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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

Introducing EON Studio windows ....................................................................................................... 1

2. General

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

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EON Tutorials

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

iv

Introducing EON Studio


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

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.

General
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

Import an object

Create interactivity

Using Rotate/Zoom/Pan navigation (Object Navigation)

Open/close the lid of the phone

Apply a lightmap to the screen

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

Change color on the antenna

EON Tutorials

Create 2D buttons to control the interactivity in the simulation

Make the lid transparent

Add a nice background image and toggle it on/off

Optimize the performance and the file size of the content

Texture compression

Geometry compression

Publish the content

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).

General

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.

EON Tutorials

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

EON Tutorials
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.

General

Viewing the simulation


1.

Click the Start button

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

2.

Stop the simulation by clicking on the Stop button

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

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

(or

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
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.

EON Tutorials

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.

5.

next to the selection

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

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

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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.

3.

Drag a new Latch node and a ClickSensor to the same place as the Place nodes
(Scene/Phone/Phone/Phone0/TOP).

General
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 (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 infield 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.

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.

12

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.

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


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

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

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

empty_screen

top_even node and paste it to

Note: The Switch node will swap between the (see image below) two nodes
empty_screen and
screen_on that will contain different materials (one textured and one with only gray color).
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

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.

8.

14

Drag a new TimeSensor node from the Component Window to


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

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.

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

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.

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.

Add a

5.

Add a Latch Node to Scene/Phone/.

6.

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

Colors Prototype to Scene/Phone/.

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
ChangeColorButton

16

Out-field

Destination node

In-field

OnDown

Latch

Toggle

General
Latch

OnSet

Colors

DarkBlue

Latch

OnClear

Colors

White

Color

Colors

material #4 (Material node)

Diffuse

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

8.

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

Make the lid transparent


1.

Add a new

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
0.5.

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

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,


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

6.

Make the following connections in the Routes window:


Source node

Out-field

Destination node

In-field

Latch

OnChanged

SmoothOperater

Toggle

SmoothOperater

FloatValue

material #27 (Material node)

Opacity

ChangeTransperancyButton

7.

SmoothOperator and the material #27 node

OnDown

Latch

Toggle

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

Toggle background image on/off

18

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.

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 nodes 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 Copy as Link 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 Paste. 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 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.

20

Go to Scene/Resource/Meshes. In the MeshResourceGroup node it is possible to change the mesh


compression reduction for all meshes under that node.

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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22

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.

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EON Tutorials
5.

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

6.

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

7.

24

Check Internet as Distribution type.

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.

9.

Click Next and then click Finish.

10. The final application should look like this:

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EON Tutorials

9.

26

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

General

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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EON Tutorials

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

28

1.

Open EON Studio.

2.

In the Simulation Tree select the Scene - frame.

General

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

4.

30

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

General

5.

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

in the

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To stop the simulation click


window.

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.

32

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.

General

2.

Right-click Camera_StartCam and select Copy as Link.

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EON Tutorials

34

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.

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.

General

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.

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

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

36

General

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.

38

The Simulation Tree should now look like this:

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.

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

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

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.

42

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:

General
7.

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

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 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.

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). 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 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

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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Source node
ClickSensor

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Out-field

OnButtonDownTrue

Destination node
MovieTexture

In-field

OnButtonDownTrue

General
14. Run the simulation and enjoy the show!

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.

50

Rename it "Movable Floorlamp".

General

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 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

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. 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

54

Out-field

Destination node

In-field

General
ClickSensor
9.

OnButtonDownTrue

DragSelector

Select

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

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.

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

56

3.

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

4.

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

General

Note: 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

Latch

OnSet

Ambient

SetRun_

Latch

OnClear

Ambient

SetRun

KeyboardSensor

OnKeyDown

Latch

Toggle

Note: 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.

6.

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

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.

58

1.

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

2.

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

General

3.

Place a Latch - node under the Disassemble_Back - node.

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EON Tutorials

4.

60

Add a ClickSensor below the Disassemble_Back - node.

General

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 object due to its origin. The
DOF - node can also be used for transforming the object as well as its origin.
6.

62

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.

General

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.

64

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

General
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".

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 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.

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

General

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 of maximally three layers. These layers
consist of three different textures (ground, horizon and sky) which fit automatically.

1.

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

General

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

2.

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

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 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:

70

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.

Distribution
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.

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.

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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Distribution
Source

Out-field

Destination

In-field

ExternalEvent
(green arrow)

ChangeSphereColor

Sphere

Color

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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EON Tutorials

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.

74

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.

3.

