Virtools provides the amazing ability to endow your worlds with a reasonably good simulation of real world physics with the addition of a few building blocks. As we will see, this system becomes a bit of a black box, but I hope you’ll find that it works reasonably well in many circumstances. The Physicalize BB Let’s begin with the Virtools Getting Started Physics demo. C:\Program Files\Virtools\Virtools Dev 3.5\Documentation\Physics\Physics Database\GettingStarted.cmo.
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The Quick Start tutorial is your introduction to the power and simplicity of Virtools Dev. The Quick Start tutorial is structured very much like a real project in Virtools Dev. You will follow these steps: 1. organize resources 2. plan the content to be implemented - what do you want the composi- tion (CMO) to do? 3. import the media; the models and characters that form and inhabit the world 4. arrange the scene 5. implement interactivity within the scene 6. test the scene 7. refine the scene based on the results of your tests 8. go back to (6) and continue to test and refine until you are satisfied that the scene meets the requirements you chose in (2) 9. release the composition NOTE In actual production, you would plan the content before organizing the resources.
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Virtools Dev is an extensive collection of technologies for 3D visualization. The Virtools Dev technologies are broadly grouped as:
1. an Authoring application
2. a Behavioral Engine (CK2)
3. a Rendering Engine
4. a Web Player
5. a Software Development Kit (SDK)
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28 Feb
Posted by jj as Design & Graphics, Multimedia
This tutorial covers ways to create a terrain and control a flow of particle moving on the terrain in Virtools. Textured dunes: download at http://www.tinkering.net/sciviz/terraindune.cmo The landscape is created With Dune color, for texture and with Dune black-and-white, for displacement map. Please note that the pictures can be created in Photoshop or from a digital camera. You can use the same image for a texture and for a displacement map. You may end up using a black and white image for the displacement map because sometimes you want to have more control over the topography.
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