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EON Tutorials

Copyright 2005 EON Reality, Inc. All rights reserved. This manual may not be copied, photocopied, reproduced, translated or converted to any electronic or machine-readable form in whole or in part without prior written approval of EON Reality, Inc.

Portions of the PolyTrans 3D geometry import/export documentation included in this manual are Copyright 1988, 1998 Okino Computer graphics, Inc. All rights reserved.

Other product and company names herein may be the trademarks of their respective owners.

First edition: January 2005

EON Reality, Inc. 13766 Alton, Suite 152 Irvine, CA 92618 USA

Table Of Contents

1. Introducing EON Studio

1

Introducing EON Studio windows

1

2. General

3

Quick Start tutorial

3

Introduction

3

File import

4

Viewing the simulation

9

Creating interactivity

9

Optimizing the model

19

Publish the content to the Internet

23

Living room tutorial

28

Introduction

28

Importing a 3D scene

28

Changing the viewpoint in the scene

32

Adding a multimedia file

39

Creating a movable object

49

Adding keyboard interactivity

55

Adding ClickSensor activity

58

Adding an extra viewport

65

Adding a panorama view

67

Saving the simulation

70

Running the simulation

70

3. Distribution

71

Web Publisher tutorial

71

Introduction

71

Create in/out event to html application

71

Publish the content to the web

74

Uploading the final application to the Web site

83

4. ICatcher

85

Stereoscopic tutorial

85

Introduction

85

Displaying scenes in stereo

85

Stereo settings for a single object

86

Stereo settings for a scenery

90

iii

EON Tutorials

iv

5.

EON Professional

93

CG shaders tutorial

93

Introduction

93

Requirements to run this tutorial

93

Painting the Car with CG shaders

94

Change Color of the Car

102

Change plate of the car

104

Add a CG shader (stone) with bumpmaps to the ground

106

EON CAD tutorial

111

Introduction

111

Requirements

111

Preview a 3D model in EON Viewer window

111

Change material

113

Add new material

118

MAP and PACK/ Realight Tool

119

Polygon reduction

122

Collapse Hierarchy (merging Wheel and Tire to one object)

126

Move Pivot Point

127

Select objects

129

Remove Internal Parts

131

Create animations

135

Export to EON Studio

143

Add behaviours in EON Studio

144

EON Humans tutorial

150

Introduction

150

File import

150

Introducing EON Studio

Introducing EON Studio EON Studio is a complete GUI based authoring tool for developing real-time 3D
Introducing EON Studio EON Studio is a complete GUI based authoring tool for developing real-time 3D

EON Studio is a complete GUI based authoring tool for developing real-time 3D multimedia applications focused on Sales/Marketing, Training/Support and Visualization.

The development process includes importing 3D objects, usually originating from various modeling tools like 3ds max, Lightwave etc, or from CAD systems such as Solidworks, ArchiCAD or AutoCad.

Once the model is imported, behaviors can easily be associated with the models through EON's intuitive graphical programming interface, scripting or even compiled C++ code, using the EON SDK together with EON Studio.

Finally, EON applications can be deployed over the Internet, stand-alone on a CD-ROM, or a kiosk. EON applications can also be integrated in other tools that support Microsoft's ActiveX components, such as PowerPoint, Word, Macromedia Authorware, Director, Shockwave, Visual Basic etc.

Please check our web site on a regular basis for new updates at ww.eonreality.com/support.

Note: By selecting a Node or Prototype in the Component Window and pressing the F1 key, detailed information about how it works will show up in a pop-up window (EON Help).

Introducing EON Studio windows

Within EON Studio's main window are a number of child windows. The three most important are the Components window, the Simulation Tree window and the Routes window.



Components window: The Components window lists the nodes and prototypes used when creating simulations.



Simulation Tree: The nodes are arranged in the Simulation Tree structure. The Simulation Tree is built up by copying nodes from the Component window.



Routes window: This is where you connect the nodes and define how they will behave when data is sent between them. This window have been moved and as default it is located to the left at the same place as the component window

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EON Tutorials



Log window: The Log window provides current information on EON Studio's internal operations. This feature is for debugging and fine tuning simulation behavior.



Property Bar View has been added, and is available on the right side of the simulation tree.



Route view has been relocated to the left side to give room for the new Property Bar.



Find window opens up default in floating mode, which makes it functions very similar to a dialog window.



Butterfly view also opens up as a floating window.



Selection tools makes it easier to find objects in the simulation window and see where they are located in the simulation tree. The selection tools can also find and zoom in after it is selected in the simulation tree.

Note: Selection, Paint and Face fixing tools require a modifier key (ALT) to activate.

selected in the simulation tree. Note : Selection, Paint and Face fixing tools require a modifier
selected in the simulation tree. Note : Selection, Paint and Face fixing tools require a modifier

2

General

General Quick Start tutorial Introduction This Quickstart will help new and advanced users to get started
General Quick Start tutorial Introduction This Quickstart will help new and advanced users to get started

Quick Start tutorial

Introduction

This Quickstart will help new and advanced users to get started with EON Studio. The tutorial will go reveal how to import a file, adding interactivity, optimization (polygon and compression) and publish application to the Internet. All necessary files for this tutorial are found in the TutorialFiles directory (C:\Program Files\EON Reality\EON Studio\TutorialFiles).

Note: The user can be directed to correct EON help files for any Node or Prototypes by selecting the node in the Component view, Simulation Tree or PropertyBar, and pressing the F1 key.

This tutorial will cover a few useful nodes and features using the Visual nodes, and also a few prototypes. You will learn to import a 3D scene into EON Studio, add interactivity, change textures and colors, compress the file size and finally publish it to the Web.

The following topics are included in the tutorial:



File import

o Import an object



Create interactivity

o

Using Rotate/Zoom/Pan navigation (Object Navigation)

o

Open/close the lid of the phone

o

Apply a lightmap to the screen

o

Swap textures on the screen with a time delay after the lid is opened

o

Change color on the antenna

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o

Create 2D buttons to control the interactivity in the simulation

o

Make the lid transparent

o

Add a nice background image and toggle it on/off



Optimize the performance and the file size of the content

 

o

Texture compression

o

Geometry compression



Publish the content

o Publish to the Web using the EON Web Publisher Wizard

File import

The import procedure

The import procedure for all plug-in converted formats is executed in two steps after the file is opened. First, the converter loads and converts the file to an internal database representation. In this step the options dialog for loading the 3D file into the converter is specific for each format. In the second step an EON hierarchy is built from the database created by the plug-in converter. Here, you enter the options for building the EON simulation tree. All geometry is converted to polygon meshes and all textures are converted to an EON compatible format. You will see them as a hierarchy of Frame nodes and Mesh nodes under the Frame node from which you started the import procedure.

Note: When importing files the original 3D formats are converted to one that is compatible with EON Studio. This is the .eoz format.

Importing a 3D scene

In this example, a 3D Studio file is imported. The procedure is the same for all converter imported formats, but the first import options dialog is specific for each format. (In this dialog options for loading the 3D file into an internal converter format is entered, see also more about Import procedure). Note that all Import options are described in the Import options section in the Reference Guide.

1. Open EON Studio.

2. Choose File>Import and select .3ds. Browse for the file Phone.3ds in the TutorialFiles directory and click on Open (C:\Program Files\EON Reality\TutorialFiles).

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General

General 3. Add search paths to files associated with the main file. These could be texture

3. Add search paths to files associated with the main file. These could be texture files, stored in a directory apart from the main file. Click the Add Path; button. A dialog box is displayed that enables you to browse the directories that you would like to add to the search path. You can specify several directories by separating them with a semi-colon (for example, C:\Textures;C:\More_Textures). If the importer cannot find a texture file, it will report this in the EON Studio Log Window.

4. After pressing Open in the Import file - dialog box, a new dialog for entering import options for loading the file into an internal database format will be displayed. Note that these options that are specific to the import file format, in this case 3ds max. Enter the same options as in the dialog blow and click OK.

Note: A full description of all plug-in dialog box options is found in either the Reference Guide in the Import options chapter or in the Okino help guide by clicking the Help button.

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EON Tutorials

EON Tutorials 6
EON Tutorials 6

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General

5. A dialog (Geometry import) to defines import options for building the EON simulation tree is displayed. Enter the path in the Target path field to a directory (e.g. C:\Temp) that will temporary store imported texture and mesh files (this directory is only used until you have saved your application the first time). Enter the following and then click OK.

Target path: C:\Temp Scaling: No scaling Check:



Center geometry to (0,0,0)



Import pivot points



Make texture square



Set material of textured surfaces to white

 Import pivot points  Make texture square  Set material of textured surfaces to white

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6. When the 3ds file is imported, the expanded Simulation tree should look like this. Note that EON Studio is using new mesh and texture nodes and these nodes can be shared from the Resource directory. They are called Visual nodes and more details can be found in the Reference Guide.

shared from the Resource directory. They are called Visual nodes and more details can be found

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General

Viewing the simulation

1. Click the Start button

General Viewing the simulation 1. Click the Start button on the toolbar to run the simulation.

on the toolbar to run the simulation. You should see this:

on the toolbar to run the simulation. You should see this: 2. Stop the simulation by
on the toolbar to run the simulation. You should see this: 2. Stop the simulation by

2. Stop the simulation by clicking on the Stop button

on the toolbar, or by clicking the X in the upper-

(or

on the toolbar, or by clicking the X in the upper- (or right corner of the

right corner of the simulation window. The simulation can be refreshed with the refresh button Ctrl-R).

Creating interactivity

Object Navigation

Note: By selecting a Node or Prototype in the Component Window and pressing the F1 key, detailed information about how it works will show up in a pop-up window (EON Help).

1. Select the Prototype tab in the lower left corner of the Component window and drag the ObjectNavLITE

corner of the Component window and drag the ObjectNavLITE Prototype to Scene in the Simulation tree.

