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VRML97 Specification 597
Helper Obj ects
Inser t VR ML helper objects into you r s cene in
the top v iewpor t. Yo u c a n i n s e r t V R M L h e l p e r
objects in any view, but if you insert them in the
top viewport, they appear properly oriented in the
front viewport.
V RML97 Specification
YoucanfindthecompleteVRML97specification
at h
ttp://www.web3d.org/x3d/vr ml/index.html.
This document describes the entire VRML97
languageandprovidestechnicaldetailsonthe
behavior of exported VRML97 worlds.
VRML97 Helper Objects
Create panel > Helpers > VRML97 > Object Type rollout
The VRML97 helpers let you create onli ne 3D
scenes and interaction using Virtual Reality
Markup Language. Insert a VRML 97 Helper into
the scene by clicking and dragging at the desired
location.
Note: Some helper objects (for example, Billboard
and L evel Of Detai l) are position-sensitive, so b e
careful how and where you insert them. Usually,
you ha ve the most control by creating the helper
object in the Top viewport.
Anchor VR ML97 Helper (page 3–597)
ProxSensor VRML97 Helper (page 3–598)
NavInfo VRML97 Helper (page 3–599)
Fog VRML97 Helper (page 3–600)
Sound VRML97 Helper (page 3–601)
LOD VR ML97 Helper (page 3–602)
TouchSensor VRML97 Helper (page 3–603)
TimeSensor V RM L97 Helper (page 3–604)
Background VRML97 Help er (page 3 –605)
AudioClip VRML97 Helper (page 3–606)
Billboard VRML97 Helper (page 3–607)
Inline V RML97 Helper (page 3–608)
Anchor V R ML97 Helper
Create panel > Helper s > VR ML97 > Ob ject Type rollout
> Anchor
The Anchor rollout lets you specify a click-to-play
trigger in the scene. This trigger will be linked to a
currently existing object in the scene. This allows
you to add links to other HTML pages, VRML97
worlds,oralternatecamerasinyourVRML97
world.
Procedure
To set u p an Anchor to jump to a nother V R ML worl d:
1.
Add an Anchor helper object by clicking the
Anchor button and then dragging in the Top
viewport to create its icon.
2. Pick a Trigger Object in the scene that will be
the o bject the viewer clicks wh ile browsing.
3. Choose Hyperlink Jump and designate a URL
to jump to.
4. When the user clicks the Trigger Object
geometry, the browser will replace the current
scene with the designated URL.