Virtual Worlds

Advanced Build

Beside the straigt forward method to put and arrange objects there are some more ways to hande and use objects, special object types and their possibilities.

Keyboard Control

Some of the functionalities which are offered by buttons of the "Build" tab pane are accessible using the keyboard too. As precondition for this, an object has to be selected (right click it inside the 3D area). Now following actions are possible using the keyboard: Some other functionalities overlap with the keys used for navigation. To let them take effect for an object, the "Build" tab pane has to be focussed. That means, as last operation the tab pane itself should have been left clicked or one of its buttons. In this case following functionality is accessible using the keyboard:


Object Types

The Virtual Worlds building capability offers a wide range of object types. The purpose of these special objects is to offer as much as possible of the extensive features of the 3D engine in an as much as possible flexible and performance-saving way. Therefore some very different object types can be used.

These types can be selected using the combobox at the upper end of the "Build" tab pane. The object types are chosen simply by clicking the combobox and selecting one of the offered items.


Standard Object
Standard objects in every case are 3D models which have to be downloaded from a defined location. The Virtual Universe browser downloads, caches, interprets and displays these files. Such objects also can be created completely new using a 3D modeler software. At the moment following 3d fileformats are supported directly: Other 3D fileformats can be converted to one of the above fileformats using special 3D conversion software. Here e.g. AccuTrans 3D® can be used.

Such a standard object is used when the appropriate object type is selected in the combobox and when its name or URL is entered in the "Build" tab panes input field directly below this model type combobox.

Properties: These objects can be located in the default path of a world. Then you only have to enter its name. If you want to use own objects which can be found on an different webspace instead, you have to enter the complete URL. Please note: The browser expects to find the textures, required for the object, in an subdirectory "textures". So the hierarchy of your own webspace should look like this: So for this example a fictive object URL could be "http://www.myhomepages.org/~user/objects/street.rwx". The browser then would look for a required texture "streettex.png" at "http://www.myhomepages.org/~user/objects/textures/streettex.png".


Spotlight Object
This object type can be chosen by selecting "Spotlight" with the "Build" tab panes combobox. Different to a standard object this one is not visible directly, it appears only as the light which is reflected by other objects. If you are in building mode, this object is symbolized by a yellow arrow which shows you the position of its origin and the direction the light source beams to.

Properties:


Pointlight Object
This object type can be chosen by selecting "Pointlight" with the "Build" tab panes combobox. Different to a standard object this one is not visible directly, it appears only as the light which is reflected by normal objects. If you are in building mode, this object is symbolized by a yellow sphere which shows you the position of the light sources center.

Properties:
Visible Pointlight Object
This object type can be chosen by selecting "Visible Pointlight" with the "Build" tab panes combobox. This special light object is visible directly and it appears as the light which is reflected by normal objects. Therefore in building mode no special symbol is used to show the postition of this light.

Properties:
Point Sound Object
This object type can be chosen by selecting "Pointsound" with the "Build" tab panes combobox. Different to a standard object this one is not visible directly, it appears only as sound which can be heard within a world from the direction, where this object is located. If you are in building mode, this object is symbolized by a blue sphere which shows you the position of the sound sources center.

Properties:
Cube Object
This object type can be chosen by selecting "Cube" with the "Build" tab panes combobox. It can be used to create a so called primitive, a basic geometric form. This primitive object can be used very similar to a Standard Object except the scale parameter which is replaced by different dimension parameters. Its size can be specified by three different lengths for width, height and depth of the cube.

Properties:
Cone Object
This object type can be chosen by selecting "Cone" with the "Build" tab panes combobox. It can be used to create a so called primitive, a basic geometric form. This primitive object can be used very similar to a Standard Object except the scale parameter which is replaced by different dimension parameters. Its dimensions are specified by its height and the radius of its base disc.

Properties:
Cylinder Object
This object type can be chosen by selecting "Cylinder" with the "Build" tab panes combobox. It can be used to create a so called primitive, a basic geometric form. This primitive object can be used very similar to a Standard Object except the scale parameter which is replaced by different dimension parameters. Its dimensions are specified by its height and radius.

