Cortona.
Cosmoplayer says (beside some problems with the texture URLs (on a Unix
machine):
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
* IndexedFaceSet has normalIndex values (using the coordIndex values) but no normals in the Normal node
BTW: Some of the white_dune-0.25beta versions had a bug in the
NURBS to IndexedFaceSet converter, that could result in this error 8-(
so long
MUFTI
--
Das vielfache der Programme fuer die Aufloesungs dynamisches ist Aus
(Meldung Maxtron Maustreiber)
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| Bill Angel 2003-12-06, 4:56 pm |
| muaddib <robmeyers@hotmail.com> wrote in message news:<3FCCB825.80409@hotmail.com>...quote:
> ...I found myself walking on top
> of them [the platforms] when I got too close.
> In the upper left corner of the main
> gallery (near URN number 1) I somehow ended up walking on top of the
> building.
The problem was that, when I set of the viewpoints for the individual
images,I did not consider how the Avatar that would be viewing the
scene from those coordinates would be situated. In a couple of cases
the Avatar was actually embedded in the gallery walls! This problem
did not have any adverse consequences when the user was simply
switching between Viewpoints via the arrow TouchSensors. But when a
user tries to "walk" an Avatar that is embedded in part of the
structure (with collision detection being turned on), the VRML Browser
responds by literally ejecting the Avatar up out of the structure! I
therefore have repositioned some of the image Viewpoints to avoid this
situation. I have also revised the settings for collision detection
that are specified in the NavigationInfo Node.
You might be interested in taking a look at the revised version of the
Art Gallery:
http://www.photo.net/users/BillAnge...leryVers1.1.zip
I also corrected the problem you spotted of the arrows facing in the
wrong direction when the user switched viewpoints by inserting a
ProximitySensor into the Node, and using the sensor to continually
adjust the position of the arrows so that they will face the active
Viewpoint.
I've also incorporated an animated Avatar (courtesy of the Blaxxun
Avatar Den so that the user will be able to see how the Avatar might
collide with the structure, as the user attempts to navigate through
the gallery. When the user "clicks" on an Image or Sculpture, the
Avatar disappears so that the view of theimage or sculpture will be
unobstructed. Clicking on one of the image/sculpture navigational
arrows will cause the Avatar to reappear and "walk" to the next
selected Viewpoint.
Regards,
Bill Angel
Silver Spring, Maryland
P.S.
My private valid Email address can be
obtained via a link in the "Art Gallery"
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