Prototype to Scene in the Simulation tree.

Note: The easiest way to find a Node or a Prototype in the Component window is to type in the first letter of the node name in the text window at the top of the Component window.

2. Delete the Walk node from Scene/Camera in the Simulation Tree.

3. Open the simulation.

Note: Please see images below how to control the navigation.

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EON Tutorials

EON Tutorials 4. Navigate using left (rotate), right (zoom) or pan (both left and right) until

4. Navigate using left (rotate), right (zoom) or pan (both left and right) until you have the view that you

want to have when you restart the simulation, press the Initial View button tools. Close the simulation window.

Initial View button tools. Close the simulation window. next to the selection 5. Re-open the simulation

next to the selection

5. Re-open the simulation window and see if you have the initial view that you want. If not, move to a new

camera position and press the

want. If not, move to a new camera position and press the button before closing the

button before closing the window.

Note: Make sure the Simulation window is closed when doing the changes in prototypes, otherwise they will be lost when the Simulation window is closed.

Open/Close the Phone

1. Drag two Place nodes from the Component node window to Scene/Phone/Phone/Phone0/TOP. Rename them to Open and Close (click two times on the node with a slightly delay and type in the new name or press the F2 key).

2. Double-click the Open node (You can also right-click and select Properties). Change the pitch angle in the Open node to 120 degrees, the time to 2 seconds and check AbsP (so that it is moving to an absolute orientation). Check RelX,Y,Z,H and R, which means relative value. Set the Pitch angle in the Close node to 0 degrees and the rest of the values to the same settings as the Open node.

rest of the values to the same settings as the Open node. 3. Drag a new

3. Drag a new Latch node and a ClickSensor to the same place as the Place nodes

(Scene/Phone/Phone/Phone0/TOP).

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4. Drag the ClickSensor, Place and Latch nodes from the Component Node Window to the Route View.

5. Make the following connections in the Routes window:

Source node Out-field Destination node In-field ClickSensor OnButtonDownTrue Latch Toggle Latch OnSet Open
Source node
Out-field
Destination node
In-field
ClickSensor
OnButtonDownTrue
Latch
Toggle
Latch
OnSet
Open (Place node)
SetRun
Latch
OnClear
Close (Place node)
SetRun

Note: To make a connection between two nodes, start with left clicking on the green arrow on the first node and select the out-field, move the mouse and left-click the blue dot on the second node and select the in- field and release the mouse button. There should now be a green line connecting the nodes. To delete a link, right-click on the green line and select Delete.

6. Open the Simulation window and click on the lid to open and close.

Apply a lightmap to the phone screen

1. Drag a new Texture2 node from Component node window to Scene/Resources/Textures and rename it Lightmap.

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EON Tutorials

2. Select the Lightmap node and click on the icon in the upper right corner of the Property Bar and browse the light map texture clouds_soft.jpg located in the tutorial directory.

texture clouds_soft.jpg located in the tutorial directory. 3. Go to Scene/ResourcesMaterials/material #6 and expand

3. Go to Scene/ResourcesMaterials/material #6 and expand the LightmapTexture folder. Then go to the Lightmap texture node again, right-click and select Copy as link. Go back to the material #6 node an paste it in the LightmapTexture folder.

4. Select the material #6 node and go to the Property Bar.

5. Change the Light map intensity to 0.3. (the higher value the more reflection).

Note: For chromed object, close to 1 is a good value and for objects with more soft reflection like furnitures, 0.2-0.3 is better).

6. Change the LightmapAdd to 0.25 0.25 0.25 (add color/brightness to lightmap).

Note: It is also possible to click the colored icon to the right of the changed values to get a color dialog for easy editing of new colors.

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General

7. Open the simulation and click the lid to open the phone. See how the sky is "reflected" on the phone display when you turn the phone.

on the phone display when you turn the phone. Turn the screen on/off with a time

Turn the screen on/off with a time delay when the phone is turned on

1. Drag a new Switch node from the Component Window to Scene/Phone/Phone/Phone0/TOP/top_even/. The node will switch between an empty screen and one with an image.

2. Drag two new Frame

empty screen and one with an image. 2. Drag two new Frame nodes from the Component

nodes from the Component Window to the Switch node (release the mouse

button when the Frame node is over the Switch node). The Frame nodes should now be located beneath

the Switch node as a Child. Rename the first Frame node to empty_screen and the second one to screen_on.

3. Drag the DOF node

and the second one to screen_on . 3. Drag the DOF node top_even in Scene/Phone/Phone/Phone0/TOP/top_even/ to

top_even in Scene/Phone/Phone/Phone0/TOP/top_even/ to the

top_even in Scene/Phone/Phone/Phone0/TOP/top_even/ to the empty_screen node under the Switch node. Duplicate (Copy,

empty_screen

node under the Switch node. Duplicate (Copy, Ctrl-C, Paste, Ctrl-V) the

Switch node. Duplicate (Copy, Ctrl-C, Paste, Ctrl-V) the screen_on . top_even node and paste it to

screen_on.

Duplicate (Copy, Ctrl-C, Paste, Ctrl-V) the screen_on . top_even node and paste it to Note :

top_even node and paste it to

Ctrl-V) the screen_on . top_even node and paste it to Note : The Switch node will

Note: The Switch node will swap between the (see image below) two nodes

screen_on that will contain different materials (one textured and one with only gray color).

empty_screen and

textured and one with only gray color). empty_screen and 4. Delete the reference to material #6

4. Delete the reference to material #6 under Material folder under

Scene/Phone/Phone/Phone0/TOP/top_even/Switch/empty_screen/top_even/top_evenShape/.

5. Go to Scene/Resources/Materials/default, right-click and Copy as link and paste it in the empty Material folder of the top_evenShape node.

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EON Tutorials

EON Tutorials 6. Drag a new Counter node from the Component Window to Scene/Phone/Phone/Phone0/TOP/top_even . 7.

6. Drag a new Counter node from the Component Window to Scene/Phone/Phone/Phone0/TOP/top_even.

7. Double-click on the Counter node. Change the Counter Interval to 1 and to Cycle mode.

Note: The counter interval is the value that is going to be sent to the Switch node swapping between the objects in the Switch node. With this setting it will cycle between 0 and 1.

node. With this setting it will cycle between 0 and 1. 8. Drag a new TimeSensor

8. Drag a new TimeSensor node from the Component Window to

Scene/Phone/Phone/Phone0/TOP/top_even.

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General

9. Double-click on the TimeSensor and set the Stop time to 2 seconds. Uncheck Active when simulation starts.

Note: The TimeSensor is used to get a delay for the screen to turn on 2 seconds after the lid is opened.

for the screen to turn on 2 seconds after the lid is opened. 10. Drag the

10. Drag the Switch, Counter and Time sensor node to the Route window.

11. Make the following connections in the Routes window:

Source node

Out-field

Destination node

In-field

a) Open (Place node)

OnRunFalse

TimeSensor

SetRun

b) TimeSensor

OnStopPulse

Counter

Increment

c) Counter

Value

Switch

Value

d) Close (Place node)

OnRunTrue

Counter

Increment

a) When the Place node ends its animation (lid is up) it sends an out-event (OnRunFalse) to the

TimeSensor. SetRun will start the timer in the TimeSensor.

b) After 2 seconds the TimeSensor sends an out-event (OnStopPulse) to the Counter node.

c) The Counter will increment with one step and send the value to the Switch node that will switch the

objects under that node (screen turns on). The Switch node can keep multiple objects.

d) When the lid close, the Close node will send an event to Counter node, that sends an event to the Switch

node that swaps back to the empty screen again.

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EON Tutorials

EON Tutorials 12. Open the simulation and open the lid of the phone. The cell phone

12. Open the simulation and open the lid of the phone. The cell phone display should be gray from beginning and turned on two seconds after the lid is completely opened. When the lid is closed the display turns off without delay.

Change the color of the antenna

The Prototype Colors will be used to change between two different colors on the antenna. By selecting a Node or Prototype in the Component Window and pressing the F1 key, detailed information about how it works will show up in a pop-up window (EON Help).

1. Add a

TextBoxButton Prototype to the Camera. Prototype to the Camera.

Note: Make sure to close the simulation window before you place any prototypes in the Simulation Tree.

2. Change name of the TextBoxButton prototype to ChangeColorButton

3. Change the Text field in the Property Bar to "Change antenna color", TBPosition to 0.05 0.9, TBSize to 165

22.

4. Colors Prototype to Scene/Phone/. Add a

4. Colors Prototype to Scene/Phone/.

Add a

5. Add a Latch Node to Scene/Phone/.

6. Drag Color and ChangeColorButton prototypes and the Latch node to the Route view

Note: (Shortcut to the Route window is Alt+2).

7. Drag material #4 in Scene/Resources/Materials/ to the Route view.

8. Make the following connections in the Routes window:

Source node

Source node

Source node ChangeColorButton Out-field OnDown Destination node Latch In-field Toggle

ChangeColorButton

Out-field

OnDown

Destination node

Latch

In-field

Toggle

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General

Latch

OnSet

ColorsLatch OnSet DarkBlue

DarkBlue

Latch

OnClear

ColorsLatch OnClear White

White

Colors Color material #4 (Material node) Diffuse

Colors

Color

material #4 (Material node)

Diffuse

Note: Use the diffuse field when changing color on an object.

: Use the diffuse field when changing color on an object. 8. Open the Simulation window.

8. Open the Simulation window. Push the button and the color of the antenna will change between dark blue and white/gray.

of the antenna will change between dark blue and white/gray. Make the lid transparent 1. Add

Make the lid transparent

1. Add a new

between dark blue and white/gray. Make the lid transparent 1. Add a new TextBoxButton prototype to

TextBoxButton prototype to Scene/Camera.

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EON Tutorials

2.