Properties:
Sphere Object
This object type can be chosen by selecting "Sphere" with the "Build" tab panes combobox. It can be used to create a so called primitive, a basic geometric form. This primitive object can be used very similar to a Standard Object except the scale parameter which is replaced by different dimension parameters. Its dimensions are specified by its radius.

Properties:
Rotation Shape Object
This object type can be chosen by selecting "Rotation Shape" with the "Build" tab panes combobox. It can be used to create several complex objects which are rotation symmetric. That also means an object can be round or it can have three or four corners too. The shape of the object can be edited using an integrated editor. Tho access this editor, the object has to be selected. Afterwards the editor button right below the object combobox is selectable.

Properties:
3D Text Object
This object type can be chosen by selecting "3D Text" with the "Build" tab panes combobox. It can be used to create a special kind of object which is generated dynamically. Using this object, a three-dimensional text is generated which can be moved, rotated and so on like any other object except no object commands are possible. Its dimension is specified by its scaling factor, the length of the text and the depth of the letters. A scale factor of one is nearly equal to a height of 1 m (for a capital letter) and a depth of 1 is also nearly equal to a depth of one meter (in case the scaling factor is one too). The text itself has to be entered inside the text area at the lower end of the "Build" tab pane.

Properties:
Fountain Object
This object type can be chosen by selecting "Fountain" using the "Build" tab panes combobox. It can be used to create a particle animation to e.g. simulate some kind of fountains. To select this object first all movements have to be turned off in the "Build" tab pane. Then the Fountain Object is replaced by a cube which is selectable by left-clicking it.

Properties:
Water Surface Object
This object type can be chosen by selecting "Water Surface" using the "Build" tab panes combobox. It can be used to create an object which moves in waves like a water surface. Speed and height of the waves can be modified using the objects parameter. Different to all other object types here copies of it work synchronously when they have the same parameters. So several single water surface objects can be put together to e.g. a large sea with one closed surface. If a water surface object is selected it is highlighted by a red box and all other water surfaces which are synchronous to this one are drawn as wireframe.

Properties:
Landscape Object
This object type is a very special one which can be used to realize landscapes. It can be chosen by selecting "Landscape" with the "Build" tab panes combobox. Two different kinds of objects are supported:

Properties:


Object Commands

Some object types are able to interpret additional commands, given as a text. These commands have to be entered in the command text area at the lower end of the "Build" tab pane. If an object was selected and this text area is not enabled and editable, this object type doesn't supports commands.

For the command description following conventions are used:
command parameter value=x [optional parameter1] [optional parameter2]
where "command" is a keyword which describes what has to be done, "parameter" is a required additional information for it, "value=x" sets a special value and "[optional parameter]" is something additional which isn't required implicitly. If a command allowes more than one optional parameter the chronological order of it is important. You may drop e.g. the first parameter and start with the second, but it isn't allowed to set the second optional parameter before the first. The number and chronological order of (optional) parameters and values is dependend on "command" and will be described for each one in detail here: Following color-templates are useable for the different "color" parameters: black, blue, cyan, darkGray, gray, green, lightGray, magenta, orange, pink, red, white, yellow

Instead of it a color can be defined using a hexadevimal value with a preceding "0x" or "#". These values are defined as
#RRGGBB or 0xRRGGBB
where RR stands for the red portion of the desired color in range 0x00..0xFF (=0..255), GG stands for the green portion of the desired color in range 0x00..0xFF and BB stands for the blue portion of the desired color in range 0x00..0xFF. Using this values every imaginable color can be defined.


Object Database

To make it easier to find a specific object, a complex database-supported search function is available from within the "Build" tab pane. The database searchwindow can be accessed by clicking the "..." button beside of the input field for the object name (right below the model type combobox). Please note: In case building is activated but even tough this button is disabled, the acutal world does not support this functionality. Reasons may be that the owner doesn't offers a database with the objects or the database connection data have not been entered.

After clicking the "..." button, the client software tries to connect to the database. If this was sucessful, the database window opens. The upper part of it can be used for searching objects only. There a set of object property input fields can be used: Below of these control elements some more can be found. These are useful only for the person which has administation rights for the object database. To access these administation functions, it is first necessary to enter the database login name and password in the related fields and to finish this by pressing enter. The administration buttons become enabled after the login was successful. They offer following functionalities:


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