modapprchPlan Your Modeling Approach
- Model the individual elements of your scene, and the scene itself. As much
as possible, store individual elements (models) of your scene separately.
(appropriate for CC3d?)
- Convert splines to polygons early-on. Use polygons to begin with whenever
possible. (or is it easy in cc3d to convert splines to polygons?)
- For each element in your scene, design three (or more) versions of the model
at varying degrees of complexity. Incorporate these into LODs. Use these general guidelines for the three models:
- 1000 polygon count, or texture mapped. Suitable for viewing on a RealityEngine class machine (good polygon performance,
hardware accelerate texture mapping).
- 100 polygon count, not texture mapped. Suitable for viewing on a Indigo class machine (moderate polygon performance,
no hardware accelerate texture mapping).
- 10 or less polygon count, not texture mapped. Suitable for viewing on a PC or Mac class machine (low polygon performance,
no hardware accelerate texture mapping).
- Edit the vrml scene, adding LOD nodes. (how do you plug-in LODs in cc3d?)
- Specify an empty
Group
node as the last child if it is OK for the object to dissappear entirely
when it is very far away. No name hint is necessary for the invisible child,
if it exists.
- Wrap all but the invisible and lowest level of detail children in a WWWInline
node.
- Use the
vrmlinfo
utility, shipped with the WebSpace distribution, to count the polygons
in an object, and do determine the bounding box info needed by the WWWInline
node.
- Use WWWAnchor nodes to wrap all hyper-linked objects. Specify a URL in the
name field of the WWWAnchor node.
bigpicKeep the Big Picture in Mind
Be conscious of the overall scene complexity.
pubvrmlPublish to VRML
- Use the ivToVRML utility to convert from Inventor files to VRML files.