Change name of the TextBoxButton prototype to ChangeTransperancyButton

 

3.

Change the Text field to Transparency, TBPosition to 0.05 0.8, TBSize to 105 22.

4.

Add a

SmoothOperator prototype to Scene/Phone . Change the State0Value field in Property Bar to

SmoothOperator prototype to Scene/Phone. Change the State0Value field in Property Bar to

 

0.5.

Note: In this case the State0Value stands for 50% transparency, i.e. when the SmoothOperator achieves the value 0 the transparency will be at 0.5 or 50%. The SmoothOperator starts with a value of 1 (State1Value) by default. State0Time value 2 means it will take 2 seconds to 50% transparency.

4.

Add a Latch node to Scene/Phone/

 

5.

Drag the Latch,

5. Drag the Latch , ChangeTransperancyButton and SmoothOperator and the material #27 node  

ChangeTransperancyButton and

5. Drag the Latch , ChangeTransperancyButton and SmoothOperator and the material #27 node  

SmoothOperator and the material #27 node

 

(Scene/Resources/Materials) to the Route view.

 

6.

Make the following connections in the Routes window:

 

Source node

 

Out-field

 

Destination node

In-field

 

ChangeTransperancyButton

OnDown

 

Latch

Toggle

Latch

OnChanged

 

SmoothOperater

Toggle

SmoothOperater

 

FloatValue

 

material #27 (Material node)

Opacity

 
 

7.

Open the Simulation window. Click the Transparency button to toggle the transparency of the lid.

 

Toggle background image on/off

1. Add a TexturedBackground(BP) prototype to the Camera.

2. Add a Latch node to the Camera. Double click the Latch node and check the checkbox called Initial value.

3. Add a KeyboardSensor node to the Camera. Double-click on the node and set the Virtual key name to VK_B.

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General

4. Drag the

TexturedBackground prototype, Latch and KeyboardSensor nodes to the Route view. Latch

and KeyboardSensor nodes to the Route view. The Latch node will send True and False values every second time you press the key set in the KeyboardSensor and that will toggle the background image on/off.

5. Make the following connections in the Routes window:

Source node

Out-field

Destination node

In-field

KeyboardSensor

OnKeyDown

Latch

Toggle

Latch

OnChanged

TexturedBackground(BP)

ShowBG

6. Open the Simulation window. Toggle (press the B - key on the keyboard) the background image of the blue sky on and off. When off, you will see the solid color that is set in the Scene nodeís background color field.

7. Add a Texture2 node under the camera. Select the Texture2 node and change the filename field. Browse for a new image file called Paradise.jpg in the tutorial directory (C:\Program Files\EON Reality\TutorialFiles).

8. 8. Right click the Texture2 node and select ìCopy as Linkî from the context menu. Under the TexturedBackground(BP) prototype you will see a yellow folder for the Texture field. Right click on that and choose ìPasteî. You have now changed the default blue sky image to your own image.

Optimizing the model

Texture compression

To reduce the file size and improve the performance it is important to compress the textures as much as possible, without loosing important information. When reducing the texture in EON Studio it is possible to see the result of the compression in the simulation window and also get an approximation of the compressed texture size. The compression of the texture in EON will be most effective if the original 3D model is textured with textures in PNG format. When compressing texture in EON the texture will be converted to JPEG2000 format (internally) that is using an extremely effective compression without losing information.

Note: Texture compression will mainly reduce the file size (if you use large uncompressed textures) but can also improve the performance if you have many textures in the simulation.

1. Select Scene/Resources/Texture. In the TextureResourceGroup node it is possible to set the global texture compression for all nodes in that directory. All the textures will get the same compression except for the texture nodes that have individual compression and have UseGroupSettings unchecked.

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EON Tutorials 2. Change Quality level to 30% and set MaxWidth to 256 and MinWidth to
EON Tutorials 2. Change Quality level to 30% and set MaxWidth to 256 and MinWidth to

2. Change Quality level to 30% and set MaxWidth to 256 and MinWidth to 256. If the texture has a lower resolution that 256 X 256 the texture will keep that resolution.

Geometry compression

Geometry compression is another way to reduce the size of the distributed edz file (the eoz file size will never be affected by any polygon reduction, texture or geometry compression). The result of the geometry compression can be seen instantly in the simulation window and too much compression will result in gaps between polygons and distortion of the geometry. Decreased file size is specially important for web distribution.

Note: Geometry compression will reduce the file size a little and does not affect the performance very much.

1. Go to Scene/Resource/Meshes. In the MeshResourceGroup node it is possible to change the mesh compression reduction for all meshes under that node.

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General

2. Make sure all meshes under the MeshResourceGroup have checked the UseGroupSettings field. Set the desired overall compression level using the GeometryCompressionLevel field. Select Preset 7.

Note: To verify that the geometry data has been compressed, you can check the difference between the OriginalSize and DistributionSize fields, which should be positive. Note that the DistributionSize figure is just an estimation, since the actual reduction in size cannot be determined until a final compression is done on the underlying geometry file (which happens when creating a distribution file of the simulation).

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EON Tutorials 22
EON Tutorials 22

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General

Publish the content to the Internet

The EON Web Publisher Wizard is a step-by-step wizard that enables you to create an EON application embedded inside an html shell. It automatically create the correct html and JavaScript code. The result (html files etc) that comes out from the Wizard can be further edited in any html editor e.g. DreamWeaver, FrontPage etc.

1. Select File/Save As

(it is necessary to save the file before using the Web Publisher Wizard).

2. Select File/Create Web Distribution

3. Click OK if a window appears stating that it needs to be saved before publishing.

4. Click Next when the Web Publisher window comes up.

appears stating that it needs to be saved before publishing. 4. Click Next when the Web

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5. Select the Product Visualization template. Click Next and Continue to click Next until Step 5 of the wizard.

and Continue to click Next until Step 5 of the wizard. 6. Enter a folder to

6. Enter a folder to designate where to store the application. For example at C:\EON Demos\Web_Phone.

7. Check Internet as Distribution type.

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General

8. Check Use Default Plugin Folder. This means that the EON Plug-in will be downloaded from EON Reality's download server.

Note: Put the whole published directory to the web site. Direct the users to index.htm and the users will get the plug-in automatically downloaded the first time. With this selection it is necessary to have Internet connection since some components will be downloaded from EON Reality's server. Please see EON Distribution guide for more info about the Web Publisher Wizard.

guide for more info about the Web Publisher Wizard. 9. Click Next and then click Finish.

9. Click Next and then click Finish.

10. The final application should look like this:

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EON Tutorials

EON Tutorials 9. Open the directory where the files were saved and upload it to the

9. Open the directory where the files were saved and upload it to the web site.

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General

General 10. Direct the user to the index.html file and the EON plug-in will be downloaded

10. Direct the user to the index.html file and the EON plug-in will be downloaded automatically, if it's not already installed on the computer. The plug-in is about 1MB and is free of charge.

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Living room tutorial

Introduction

This tutorial is made for new and advanced EON Studio user. It shows simple ways to create a powerful simulation in just a few minutes. All necessary files for this tutorial are found in the TutorialFiles directory (C:\Program Files\EON Reality\EON Studio\TutorialFiles).

Note: The user can be directed to correct EON help files for any Node or Prototypes by selecting the node in the Component view, Simulation Tree or PropertyBar, and pressing the F1 key.

The following topics are included in the tutorial:



Import a 3D scene (3ds max file)



Change a viewpoint in a scene



Move an object in the virtual room



Add a movie to the simulation



Create interactivity by using keyboard and mouse



Get an additional viewport



Add a panorama landscape



Run and save your simulation

Importing a 3D scene

Importing a 3D Studio MAX - file

1. Open EON Studio.

2. In the Simulation Tree select the Scene - frame.

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General

General 3. Select File/Import/3DStudio .3ds. Browse for the file Livingroom.3ds and click Open. The 3ds file

3. Select File/Import/3DStudio .3ds. Browse for the file Livingroom.3ds and click Open. The 3ds file Import Plug-In appears. Check the boxes as show in the picture. Click OK.

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EON Tutorials

EON Tutorials 4. The Geometry Import - dialog appears. Check the boxes as shown. Click OK.

4. The Geometry Import - dialog appears. Check the boxes as shown. Click OK.

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General

General 5. Viewing the simulation. Now, the 3D - scene is imported. To watch the simulation

5. Viewing the simulation. Now, the 3D - scene is imported. To watch the simulation click toolbar. The Simulation- window appears. You should see this:

- scene is imported. To watch the simulation click toolbar. The Simulation- window appears. You should

in the

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EON Tutorials

EON Tutorials To stop the simulation click window. in the toolbar or click the cross on

To stop the simulation click window.

EON Tutorials To stop the simulation click window. in the toolbar or click the cross on

in the toolbar or click the cross on the top right of the Simulation -

Changing the viewpoint in the scene

You can find different camera - nodes in the Simulation Tree. EON Studio usually creates one camera as default. In the imported file you can find another default camera. This is the 3D Studio MAX default camera. All the other cameras are created in 3D Studio MAX in order to change the different fields of view.

1. Next step is to change the default camera. In the Simulation Tree, expand Viewports/Viewport/Camera and delete the link to the Camera node. Usually the Viewport Camera is linked to the default camera of EON Studio.

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General

General 2. Right-click Camera_StartCam and select Copy as Link. 33

2. Right-click Camera_StartCam and select Copy as Link.

General 2. Right-click Camera_StartCam and select Copy as Link. 33

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EON Tutorials

3. Paste the link into Viewports/Viewport/Camera right clicking the camera - node. Now, the camera of the viewport is linked to the Camera_StartCam.

the camera of the viewport is linked to the Camera_StartCam. 4. Drag a Walk node and

4. Drag a Walk node and drop it below Scene/Livingroom/Camera_StartCam. The Walk node lets you navigate in the room by clicking the mouse button and moving the mouse.

