
I used to build my VRML scenes by hand with the vi editor, but that requires enormous amounts of
trial and error and requires you to learn a whole lot about VRML. I'm using an integrated VRML modeler more and
more to help on this step. I still edit the files with vi from time to time, but the VRML tools are
getting so good that I'm spending less and less time in vi. Why bother to type in a number for a transform,
reload the world in your VRML browser to check it, type in another number, reload, over and over again when you
can just drag the object to where you want it?
The VRML Repository includes scene modelers in their list of geometry modelers. This is sensible, since quite often the same tool will do both jobs. Still, keep in mind that the tool that's best for generating objects may not be best for arranging them, and that a tool that has very few object-generating features may have wonderful capabilities for arranging the objects, lights and viewpoints.
If you examine the source code of the VRML 1.0 test world and the VRML 2.0 test world I used for the Browser Test page, you'll notice that I specified one camera position and one light. Go therefore and do likewise. There is no excuse for neglecting to put in at least one viewpoint and one light.
Without lights, you're at the mercy of your visitors' browsers' headlights, and there are very few scenes where the headlight isn't the least effective lighting for your scene.
Without viewpoints, your visitor may start out looking in the wrong direction. You can almost always pick a better viewing angle than the default. If your scene is at all involved, you can use viewpoints to let your visitors step from one point of interest to another. Don't leave your visitors without these essential guides to what you want to show them.
John Simmons is a television producer who's kindly allowed us to put his VRML camera tips on our site. Learn from a pro.
I usually put in a lot of viewpoints when I'm debugging a scene. If you find yourself navigating over and over to the same point in the scene, take a minute and put in a viewpoint. When you're done debugging, you may even be able to keep some of them.
If you like, you can copy down the two test worlds for VRML 1.0 and VRML 2.0 to your hard drive -- right-mouse on these links (Windows) or click and hold (Mac), or view the worlds and select "View/ Document Source". When you build your next world, just copy them and rename them and start editing, and you'll always start out with a working world. That can be quite an advantage if you're new to VRML.
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Did I leave anything out about scene building that you need to know? Tell me.
-- Bob Crispen