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

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.

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EON Tutorials
5.

76

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

Distribution
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.

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 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 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) and open the file
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..., to be able to
continue.

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Distribution

11. Click Yes to allow the demo to run.

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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EON Tutorials

82

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.

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

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

Distribution

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
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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EON Tutorials

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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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.

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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88

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.

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.

ICatcher
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.

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.

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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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.

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EON Professional
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:

Paint with the Paint tool


Import CG shaders
Use the MaterialChanger prototype to change car color with the press of a button
Change texture of the car's plate
Learn how to use bumpmaps

Requirements to run this tutorial

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.
ATI-based graphics cards: Catalysator 4.10 or later. Radeon 9500 or higher is required to view
simulations with Cg-materials.
Other brands: The graphics card must support vertex and fragment shader object OpenGL extension. Use
the latest driver.

Painting the Car with CG shaders

94

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.

EON Professional
3.

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

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4.

96

Press the Paint material button. You are now in Paint mode 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).

EON Professional
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. Its easily done if you first use the selection tool
and then paint that material to your mistakenly painted object.

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98

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).

7.

The next step is to paint all the white parts black. Since its 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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8.

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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.

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9.

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

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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Change Color of the Car

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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.

EON Professional
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.

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.

7.

Route the nodes as below:


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8.

Source node

Out-field

Destination node

In-field

1_Silver

OnKeyDown

MaterialChanger

DoNodeRef1

2_Red

OnKeyDown

MaterialChanger

DoNodeRef2

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

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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.

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).

EON Professional
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.

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

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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.

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.

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4.

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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).

EON Professional
5.

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

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 "bumpy.

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7.

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Run the Simulation and enjoy the CG visual effects!

EON Professional

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:

Preview directly in EON Viewer from any 3D format


Edit the color
Add new material
Polygon reduction
Collapse multiple objects to one single object
Move object's pivot points
Remove internal parts/objects
Create animations
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.
- 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.
- Can batch convert both to .eop and .eoz format.
- Export Options for EON Preview, EON Studio and EON Export.
- Lets you view the EON CAD documentation

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

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.

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.

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5.

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Select Red from the color palette and click Close.

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6.

Press the EON Preview window

7.

Close the preview window.

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Add new material

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1.

Right click in the Scene Tree. Select New Material.

2.

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

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.

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 )

2.

Click the Map and Pack button

3.

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

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4.

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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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5.

The shadows has now been baked into the tractor

Polygon reduction
1.

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Go to Tools/Options.

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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.

3.

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

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4.

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Press the Process button.

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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.

6.

Press Apply.

7.

Continue to reduce all tires.

Real-Time Reduction

SliderDetermines 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 %The percentage of polygons to remove. The slider and the Keep%, and Keep Triangles fields
are automatically updated.
Keep %The percentage of polygons to keep. The slider and the Remove%, and Keep Triangles fields are
automatically updated.
Keep TrianglesThe number of polygons to keep. The slider and the Remove %, and Keep% fields are
automatically updated.
10%-100% buttonsSpecifies the percentage of polygons to keep. The slider and the Remove%, Keep%,
and Keep Triangles fields are automatically updated.
StatisticsDisplays the number of meshes that are selected for reduction.
Progress barDisplays the name and progress of each of the reduction process' operations.
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ProcessPrepares 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.
SettingsUsed to open the Polygon Reduction Setting dialog to modify the reduction settings.
CancelCloses the dialog if you have not yet processed the reduction or, if not, cancels the current process
to modify the settings again.
ApplyApplies 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.

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.

3.

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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.
2.

Press the Select object button

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

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3.

130

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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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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3.

132

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

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4.

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

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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.

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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136

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

6.

Open the Animation Options dialog by double-clicking the frame slider on the Animation toolbar.

. The animation controls are displayed within a red box.

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7.

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

8.

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

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9.

Click on the Scene Tree button. Select Animation.

10. Move the Frame slider to 10 seconds. The purple 'frame bar' moves with it. This bar shows your 'current'
frame. You can also move the frame bar by clicking in the timeline.
11. Click the Rotation tool
appear around the wheel.

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and click the left front wheel. A wireframe sphere with three axis should

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12. Click the blue (Y) axis of the sphere in the 3D window and move it upward so the wheel is rotating -720
degrees (2 laps). Look in the upper left corner of the 3D window for exact number of rotated degrees.

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13. Slide the frame slider back and forth between frames 0 and 10, to see the wheel rotate back and forth. As
the wheel rotates you should see the display in the timeline changing. A black point (keyframe) should be
moving downward taking the blue Y axis curve with it.