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General

General 5. Double click on the walk node and change Walk: to Right button and Elevate:

5. Double click on the walk node and change Walk: to Right button and Elevate: to Unassigned. To navigate you need to hold down the right mouse button and drag.

you need to hold down the right mouse button and drag. Tip : In order to
you need to hold down the right mouse button and drag. Tip : In order to

Tip: In order to find the nodes in the Components - Nodes - window you can search for classifications in the classification field. EON Studio shows the nodes accordingly to their classification.

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EON Tutorials

EON Tutorials The second possibility is to type a letter in the search - field. EON

The second possibility is to type a letter in the search - field. EON Studio shows all the nodes in alphabetic order.

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General

General 6. Move the Headlight - node from Scene/Camera and place it into Scene/Camera_StartCam . The

6. Move the Headlight - node from Scene/Camera and place it into Scene/Camera_StartCam. The Headlight is usually connected with the EON Studio default camera. You also can see the other Walk node under Scene/Camera. The Walk node is normally connected with the EON Studio default camera too.

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EON Tutorials 7. The Simulation Tree should now look like this: 38

7. The Simulation Tree should now look like this:

EON Tutorials 7. The Simulation Tree should now look like this: 38

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General

8. You have now changed the default camera. This means that you do not need the old default camera anymore, as well as the 3ds max default camera. Delete the Scene/Camera node and the node Scene/Livingroom/Camera_default from the Simulation Tree.

Scene/Livingroom/Camera_default from the Simulation Tree. 9. Run the simulation. You will see that the starting

9. Run the simulation. You will see that the starting viewpoint has changed and can now view the scene from the Camera_StartCam.

Adding a multimedia file

You will now learn how to add a video clip to an object in your simulation. Finally you will be able to watch a movie after clicking on the TV - screen.

1. Expand the group - node which is called "Resources" in the Simulation Tree and delete the material#1 (texture) - node.

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EON Tutorials

EON Tutorials 2. Drag a MovieTexture - node from the Components - Nodes - window into

2. Drag a MovieTexture - node from the Components - Nodes - window into the Simulation Tree and place it under the Scene/Resources/Textures.

Note: The MovieTexture - node allows you to import video clips and view it inside the real-time simulation.

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General

General 3. Select the MovieTexture node, right-click and select Copy as Link . 4. Right-click on

3. Select the MovieTexture node, right-click and select Copy as Link.

4. Right-click on the DiffuseTexture folder under Scene/Resources/Materials/material#1/ and select Paste.

5. In order to get a video clip, click the "folder" in the Property Bar and browse for the SkiMovie.avi.

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EON Tutorials 6. Check the link to the material#1 in the TV_Screen - structure. The linking

6. Check the link to the material#1 in the TV_Screen - structure. The linking allows using the very same material for various objects in the simulation. Your Simulation Tree should look like this:

allows using the very same material for various objects in the simulation. Your Simulation Tree should

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General

7. The video clip can be activated by checking Active in the Property Bar. Run the simulation and the movie will start instantly.

Bar. Run the simulation and the movie will start instantly. 8. In order to run the

8. In order to run the movie by clicking the TV we have to add interactivity using the Routes: Simulation - window. Add a ClickSensor - node by dragging and dropping to the Simulation Tree. Place it below the TV - node.

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EON Tutorials Note : It is very important where you place the nodes! Once a node
EON Tutorials Note : It is very important where you place the nodes! Once a node

Note: It is very important where you place the nodes! Once a node is placed in a wrong position, the simulation will not work properly. So always make sure that the node is in the correct position.

9. Double click the ClickSensor - node in the Simulation Tree. The ClickSensor Properties - pop-up appears. Check the box "Change cursor when clickable". This changes the appearance of the cursor once you move over an object in the running simulation. Click OK.

move over an object in the running simulation. Click OK . 10. Expand the Resources -

10. Expand the Resources - node. Make sure that the Active - box of the MovieTexture - node in the Property Bar is unchecked.

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General 11. You will now start "routing" (programming the interactivity using EON's graphical user interface).

11. You will now start "routing" (programming the interactivity using EON's graphical user interface). Click the Routes: Simulation - tab in order to get the Routes: Simulation - window. Drag and drop the ClickSensor - node and the MovieTexture - node into the Routes: Simulation - window.

Note: It is not possible to drag a "reference" of a node ("copied as link") to the route window. So in this case you have to drag the MovieTexture from Scene/Resources/Textures.

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EON Tutorials 12. Make the following connections: Pressing the green arrow of the ClickSensor - node

12. Make the following connections: Pressing the green arrow of the ClickSensor - node a pop-up - menu appears. You can see various "events". The events are behaviors which send an impulse to the target node. In this simulation the target node is the MovieTexture. Click OnButtonDownTrue.

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General

General 13. An arrow appears. Connect the arrow with the little blue sphere on the MovieTexture

13. An arrow appears. Connect the arrow with the little blue sphere on the MovieTexture by clicking on it. Go to SetRun and release the mouse button and the two nodes will connect. The ClickSensor will activate the MovieTexture as soon as it is clicked. This means that the movie will start as soon as the TV is clicked, because the ClickSensor is placed below the TV - node.

Note: If you have to delete the arrow just click on it and press Delete.

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EON Tutorials Source node Out-field Destination node In-field ClickSensor OnButtonDownTrue MovieTexture

Source node

Out-field

Destination node

In-field

ClickSensor

OnButtonDownTrue

MovieTexture

OnButtonDownTrue

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General

14. Run the simulation and enjoy the show!

General 14. Run the simulation and enjoy the show! Creating a movable object This part shows

Creating a movable object

This part shows you how to move objects, in this case the lamp, by left-clicking the object and drag.

1. Place a new Frame node in Scene/Livingroom.

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EON Tutorials 2. Rename it "Movable Floorlamp". 50

2. Rename it "Movable Floorlamp".

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General

General Tip : Rename the nodes by clicking on them and pressing F2. 3. Move the
General Tip : Rename the nodes by clicking on them and pressing F2. 3. Move the

Tip: Rename the nodes by clicking on them and pressing F2.

3. Move the nodes "Floorlamp" and "Spot01" below the "Movable Floorlamp" - node.

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EON Tutorials 4. Place a DragManager prototype below the "Camera"- node. (The Drag prototypes let you

4. Place a DragManager prototype below the "Camera"- node. (The Drag prototypes let you move around objects by left clicking on an object and drag.)

5. Place a DragSelector prototype below the "Movable Floorlamp"- node.

6. Place a ClickSensor node below the "Movable Floorlamp"- node.

The structure should now look like this:

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General

General 7. Right-click on the DragManager prototype and select Copy as Link . Open the DragManager

7. Right-click on the DragManager prototype and select Copy as Link. Open the DragManager folder under the DragSelector prototype and Paste (This creates a reference to the DragManager).

8. Right-click on the Movable Floorlamp node and select Copy as Link. Open the DragNode folder under the DragSelector prototype and Paste (This creates a reference to the parent frame).

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EON Tutorials 9. Drag the DragSelector prototype and the ClickSensor node to the Route Window. 10.

9. Drag the DragSelector prototype and the ClickSensor node to the Route Window.

10. Drag and drop the DragSelector - prototype and the ClickSensor - node into the Routes: Simulation - window.

Make the following connections in the Routes window:

Source node

Out-field

Destination node

In-field

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ClickSensor

OnButtonDownTrue

DragSelector

Select

9. Run the simulation. You are now able to move around the lamp by left-clicking the lamp and drag.

to move around the lamp by left-clicking the lamp and drag. Note : To save the

Note: To save the objects position and orientation, you would need to open the Movable Floorlamp frame Properties and click Start Values.

Adding keyboard interactivity

In this chapter you will learn how to switch on and off the light in the room.

1. Add a KeyboardSensor node to the Scene - node in the Simulation Tree.

node to the Scene - node in the Simulation Tree. 2. Double-click the KeyboardSensor and change

2. Double-click the KeyboardSensor and change the "Virtual key name" to "VK_SPACE". Click OK. This defines a key from your keyboard - in this case the space - key. Later, this key will start the action in the simulation.

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EON Tutorials 3. Add a Latch - node to the Scene - node in the Simulation

3. Add a Latch - node to the Scene - node in the Simulation Tree. The Latch - node will be necessary for the "routing" later.

- node will be necessary for the "routing" later. 4. Click the Routes: Simulation - tab.

4. Click the Routes: Simulation - tab. Drag and drop the KeyboardSensor, the Latch - and Ambient - node from the Scene - node into the Routes window.

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General

General Note : The Latch - node is like a switch. It gives a connected node

Note: The Latch - node is like a switch. It gives a connected node different : The Latch - node is like a switch. It gives a connected node different behaviors, in this case the on- and off - turning of the Ambient light.

5. Make the following connections in the Routes window.

Source node

Out-field

Destination node

In-field

KeyboardSensor

OnKeyDown

Latch

Toggle

Latch

OnSet

Ambient

SetRun_

Latch

OnClear

Ambient

SetRun

Note: A black dot is displayed at the Latch node to indicate that there are : A black dot is displayed at the Latch node to indicate that there are two connections between two nodes. In this case, it means that the Ambient - node can be turned off and on.

it means that the Ambient - node can be turned off and on. 6. Run the

6. Run the simulation and turn on and off the light in the room pressing the Space - key.

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Adding ClickSensor activity

In this chapter you will learn to disassemble the sofa. First you'll create a node structure in the simulation tree, then assign the parameters and last routing the nodes in the Routes: Simulation - window. Let's start with the node - structure.