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14. Before you move to a new camera position and start with the animation of the next wheel, make sure to
press the selection tool

Note: It is possible to animate all four wheels at the same time if you select all wheels before animating
the wheels. To do a multiple selection, hold down Ctrl-button and select the wheels, one at the time.

15. When all wheels are rotating, it is time to create an animation of the tractor it self. Select the
mainassembly in the Scene tree.

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16. Press the Translation button.

17. Move the slider to 3 seconds and relocate the tractor to a new position. Change to the Rotation tool and
rotate the tractor slightly to the right.
18. Move the slider to 6 seconds and relocate to a new position and rotation.

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19. Move the slider to 10 seconds and relocate to a new position and rotation.

20. Drag the slider back and forth and see how the tractor is moving together with the wheels.

Export to EON Studio


1.
2.

Click the Export Options button

Check Walk and Optimize objects and uncheck Re-scale to EON units (if Activate animations at
simulation start is active uncheck it so that the animation will not start from beginning).

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3.

Click OK.

4.

Click the EON Studio button


will open.

. The file will automatically be converted to eoz format and EON Studio

Add behaviours in EON Studio

144

1.

Click on the + sign of the Scene and then the Camera and select the walk node (navigation speed).
Change the maxSpeed to 2 in the Property Bar to the right.

2.

Open the simulation window, by pressing the green arrow in the toolbar, or with the Ctrl-G keys.

EON Professional
3.

The Walk node lets you navigate in the room by holding down left mouse button and moving the mouse.
Hold down right button and move to go up/down.

4.

Close the simulation window.

5.

Go to the Component window to the left and drag the ClickSensor node to the Simulation Tree. Drop
the node below Scene/Objects/mainassembly/Left Back wheel.

6.

Drag a Latch to the same place as the click sensor.

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146

7.

Double-click on the Keyframe node called mainassembly_animation.

8.

Check Active to Yes (starts animation from simulation start), Loop and Cycle.

9.

Press the Route: Simulation tab in the lower right corner of the Component window.

EON Professional
10. Drag the following nodes to the Route view: mainassembly_animation, Left Back wheel_animation,
Right Back wheel_animation, Right Front wheel_animation, Left Front wheel_animation, ClickSensor
and Latch.

11. Click the green arrow on the ClickSensor node in the Route window. Select OnButtonDownTrue. Click
the blue dot on the Latch node and select Toggle. Connect the rest of the nodes according to the table
below.
Note: The routing will do so that you toggle the animation off/on when you click the wheel.
Source node

Out-field

Destination node

In-field

Latch

OnChanged

mainassembly_animation

Pause

Latch

OnChanged

Left Back wheel_animation

Pause

Latch

OnChanged

Right Back wheel_animation

Pause

Latch

OnChanged

Right Front wheel_animation

Pause

Latch

OnChanged

Left Front wheel_animation

Pause

ClickSensor

OnButtonDownTrue

Latch

Toggle

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12. Click the green arrow and start the simulation. Click the left back wheel to toggle the animation off/on.
Close the Simulation window.

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13. To make the whole tractor clickable, move the clicksensor node from the Left Back wheel node to the
mainassembly node. After you dropped the node it will be the last node under the mainassembly node,
so you have to scroll down to see it.

14. Open the Simulation window and click anywhere on the tractor to toggle the animation.
Note: For more tutorials please see EON Studio Help.

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EON Humans tutorial


Introduction
This tutorial will reveal how to import RPC objects (both static and movable objects) to EON Professional. The RPC
objects are developed by Archvision and are totally-image based, meaning that people, trees, etc are not created
with polygons. Instead, each object consists of many images from different angles that switch automatically when
the camera is positioned in different locations. Using image based objects for people, trees etc reduces polygons
with a more photorealistic result.
Files for this tutorial are found in the TutorialFiles directory (C:\Program Files\EON Reality\EON
Studio\TutorialFiles). RPC objects can be found in C:\Program Files\EON Reality\EON Studio\MediaLibrary\RPC
directory.
Note: The user can be instructed 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.
This tutorial will describe how to import RPC objects and how to record a camera path and a path for a RPC object
of a walking person (called Human).
The following topics are included in the tutorial:

RPC import

Import static objects (Trees)

Import moving objects (Humans)

Record a path
For the camera

For the Human

Nodes/Prototypes

RecordPath prototype

KeyFrame node

KeyMove node

RPC3D node (static object: trees, bushes etc)

Human node (walking person)

File import
Importing a static RPC object (Tree)
We will import a RPC tree and insert in the simulation.

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1.

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

2.

Import the RPC file Dogwood.rpc (File/Import/Import RPC Object) from the C:\Program Files\EON
Reality\EON Studio\MediaLibrary\RPC directory.

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3.

152

Once the RPC object is imported, you should have a node called RPC3DFrame. To be able to move
around the object to a specific location, we need a KeyMove node. Select the KeyMove node from the
component window and place it under the RPC3DFrame.

EON Professional
4.

Use X,Y,Z together with the arrow keys to move the object. Double click on the RPC3DFrame and press
the Start Values button (remember to remove the KeyMove node when you are satisfied with the
position of the tree.)

5.

Make multiple copies of the RPC3DFrame node and put a new KeyFrame node under each one before
moving it to a new position. Make sure to remove it when you are done (if you have more than one
KeyMove node in the simulation, all of them will move their objects at the same time).

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154

6.

Go to each RPC3D node and change width and height to different values for each tree.

7.

The trees could now look something like this.

8.

Import the RPC red_ash.rpc from the C:\Program Files\EON Reality\EON Studio\MediaLibrary\RPC
directory and do the same thing as previous described and move out the trees to various locations.

EON Professional

Optimizing the trees for webdistribution

Since each tree consists of about 100 different textures, the texture quality might require some compression if its
going to be distributed over the Internet.
1.

Select the TextureResource node and change the quality level in the PropertyBar to 95. Open the window
and evaluate how the tree looks after compression. The file size will only be decreased after the file is
saved as .edz format, which is the format that should always be used for distribution.

Record a Camera flythrough (record a camera animation)

Before importing a moving RPC object, we will start using the Record prototype, which is a part of the EON
Professional product package.
The RecordPath prototype enables you to record, edit and save keyframe paths in EON Studio. It is a developer tool
because you only use the prototype to develop or create the path. After the path is defined the prototype should be
disabled or deleted from the file. It is particularly useful for establishing paths for Humans from the Humans
module of EON Professional.
The general process of creating a path is to:

Insert a KeyFrame node under the Camera frame.


Insert a RecordPath prototype under the KeyFrame node.
Run the simulation where you record and edit the path.
Stop the simulation and remove the RecordPath prototype.
Move the KeyFrame node to the frame that holds the object or human that should follow the path.

RecordPath Menu

To access the RecordPath Menu, click on the button that appears in the top left corner of the EON window. The
menu should look like this:

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Hide Path Controls


This will reveal and hide the KeyFrameController prototype. It allows you to start, stop and pause the path. There
is a slider to let you browse to a specific part of the path. Spline and loop settings can also be set.
Record New Path
When you select Record New Path the menu and KeyFrame controls will disappear and a message will appear,
saying "Press record key to start and stop recording". Press the space bar to start recording, then use the Walk
navigation, or other type of navigation you have to move the camera around. When you are done, press the space
bar again to stop recording. The menu button and keyframe controller will reappear. You can then replay your path
to test it.
Record Over Path
This is actually replaying and recording at the same time. However some elements of the path are not played back
and this allows those parts to be recorded over. You can select which parts you want to record over by pressing
down the buttons name X, Y, Z, H, P, R, SX, SY, SZ. The recording will automatically stop when the previous path is
complete, or earlier if you press the space bar to stop recording.
Change Speed

This function allows you to speed up or slow down the whole path. Drag the slider and see the new length of the
path in seconds.
Set Constant Speed
It is possible with this function to average out the speed at which the path moves. You may smooth out the whole
path or you can move the sliders to just smooth a part of the path. Select a portion of the path. The time it takes to
play that path will be the same as before. It is just the relative speed within that portion that is changed. After
making the speed constant, you may like to speed up the whole path by using the Change Speed function.
Change Direction
This simply reverses the path so that the last position is the first, etc. It changes only the time value, not the position
nor orientation.