1. Place a new Frame - node below the Back - node of the Sofa. Rename it "Disassemble_Back".

- node of the Sofa. Rename it " Disassemble_Back ". 2. Drag and drop two Place

2. Drag and drop two Place - nodes below the Disassemble_Back - node. Rename them "disassemble" and "assemble".

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General 3. Place a Latch - node under the Disassemble_Back - node. 59

3. Place a Latch - node under the Disassemble_Back - node.

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EON Tutorials 4. Add a ClickSensor below the Disassemble_Back - node. 60

4. Add a ClickSensor below the Disassemble_Back - node.

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General 5. Move the DegreeOfFreedom (DOF) - node under the Disassemble_Back - node. This is an

5. Move the DegreeOfFreedom (DOF) - node under the Disassemble_Back - node. This is an important step. When we move the Back in the simulation, its origin will follow now.

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EON Tutorials Note : The DegreeOfFreedom, or short, DOF - node defines the position of an
EON Tutorials Note : The DegreeOfFreedom, or short, DOF - node defines the position of an

Note: The DegreeOfFreedom, or short, DOF - node defines the position of an object due to its origin. The DOF - node can also be used for transforming the object as well as its origin.

6. Now, we'll assign some parameters to the Place - nodes. Double click the "disassembly"- node. The Place Properties - pop-up appears. Enter the parameters shown below in the Place Properties. Click OK.

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General Note : You can see three columns in the Place Properties: The Movement - column
General Note : You can see three columns in the Place Properties: The Movement - column

Note: You can see three columns in the Place Properties: The Movement - column defines the movement of the object in meter and degrees. The Time to move - column sets the time of movement in seconds. The Type - column shows the type of movement: Movement can be relative, i.e. regarding the current position, or absolute. The absolute movement moves to the specified position in the coordinate system of the object's parent, regardless of the current position. Checking Yes in the Active - column activates the Place - node when the simulation starts. Checking No inactivates it until an external impulse activates the Place - node.

7. Double click the "assemble" - node. In the Place Properties type the parameters as shown below.

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EON Tutorials 8. Drag- and drop the nodes shown below into the Route: Simulation - window.

8. Drag- and drop the nodes shown below into the Route: Simulation - window.

EON Tutorials 8. Drag- and drop the nodes shown below into the Route: Simulation - window.

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9. Make the following routing:

Source node

Out-field

Destination node

In-field

ClickSensor

OnButtonDownTrue

Latch

Toggle

Latch

OnSet

Disassemble

SetRun

Latch

OnClear

Assemble

SetRun

10. Run the simulation. Click on the back of the sofa. It now moves back. If you click again, it will move into its start position.

Adding an extra viewport

In this chapter you'll learn how to create an extra viewport in the simulation.

1. Place a new Viewport node in the Viewports - folder and rename it "Topview".

in the Viewports - folder and rename it "Topview". 2. Double-click the Topview - node and

2. Double-click the Topview - node and enter the following values as shown below. Click OK.

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EON Tutorials Note : The Position - column of the Viewport Properties determines the viewport's relative
EON Tutorials Note : The Position - column of the Viewport Properties determines the viewport's relative

Note: The Position - column of the Viewport Properties determines the viewport's relative position within the simulation window. Range 0-1. (0,0) is at the upper left corner while (0.5,0.5) is at the center of the window.

The Size - column determines the viewport's relative size within the simulation window. Range 0-1. A width value of 0.5 would set the viewport to half the simulation window width.

In the View region - column determines the clipping plane and the field of view:

Far clipping plane:

Objects further away than this distance are not drawn.

Near clipping plane:

Objects closer than this distance are not drawn.

Field of view:

Determines the viewer's field of view in degrees.

Note: By selecting a Node or Prototype in the Component Window and pressing the F1 key, detailed information about how it works will show up in a pop-up window (EON Help).

3. Copy as link the Camera_TopCam and place it into the camera - folder of the Topview - viewport.

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General 4. Run the simulation. You'll remark an additional viewport in the top left position of

4. Run the simulation. You'll remark an additional viewport in the top left position of the simulation window.

Adding a panorama view

In this chapter you'll learn how to get a panorama view in the simulation.

1. Drag- and drop a Panorama - node in the Scene.

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EON Tutorials Note : With the Panorama - node you can get a panorama view made
EON Tutorials Note : With the Panorama - node you can get a panorama view made

Note: With the Panorama - node you can get a panorama view made of maximally three layers. These layers consist of three different textures (ground, horizon and sky) which fit automatically.

textures (ground, horizon and sky) which fit automatically. 1. Double click the Panorama - node. The

1. Double click the Panorama - node. The Panorama Properties pop-up appears. Make sure that the Settings - tab looks like this:

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General Note : When Horizon in the Mirroring - field is selected, every second texture is
General Note : When Horizon in the Mirroring - field is selected, every second texture is

Note: When Horizon in the Mirroring - field is selected, every second texture is flipped to eliminate discontinuous edges.

second texture is flipped to eliminate discontinuous edges. 2. In the Textures - tab browse for

2. In the Textures - tab browse for the files shown below.

2. In the Textures - tab browse for the files shown below. 3. Click on the

3. Click on the Horizon coordinates - tab. Make sure that it looks like this:

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EON Tutorials Note : The angle in the Strip occupies an angle of degrees - field
EON Tutorials Note : The angle in the Strip occupies an angle of degrees - field

Note: The angle in the Strip occupies an angle of

degrees - field defines the height of the horizon texture.

The range is 0-90. By selecting a Node or Prototype in the Component Window and pressing the F1 key,

detailed information about how it works will be displayed in a pop-up window (EON Help).

4. Run the simulation. Now you can see a big city around you!

Saving the simulation

Select File/Save As

and save the file (.eoz).

Running the simulation

These are the instructions for running the finished Livingroom.eoz demo:



Navigate in the room by holding down the right mouse button as you move the mouse. Middle mouse button will change direction of the camera.



Move the lamp by left clicking on the lamp and drag.



Click on the TV screen to start the film.



Press the spacebar to change the lighting.



Click the Sofa to disassemble it.

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Distribution

Distribution Web Publisher tutorial Introduction This tutorial will help users to get started with the EON
Distribution Web Publisher tutorial Introduction This tutorial will help users to get started with the EON

Web Publisher tutorial

Introduction

This tutorial will help users to get started with the EON Web Publisher Wizard. The tutorial is using an eoz file prepared with an in- and out-event that eventually will communicate with the Web page after the complete files are created with the Web Publisher.

The Wizard will step by step guide the user through various Web pre-defined html templates, presenting choices where from the plug-in should be downloaded. It will result in a complete set of files that are ready to be uploaded to a Web site. It is very simple to use and no programming experiences are necessary.

The file for this tutorial can be found in the Sample directory (C:\Program Files\EON Reality\EON Studio\TutorialFiles).

Note: By selecting a Node or Prototype in the Component Window and pressing the F1 key and detailed information about how it works will show up in a pop-up window (EON Help).

Create in/out event to html application

1. Open the file WebEventExample.eoz that can be found in the TutorialFiles directory (C:\Program Files\EON Reality\Tutorial Files).

2. Open up the Route View (Window/Routes). Click on the green arrow in the lower left corner to create an in-event.

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EON Tutorials 3. A pop-up window appears. Select field type SFVEC3F and call the event ChangeSphereColor

3. A pop-up window appears. Select field type SFVEC3F and call the event ChangeSphereColor.

Note: The field type represent what kind of event that is going to be send to the node. In this case it is a SFVEC3F vector that will send the color code (for example 1 0.5 0 which is orange) from the Web page to the EON simulation. The name of the in-event ChangeSphereColor will be used in the javascript code for the communication between the Web page and the EON simulation and will be created automatically by the Web publisher.

and will be created automatically by the Web publisher. 4. Drag the Prototype Sphere (Scene/Sphere) to

4. Drag the Prototype Sphere (Scene/Sphere) to the route window.

5. Click the green arrow and connect it to the Sphere prototype.

Make the following connections in the Routes window:

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Source

Out-field

Destination

In-field

ExternalEvent

ChangeSphereColor

Sphere

Color

(green arrow)

ChangeSphereColor Sphere Color (green arrow) Note : The in/out events can not be tested from inside

Note: The in/out events can not be tested from inside EON Studio. It can only be tested form an html page. The code for the html page can either be created manually (javascript) or it can be created automatically by Web publisher template (with in/out events included). When the html page is created, the events can be tested in a Web browser, or by using EONWebTool (please see EON Studio Distribution Guide).

5. Select File/Save As

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Publish the content to the web

The EON Web Publisher Wizard will walk you through step by step and will automatically create all necessary files ready for publishing to the Internet.

1. Select File/Create Web Distribution.

2. Click OK if a window comes up indicating that your file (WebEventExample.eoz) needs to be re-saved before publishing.

) needs to be re-saved before publishing. 3. Click Next when the EON Web Publisher Wizard

3. Click Next when the EON Web Publisher Wizard window comes up.

) needs to be re-saved before publishing. 3. Click Next when the EON Web Publisher Wizard

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Distribution

4. Select the EON Five Options template. Click Next.

Note: Read more in the User Guide about how to create your own web template.

EON Five Options template. Click Next . Note : Read more in the User Guide about

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5. Check all the boxes (representing all in/out external events created in the eoz simulation). Click Next.

Tutorials 5. Check all the boxes (representing all in/out external events created in the eoz simulation).

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6. It is possible to chose from either solid background color or an image that will be visible when the application is loading. Select default (and the default EON logo will be visible during loading). Click Next.

EON logo will be visible during loading). Click Next . 7. Change the EON Window size

7. Change the EON Window size to 400 and 300. Click Next.

Note: The EON Window size is the pixel size of the application when it is embedded inside the html page.

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EON Tutorials 8. Enter a folder where to store the result from this wizard. Select Use

8. Enter a folder where to store the result from this wizard. Select Use Default Eon Functions Folder and select Internet as distribution type (If there are no Internet connection please use CD Distribution type). Click Next.

Note: If you use CD distribution, the plug-in will be installed directly from the CD.

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Distribution 9. The list below shows what kind external events (name, field type) that will be

9. The list below shows what kind external events (name, field type) that will be used. Un-check Preview in Browser. Click Finish.

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EON Tutorials 10. Go to the place where you saved the content ( C:\EON Demos\WebEventExample )

10. Go to the place where you saved the content (C:\EON Demos\WebEventExample) and open the file

80

index4.htm.

Note: If you have Windows Service Pack 2 (SP2) installed, the pop-up windows is blocked and you need

to click on the warning, To help protect your security, and select Allow Blocked Content continue.

, to be able to

Distribution

Distribution 11. Click Yes to allow the demo to run. 12. The created Web page will

11. Click Yes to allow the demo to run.

Distribution 11. Click Yes to allow the demo to run. 12. The created Web page will

12. The created Web page will show all in- and out-events as either buttons, images (icons) or as buttons with a text field, that can be changed interactively, to put True/False, text string or a vector.



Set the value to True in the first four fields below Send your values via buttons (the field type is SFBOOL which is True or False). Click the button after the text field.

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

Set the TextBoxPosition to 0.1 0.5 (the field type is SFVEC2F and in this case it describes the x and y coordinates of the position of the TextBoxButton). Click the button.



Set the TextBoxText to Show room. (the field type is SFSTRING and can contain any text and it will be send in to EON, in this case it will change the name of the button that can toggle the Show room on and off). Click the button.



Set the Lap time to 2 seconds (the field type is SFFLOAT and is a single number, and in this case it will change the Sphere's lap time). Click the button.



Set the Sphere text to Click me to rotate (field type SFSTRING, in this case it will send a text string to the ToolTip node and change the ToolTip name in the node). Click the button.



Set the ChangeSphereColor value to 0.2 0.7 0.3 (field type SFVEC3F, and it will send the color value of Red, Green, Blue with 0 0 0 as black and 1 1 1 as white). Click the button.



The fields in the lower left corner are three out events.

o

ClickSphere (SFBOOL out event, True when the Sphere starts rotating and False when it stops)

o

CameraPosition (SFVEC3F out event, shows x, y and z coordinates of the Camera position).

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Distribution Uploading the final application to the Web site 1. Open the directory where the files

Uploading the final application to the Web site

1. Open the directory where the files where saved (C:\EON Demos\WebEventExample).

Note: When creating the final application, the page created from the Web publisher can be edited and customized in any html editor (DreamWeaver, Front Page etc). There the layout can easily be changed, buttons removed and the buttons below Inevents sent by image links can be changed to other images. The template is meant to be a help to make it easier to create interactive Web application, but it is most helpful to know both html and javasrcipt to create more Web advanced applications.

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2. Since index4.htm is the file that have been used in this tutorial the rest of the files in the directory are not going to be used. Delete all html files except index4.html, then change index4.html to index.html

3. Upload the whole published directory to the web site. Direct the users to index.htm and the users will get the plug-in automatically downloaded the first time. The plug-in is about 1MB and is free of charge.

Note: With this selection it is necessary to have Internet connection since some components will be downloaded from EON Reality's server. Please see EON Distribution guide in the User Guide for additional information about the Web Publisher Wizard.

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ICatcher

ICatcher Stereoscopic tutorial Introduction This is a tutorial how to set up good stereo values for
ICatcher Stereoscopic tutorial Introduction This is a tutorial how to set up good stereo values for

Stereoscopic tutorial

Introduction

This is a tutorial how to set up good stereo values for an EON application. Stereo glasses (passive or active) are necessary.

Note: The user can be directed directly to correct EON help files for any Node or Prototypes by selecting the node in the Component view, Simulation Tree or PropertyBar and pressing the F1 key.

The files needed to do the stereo tutorial can be found in the TutorialFiles directory (C:\Program Files\EON Reality\EON Studio\TutorialFiles).

Note: An EON Immersive license is required to run quadbuffer/page flip stereo (and a graphics card with support for stereo). For more information about what graphics card support quadbuffer/page flip stereo, please see http://www.stereographics.com Interleaved and above/below stereo does not require special graphics card.

Displaying scenes in stereo

There are basically two kinds of scenes that you might want to display in stereo, either a single object, or a whole scene.

Single object

You should normally use StereoZeroParallaxFrame to put zero parallax at the center of the object. This means that half the object will seem to be outside the screen and half the object will seem to be inside. Make sure that no part of the object with negative parallax is clipped by the edges of the screen, otherwise the depth illusion will break down.

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Scenery

When viewing scenery or an interior of a building, it is best to keep Zero Parallax close to 0 (which will put zero distance at the near clipping plane). This way no part of the scene will have negative parallax, and it will feel like we are looking out a window.

Stereo settings

Zero parallax distance: This field is used to define the distance from the camera where we want zero parallax. Zero parallax means that the images from the left and right eye coincide. This means that any object at the specified distance is perceived to be at the screen plane. Any objects closer than this value seem to be located between the screen and the observer. Objects farther away seem to be located inside the screen.

Maximum parallax: This setting controls the maximum amount of positive parallax that you want. This value is specified in pixels and it indicates the maximum separation between the left and right eye images for distant objects (objects at the far clipping plane). NOTE: For comfortable viewing, this parameter should be kept as low as possible while still giving the desired stereo effect. If this parameter is too large, the stereo effect will break down completely. If there are no distant objects in the scene, this parameter can be increased to increase the stereo effect. If you have problems with ghost-images, try to decrease this setting.

Stereo settings for a single object

1. Open the file StereoTractor.eoz that can be found in the TutorialFiles directory (C:\Program Files\EON Reality\TutorialFiles).

2. Go to Simulation at the top of EON Studio window and select Configuration/Render.

3. Select Advanced and change to the stereo mode you are going to use.

Note: Interleaved and Above/Below stereo will lose resolution in vertical direction but it does not need a more expensive graphics card with support for stereographics like Quadbuffer/Page flip mode.

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ICatcher 4. When showing single objects its easiest to use the StereoZeroParallaxFrame to put zero parallax

4. When showing single objects its easiest to use the StereoZeroParallaxFrame to put zero parallax at a fixed place on the object, for example, in the center. Then half the object will seem to be outside the screen and half the object will seem to be inside, no matter of the distance to the camera. When setting the Zero parallax distance manually in the viewport node the distance is a fixed distance from the camera and when zooming out the object/scene will appear inside the screen.

Press the material button in the selection tool.

the screen. Press the material button in the selection tool. 5. Open the simulation window and

5. Open the simulation window and left click on the cabin on the tractor. The selected object will be marked with a yellow box.

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EON Tutorials 6. The selection tool will open the simulation tree and show the selected object.

6. The selection tool will open the simulation tree and show the selected object. Right click on cabMain-1 and Choose Copy as Link. Paste the link in Viewports/Viewport/StereoZeroParallaxFrame.

the link in Viewports/Viewport/StereoZeroParallaxFrame . 7. Double-click the Viewport node and select the Advanced

7. Double-click the Viewport node and select the Advanced settings tab. Since the StereoZeroParallaxFrame is used that will override the Zero parallax distance. The next value is the Max eye separation (parallax) and for comfortable viewing, this parameter should be kept as low as possible while still giving the desired stereo effect. Normally a value around 20 is recommended.

8. Change the monitor framerate to as high as possible, at least 85Hz.

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9. Open the simulation (if you are using Interleaved stereo it will look something like this). With the glasses turned on it will appear to be in stereo standing out from the screen. Left and right eye can be swapped with the S key in this simulation.

Note: The Zero parallax distance is in this case the cabin and it is possible to see that there is no double image at this point. That is the zero parallax distance and is the clippingplane between inside the screen and outside.

is the clippingplane between inside the screen and outside. With shutter glasses that support interleaved stereo

With shutter glasses that support interleaved stereo it is possible to see this still image in stereo

10. If no stereo effect appear, press the S key and left and right eyes will swap.

Note: With a graphics card without a sync signal it is not possible for the software to start with the correct image for each eye so it is random every time the simulation starts. The result will be that there will not be any stereo effect in the simulation. In the simulation node it is possible to swap eyes when the simulation is started. This feature needs to be created in the EON simulation by sending an event to the Simulation node.

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Stereo settings for a scenery

1. Open the file StereoTrain.eoz can be found in the Media directory (C:\Program Files\EON Reality\TutorialFiles).

2. Open the Simulation window.

Note: This simulation is created in correct scale in meters so one unit in the simulation is one meter (3 feet).

If the Zero parallax distance is set to 2, meaning that everything between the camera and 2 meters forward (first chair to the left facing the camera) will appear to stand out from the screen. When setting the Zero parallax distance in a scenery, this distance needs to be adjusted if the scene is scaled.

this distance needs to be adjusted if the scene is scaled. 3. Double-click the Viewport node

3. Double-click the Viewport node and select the Advanced settings tab. Set the Zero parallax distance to 0, 1, 2 and 3 and see the difference.

4. Try different values of the Max eye separation (parallax) between 10 and 30 and see what gives the best stereo effect. Normally a value around 20 is recommended.

Note: For comfortable viewing, this parameter should be kept as low as possible while still giving the desired stereo effect.

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ICatcher 5. Drag a Keyboardsensor and a Latch node to the Scene. Drag the Keyboardsensor, Latch

5. Drag a Keyboardsensor and a Latch node to the Scene. Drag the Keyboardsensor, Latch and the Simulation node to the Route window and connect it according to the image below. Double click on the KeyboardSensor and change the Virtual Keyname to S. When running the simulation this will swap left and right eyes.