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Cut Path
With this function you can select a part of the path to delete. For example, you may have a portion in the middle
where there is no movement that you wish to delete. Use the sliders to select the part to delete. The portion in
between the sliders will be deleted.
Trim Path
This is essentially the same as the Cut Path, except instead of deleting between the sliders it is actually deleting from
the edges. This can be useful when you record and there is a time of no movement at the start and/or at the end.
Save Path
Once you have recorded a path, it is possible to save it as a text file for later use, or for adding to other paths (See
Add Path). Select a filename and the file will be given the .pat file extension and be saved to the folder specified in
the Folders field of this prototype. The format is time, x, y, z, h, p, r, sx, sy, sz on each row. This is the same format
that can be imported with the Load Path and Add Path functions described below, and it is also the same format
that can be imported directly to the KeyFrame node.
Load Path
You can load a previously saved path here. This will overwrite the existing path. Saved paths are .pat files and
should be located in the folder specified in the Folders field of this prototype.
Add Path
You use this function when you wish to combine the current path with a path that you load. The added path will be
appended to the end of the current path to create a new longer path.
Show Human
Perform this function when you are recording paths for use with Humans created with the Human module of EON
Professional. The humans there have their origin position at the floor level or feet level. Typically, the Camera frame
is at eye level. Showing a human will both show a picture of a human and also change the z value of the Camera
frame. This means that the position of the humans feet will be recorded instead. When you turn off this function the
amount of the Camera's z level that was removed is added back. When Show Human is active the Viewport's
camera frame is actually a frame inside the RecordPath prototype.

Start recording
1.

Place a KeyFrame node under the Camera.

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158

2.

Place a RecordPath prototype, from the prototype component window, under the KeyFrame node.

3.

Open the simulation window and click the icon in the upper left corner.

EON Professional
4.

Select Record New Path. There should be text displayed in the Simulation window saying, "To start AND
stop recording, press the space key".

5.

Press the space key and start moving. Record the path and, when you are done, press the Space key
Note: remember that right mouse key can be used for moving up and down. All movements will be
recorded, but it is recommended to not move too fast, since it is possible to change speed later.

6.

To view how the recording result, press the PLAY button in the lower left corner.

7.

Since the prototype record all movements, even when you stop, you can use the Trim path feature to trim
the start and the end of the animation. Press OK when you are satisfied with path, and delete the
RecordPath prototype.

8.

To be able to Start and stop the camera animation, you will need a KeyboardSensor, a Latch node and
connect them with the KeyFrame node.
Source node

Out-field

Destination node

In-field

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9.

KeyBoardSensor

OnKeyDown

Latch

Toggle

Latch

OnChanged

KeyFrame

SetRun

Double click on the KeyBoardSensor node and select a key to toggle the animation. Select the key C to
start the camera animation.

Importing a non-static RPC object (moving Human)


1.

Import the RPC file Jill.rpc (File/Import/Import RPC Object) from the C:\Program Files\EON Reality\EON
Studio\MediaLibrary\RPC directory.

2.

In the Human node its is possible to change walking speed, Height and width of the imported person.
Note: If you need to change the size of the Human, it is important to do it in the Human node and NOT
in the parent frame, the Frame node called HumanFrame.

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3.

Place a new KeyFrame node under the Camera node, and place a RecordPath prototype under that node.

4.

Open the simulation and prepare to start recording the path that you want Jill to walk.

EON Professional
5.

Click on the REC Menu and select Show Human.

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6.

You will now see the backside of a person (Robert). It's helpful to see where you are walking. The camera
navigation is also slightly different than usual and the rotation is no longer around the viewing point
(where you are looking from). Instead, it is rotating around the person in front of you (Robert). If the
Robert is standing under or above the floor/ground you can move him to the correct position, using right
mouse button and drag up/down to adjust the height.

7.

Click on the REC Menu again and select Record New Path. Press the Space Key and start moving. When
you are done, press Space Key again.

8.

Usually, the appearance is best if the Human is walking with constant speed. However, since it's quite
difficult to record with exactly constant speed, use a function called Set Constant Speed. Select Set
Constant Speed from the REC menu, choose to set constant speed form the whole path (default). Click
OK.

9.

Press the PLAY button in the lower left corner and run animation.

EON Professional
10. If you are satisfied with the recorded path, you need to save the path to an external file (.pat). Select Save
Path from the REC Menu. Call the path Jill_1 and press the Save button.

11. Close the Simulation window. Move the KeyFrame node (and the RecordPath under it) and place it under
the HumanFrame.
12. Open the simulation window and click the REC Menu. Select Load Path. Press the Select button and
choose Jill_1.pat. Then, press Load.

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13. Move to a place so that you can view Jill from the side. Press Start button and see how fast she is moving.

14. If you need to change the speed, press the Change Speed button in the REC menus and adjust the speed.
Press OK and press the Play button. Repeat until you are satisfied with the speed. Save the Path to
Jill_1.pat.

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15. Remove the Recordpath under the KeyFrame node. Double click on the KeyFrame node to open the
Property window. Check Loop/Cycle and check yes under Active (so that is starts from the beginning).

16. You are done with the first Human. You may import other Humans and repeat the procedure.

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