Note: With a graphics card without a sync signal, it is not possible for the software to start with the correct image for each eye so it is random every time the simulation starts. The result will be that there will not be any stereo effect in the simulation. In the simulation node it is possible to swap eyes when the simulation is started. This feature needs to be created in the EON simulation by sending an event to the Simulation node.

is started. This feature needs to be created in the EON simulation by sending an event

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EON Professional CG shaders tutorial Introduction This tutorial will illustrate how to add CG shaders to
EON Professional CG shaders tutorial Introduction This tutorial will illustrate how to add CG shaders to

CG shaders tutorial

Introduction

This tutorial will illustrate how to add CG shaders to an existing 3D model (car) and describe how to obtain as high visual quality as possible, using environmental- and bump mapping. All necessary files for this tutorial are found in the TutorialFiles directory (C:\Program Files\EON Reality\EON Studio\TutorialFiles).

Note: The user can be directed to correct EON help files for any Node or Prototypes by selecting the node in the Component view, Simulation Tree or PropertyBar, and pressing the F1 key.

This tutorial will explain how to import and edit CG shaders, use the Paint tool, change colors using the Keyboard, replace a texture, add bumpmapped texture and edit the Texture UV coordinates.

The following topics are included in the tutorial:

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Paint with the Paint tool

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Import CG shaders

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Use the MaterialChanger prototype to change car color with the press of a button

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Change texture of the car's plate

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Learn how to use bumpmaps

Requirements to run this tutorial

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To view Cg-based materials DirectX 9.0b or later is required. However, note that the EON rendering mode must be set to OpenGL. Cg-materials do not work in Direct3D mode.

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

NVidia-based graphics cards: ForceWare 53.03 or later. FX 5200 or higher is required to view simulations with Cg-materials.

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ATI-based graphics cards: Catalysator 4.10 or later. Radeon 9500 or higher is required to view simulations with Cg-materials.

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Other brands: The graphics card must support vertex and fragment shader object OpenGL extension. Use the latest driver.

Painting the Car with CG shaders

1. Open the file Car.eoz in the Tutorial Files directory (C:\Program Files\EON Reality\TutorialFiles).

2. To be able to navigate, you need a prototype called ObjectNavLite. Place it directly under the Scene.

). 2. To be able to navigate, you need a prototype called ObjectNavLite . Place it

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3. Select the node, called Car Paint_silver (HDR shader), and then open the Simulation window.

EON Professional 3. Select the node, called Car Paint_silver (HDR shader), and then open the Simulation

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EON Tutorials 4. Press the Paint material button. You are now in ì Paint mode î

4. Press the Paint material button. You are now in ìPaint modeî and everything you click in the simulation window, at the same time you hold down the Alt-key, will acquire the material that you have selected in the Simulation tree (Car Paint_Silver).

hold down the Alt-key , will acquire the material that you have selected in the Simulation

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5. Hold down the Alt-key and select the body of the car and it should change material.

Note: Remember that EON does not have an Undo button, so if you paint something by mistake you have to locate and select the old material and repaint that part. Itís easily done if you first use the selection tool and then paint that material to your mistakenly painted object.

It í s easily done if you first use the selection tool and then paint that

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6. Make sure the Car Paint_silver node is selected in the Simulation Tree, then go to the PropertyBar to the right. Select Car paint1 from the Preset drop down menu. This preset selection can load different values of that specific shader (HDR shader).

load different values of that specific shader (HDR shader). 7. The next step is to paint

7. The next step is to paint all the white parts black. Since itís already a shader for black material in the scene, we do not need to import it. Just go to Scene/PlainCar/CG Resources/Materials/ and select Black plastic. Press the Paint tool button and open the Simulation window. Start painting all the remaining white parts.

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EON Professional 99

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8. The next step is to import a glass shader. Go to File/Import/CG Material and import the file plain_glass.emt from C:\Program Files\EON Reality\EON Studio\MediaLibrary\Presets.

Material and import the file plain_glass.emt from C:\Program Files\EON Reality\EON Studio\MediaLibrary\Presets . 100

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9. Select the new shader called Paint Glass under Scene/Resources/Materials, and press the Paint Tool button.

Scene/Resources/Materials, and press the Paint Tool button. 10. Open the Simulation and Paint the windows. Note

10. Open the Simulation and Paint the windows.

Note: Remember to hold down the Alt-key when using the Selection and Paint tools.

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EON Tutorials Change Color of the Car 1. The next step would be to add some

Change Color of the Car

1. The next step would be to add some interactivity to the car. To change the color, you need a prototype called MaterialChanger. Place it directly under the Scene in the Simulation Tree.

2. Right click on the MergedShape node under Scene/PlainCar/body and select Copy As Link. Paste it under SendToShapes in the MaterialChanger node.

3. Copy the node Car Paint_Silver and paste it under (same place) Scene/PlainCar/CG Resources/Material in order to obtain two nodes. Change the name of the new node to Car Paint_Red. Select the node and go to PropertyBar. Change the following fields: BaseColor: 0.475 0 0, EnvironmentalLevel: 1.5, Glosslevel:

11.2, DiffusseLevel: 15, Reflectivity: 0.91.

4. Select Car Paint_Silver node and perform Copy As Link. Paste it to the MaterialNoderefs in the MaterialChanger prototype. Repeat this step with the Car Paint_Red node.

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5. Open the simulation window. Use the PageUp and PageDown keys on the keyboard to switch between red and silver color. Create one more color the same way as before and add to the MaterialChanger prototype.

same way as before and add to the MaterialChanger prototype. 6. If we add more colors

6. If we add more colors it will be more convenient to have direct interaction for each color. Go to Scene and drag the KeyBoard nodes 1_Silver and 2_red to the Route window.

color. Go to Scene and drag the KeyBoard nodes 1_Silver and 2_red to the Route window.

7. Route the nodes as below:

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Source node

Out-field

Destination node

In-field

1_Silver

OnKeyDown

MaterialChanger

DoNodeRef1

2_Red

OnKeyDown

MaterialChanger

DoNodeRef2

8. Start the Simulation and use the keys 1 and 2 to change the color. If you desire other keys, just double click on the keyboard node and change to another trigger key.

Change plate of the car

1. The next step is to replace the existing plate that says Forester with a new texture. Open the Simulation window and rotate the car so that you can see the car plate that says Forester. Press the Texture selection button and click on the plate in the Simulation window. The texture node called NUMBER should now be selected in the Simulation Tree.

NUMBER should now be selected in the Simulation Tree. 2. Close the Simulation window and go

2. Close the Simulation window and go to the PropertyBar for the texture node NUMBER. Click the browse button and browse for a new texture file called EON_Plate.png (C:\Program Files\EON Reality\TutorialFiles).

browse button and browse for a new texture file called EON_Plate.png ( C:\Program Files\EON Reality\TutorialFiles ).

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3. The Car plates (front and back) should now have been changed to a California plate that displays EON

5.0.

Note: In this case the plate already had texture UV map coordinates. If you don't already have a texture on an object when you import it to EON, you can create texture UV maps inside EON Studio. Just place a node called TextureUVMap in the folder of the Material node that also holds the texture. With the TextureUVMap node, you can change how the texture should appear on the 3D object.

also holds the texture. With the TextureUVMap node, you can change how the texture should appear

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Add a CG shader (stone) with bumpmaps to the ground

1. The next step is to import a shader with bumpmaps that we will apply to the ground. Go to File/Import/CG Material and import the file parallaxmapping_worldspace_light.emt from C:\Program Files\EON Reality\EON Studio\MediaLibrary\Presets.

Files\EON Reality\EON Studio\MediaLibrary\Presets . 2. Select the new shader called ParallaxMapping

2. Select the new shader called ParallaxMapping Scene/Resources/Materials and press the Paint Tool button.

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3. Open the Simulation window and paint the ground with the new shader.

EON Professional 3. Open the Simulation window and paint the ground with the new shader. 107

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4. Since the actual texture mapping on the ground shows very large stones of the shader you need to recreate new Texture UV maps in EON. Place a TextureUVMap node under the DiffusseTextureUVMap folder in the ParallaxMapping node. Change the UVScale to 0.2, 0.2 (this will change how the texture appear on the ground).

ParallaxMapping node. Change the UVScale to 0.2, 0.2 (this will change how the texture appear on

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5. Select the ParallaxMapping node and go to the PropertyBar. Change the Bumpiness to 0.38.

and go to the PropertyBar. Change the Bumpiness to 0.38 . 6. The simulation window can

6. The simulation window can be open while you change the bumpiness values. See how the edges between the stones change and makes it appear to be an uneven ground. The mesh and texture is still flat; it just looks like its "bumpyî.

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EON Tutorials 7. Run the Simulation and enjoy the CG visual effects! 110

7. Run the Simulation and enjoy the CG visual effects!

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EON CAD tutorial

Introduction

EON CAD can optimize and convert 3D formats directly to native EON formats (.eoz and .eop). Among the over thirty supported formats in the base module are: AutoCAD, CADKEY, IGES, Maya, 3ds max, LightWave, SOFTIMAGE 3D and SolidWorks. In addition, users can benefit from features, such as key-frame support, automated normal correction, welding of vertices, geometry/surface reduction, and infinite variable adjustable tessellation while UV mapping and textures are maintained.

EON CAD is developed in cooperation with Right Hemisphere and builds on the successful Deep Exploration product, Polytools and CoreCAD modules together with proprietary EON technology. Also, add-on native CAD extensions are available including MicroStation, CATIA, Alias, Unigraphics, Pro/E and STEP with direct translation to EON's native EOZ or EOP formats including batch conversion.

The following topics are included in the tutorial:

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Preview directly in EON Viewer from any 3D format



Edit the color



Add new material

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Polygon reduction

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Collapse multiple objects to one single object

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Move object's pivot points



Remove internal parts/objects



Create animations

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Export to EON Studio



Add behaviors in EON Studio.

Requirements

To run this tutorial you need to install EON Studio and EON CAD. All necessary files for this tutorial are found in the TutorialFiles directory (C:\Program Files\Right Hemisphere\EON CAD\EON tutorial).

Preview a 3D model in EON Viewer window

1. Open EON CAD.

2. Select the file Tractor.rh in the EON CAD tutorial directory (C:\Program Files\Right Hemisphere\EON CAD\EON tutorial).

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3. Press the EON Preview button to open the simulation in the EON Viewer.

4. Close the EON Viewer window.

Note: You can rotate with left mouse button, zoom with right and pan with both. In the toolbar are four EON buttons: EON preview, EON Studio, EON Export and Export Options.

EON preview, EON Studio, EON Export and Export Options. - Will open a preview window and

- Will open a preview window and show exactly how it will look when published.

- Opens EON Studio directly, where you can add interactivity, behavior, etc.window and show exactly how it will look when published. Can batch convert both to .eop

Can batch convert both to .eop and .eoz format.directly, where you can add interactivity, behavior, etc. Export Options for EON Preview, EON Studio and

Export Options for EON Preview, EON Studio and EON Export.interactivity, behavior, etc. Can batch convert both to .eop and .eoz format. Lets you view the

Lets you view the EON CAD documentationetc. Can batch convert both to .eop and .eoz format. Export Options for EON Preview, EON

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EON Professional - If you're online it will connect you directly to the EON developer site

- If you're online it will connect you directly to the EON developer site

it will connect you directly to the EON developer site Change material 1. Double click on

Change material

1. Double click on the yellow part of the Tractor in the EON CAD 3D window.

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2. Select the Materials tab.

EON Tutorials 2. Select the Materials tab. 3. Double click on mat3 . 114

3. Double click on mat3.

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4. Click the Yellow Diffuse button. Note: Here you can also change other color parameters like Opacity, Specular, ambient, etc.

Yellow Diffuse button. Note : Here you can also change other color parameters like Opacity, Specular,

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5. Select Red from the color palette and click Close.

EON Tutorials 5. Select Red from the color palette and click Close. 116

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6. Press the EON Preview window

EON Professional 6. Press the EON Preview window 7. Close the preview window. 117

7. Close the preview window.

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Add new material

1. Right click in the Scene Tree. Select New Material.

1. Right click in the Scene Tree. Select New Material. 2. Designate the new color as

2. Designate the new color as Blue. You do this by rightclicking the material and select Rename, alternatively press F2 on your keyboard.

and select Rename, alternatively press F2 on your keyboard. 3. Double click on the Blue material.

3. Double click on the Blue material. Change Diffuse to Blue color.

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4. Drag the Blue material icon to the Exhaust pipe and it will change to blue color.

icon to the Exhaust pipe and it will change to blue color. MAP and PACK/ Realight

MAP and PACK/ Realight Tool

The UV Mapping tools allow you to apply UV mapping coordinates to selected objects to prepare them for further modification. For example, once you have mapped a model, you can then use the Realight tool to simulate global illumination. The realight tool simulates self - shadowing and makes models appear more realistic, it is especially useful for rendering models that lack texture, lighting and bump.etc.

1. Select everything but the windshield. (For multiselection press Ctrl while clicking on the objects. You can aslo uncheck the windshields box, rightclick somewhere in the 3D window and select Select all )

somewhere in the 3D window and select Select all ) 2. Click the Map and Pack

2. Click the Map and Pack button

3. Go to View/Controls and Toolbars/Realight and select the realigt checkbox. Click the

Pack button 3. Go to View/Controls and Toolbars/Realight and select the realigt checkbox. Click the Realight

Realight button

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4. The Realight tool includes a number of settings that are used render models with ambient occlusion illumination. Change the Outcome to Add new AO light map in the drop down menu. Then change to Modulate under Map mode and click ok.

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EON Professional 121

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5. The shadows has now been baked into the tractor

EON Tutorials 5. The shadows has now been baked into the tractor Polygon reduction 1. Go

Polygon reduction

1. Go to Tools/Options.

EON Tutorials 5. The shadows has now been baked into the tractor Polygon reduction 1. Go

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2. Select the 3D View tab and make sure the Wireframe's box is checked. This is to make it easier to see the polygon reduction.

This is to make it easier to see the polygon reduction. 3. Select the left front

3. Select the left front Tire in the 3D window. Press the Reduce Model button

.
.

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4. Press the Process button.

EON Tutorials 4. Press the Process button. 124

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5. Drag the slider and reduce the model until it start to lose it shape.

Note: Depending on how close you are going to get to the object in the final application, determines how much should be reduced. In this case 50% is a reasonable reduction value.

reduced. In this case 50% is a reasonable reduction value. 6. Press Apply . 7. Continue

6. Press Apply.

7. Continue to reduce all tires.

Real-Time Reduction

SlideróDetermines the percentage of polygons to keep. With the slider positioned to the left, no polygon are kept, and with the slider positioned to the right, all polygons are kept. The Remove%, Keep%, and Keep Triangles fields are automatically updated as the slider moves.

Remove %óThe percentage of polygons to remove. The slider and the Keep%, and Keep Triangles fields are automatically updated.

Keep %óThe percentage of polygons to keep. The slider and the Remove%, and Keep Triangles fields are automatically updated.

Keep TrianglesóThe number of polygons to keep. The slider and the Remove %, and Keep% fields are automatically updated.

10%-100% buttonsóSpecifies the percentage of polygons to keep. The slider and the Remove%, Keep%, and Keep Triangles fields are automatically updated.

StatisticsóDisplays the number of meshes that are selected for reduction.

Progress baróDisplays the name and progress of each of the reduction process' operations.

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ProcessóPrepares the model for reduction by applying the Polygon Reduction settings and processing the reduction. Once the processing is complete the Real-time Reduction tools are able to be used.

Note: Once the reduction is processed, you must click Cancel > Settings if you want to modify the settings again.

SettingsóUsed to open the Polygon Reduction Setting dialog to modify the reduction settings.

CancelóCloses the dialog if you have not yet processed the reduction or, if not, cancels the current process to modify the settings again.

ApplyóApplies the reduction to the selected objects.

Collapse Hierarchy (merging Wheel and Tire to one object)

1. We want to merge the tire and the wheel to one object. Select the left front tire, hold down CTRL button and select the wheel. Both the wheel and the tire should be highlighted in the scene.

Note: The reason why we do this is to make it easier to program in EON if you, for example, want both wheel and tire to rotate at the same time.

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2. Right click on in the scene and select Tool/Collapse Hierarchy.

click on in the scene and select Tool/Collapse Hierarchy. 3. The two object are now merged

3. The two object are now merged and the new object name is Object #64. Change the name to LeftFrontWheel.

4. Repeat the procedure for the three remaining wheels and rename the LeftBackWheel, RightFrontWheel, RightBackWheel

Move Pivot Point

1. Select the Left front wheel.

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2. Press the Move pivot point button.

Note: If the Move pivot point button is missing from your toolbar, select View > Toolbars > 3D Editor to display the 3D Editor toolbar.

Toolbars > 3D Editor t o display the 3D Editor toolbar. 3. Right now the pivot

3. Right now the pivot point is in the middle of the scene. We need to change the pivot to the center of the wheel, otherwise it will not rotate around its center.

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4. The pivot point can be moved manually by selecting one of the arrows and drag until its in correct position. Its is usually necessary to rotate the object around so that you can see if the pivot point comes to a correct position.

Note: If you have a symmetrical object like a wheel, it is faster and more correct to use another tool that will center it automatically to the center of the object.

5. Keep the wheel selected and right click in the scene. Select Tools/Move pivot point to object center.

Note: It is possible to center the pivot point on all four wheels at the same time if you select all wheels before you select Tools/Move pivot point to object center.

Select objects

When optimizing 3D objects for real-time applications its important to not show more details than necessary. Using the Select object tool you can select objects by name, size, polygon count or point count. In this case we are going to show how to select by size. This means that it will select the smallest objects and when you move the slider to the right it will select bigger and bigger objects.

1. Press the Select object button

.
.

2. Drag the slider to the right until some of the smallest parts show up in the window. Press Close button.

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EON Tutorials 3. Right click in the Scene Tree. Here you can choose to either hide,

3. Right click in the Scene Tree. Here you can choose to either hide, invert or delete the selected objects. In this case you should not delete or hide any objects.

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EON Professional Remove Internal Parts Another option to optimize a scene is to use the Hide

Remove Internal Parts

Another option to optimize a scene is to use the Hide internal parts option.

1. Press the Remove Internal Parts button.

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EON Tutorials 3. Change "Action" to Hide & Select . Press OK . 132

3. Change "Action" to Hide & Select. Press OK.

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EON Professional 4. All internal parts (steering wheel) are selected and removed. 133

4. All internal parts (steering wheel) are selected and removed.

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EON Tutorials 134

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EON Professional Note : If you check the steering wheel in the Scene Tree, you can

Note: If you check the steering wheel in the Scene Tree, you can display it again.

Create animations

We will create two different animations, one for each wheel and one for the whole tractor.

1. Check the Ground in the Scene tree. The ground will be displayed in the 3D window.

Scene tree. The ground will be displayed in the 3D window. 2. If you don't have

2. If you don't have the timeline displayed Click View > Controls and Toolbars>Animation Timeline on the menu bar to display the timeline.

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3. Drag the top edge of the timeline upward, so that it is displayed in
3.
Drag the top edge of the timeline upward, so that it is displayed in about 1/3 of the total screen space.
4.
Click the Edit keyframe animation button
. The animation controls are displayed within a red box.
6.
Open the Animation Options dialog by double-clicking the frame slider on the Animation toolbar.

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7. Select Time Display to seconds. Double-click on the first row ("Explode") or press Edit.

on the first row ("Explode") or press Edit. 8. Change the name to from Explode to

8. Change the name to from Explode to Animation and the End time to from 100 to 10 seconds, click OK

or press Edit. 8. Change the name to from Explode to Animation and the End time

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9. Click on the Scene Tree button. Select Animation.

9. Click on the Scene Tree button. Select Animation . 10. Move the Frame slider to