Table of Contents

  1. Openspace3D – Page 7
    1.1. Platform presentation
    1.2. The users
    1.3. A “Free” Software
    1.4. History
    1.5. Distribution
    1.6. Community tools and resources
  2. The SCOL language – Page 10
    2.1. Introduction
    2.2. Technology
    2.2.1. The Scol Voyager
    2.2.2. Scol plugins
    2.2.3. Scol partitions
  3. Glossary – Page 12
  4. Graphic ressources – Page 13
    4.1. Ogre3D engine
    4.2. Resources types
    4.2.1. Meshes
    4.2.2. Matérials
    4.2.3. Textures
    4.2.4. Particles
    4.2.5 Skeletons
    4.3 Animations
    4.3.1. Node animation
    4.3.2. Morphing / Vertex animation
    4.3.3. Skeleton animation
  5. 3D computer graphics and data export – Page 15
    5.1. Real time 3D optimizations
    5.1.1. Modeling and optimization
    5.1.2. Resource limit
    5.1.3.Division of the scene
    5.1.4.Instances
    5.1.5.Materials
    5.1.6.Textures
    5.1.7.Resources names
    5.2.3DS MAX exporter
    5.2.1.Installation
    5.2.2.Compatible materials and settings
    5.2.3.Animation settings
    3 Introduction to OpenSpace3D Bastien BOURINEAU
    5.2.4.Export a scene
  6. Openspace3D Ergonomics – Page 24
    6.1. Main menu
    6.2. Scene tree
    6.2.1. Adding objects and resources
    6.2.2. Scene settings
    6.3. 3D editing
    6.3.1. Functions available on an object
    6.3.2. Objects settings
    6.3.3. Physics settings of an object
    6.3.4. Camera settings
    6.3.5. Light settings
    6.3.6. Cube map settings
    6.3.7. Reflection map settings
    6.3.8. Particle system settings
    6.3.9. Positioning an object
    6.3.10. Clone an object
    6.3.11. Change the hierarchy of an object
    6.3.12. Keyboard shortcuts
    6.3.13. Animations
    6.3.14. The animation sequences
    6.4. PlugITs
    6.4.1. Overview of OpenSpace3D functions
    6.4.2. Key PlugITs
    6.4.3. Actions and events
    6.4.4. How links work
    6.4.5. Links parameters
    6.4.6. Console
    6.5. Export an application
    6.5.1. Project settings
    6.5.2. Create a Windows application
    6.5.3. Create a Linux application
    6.5.4. Create a Raspberry pi application
    6.5.5. Create a MacOs application
    6.5.6. Create an Android application
    6.5.7. Create an IOS application
  7. Create a virtual tour – Page 76
    7.1. Optimize the 3D scene
    7.1.1. Example with SketchUp
    7.2. Physics collisions
    7.3. Rendering
    7.4. Environment
    7.5. Shadows
    7.6. Navigation PlugITs
    7.7. Play mode
    7.8. Practical work
    7.8.1. Import 3D Scene
    7.8.2. Physics collisions
    7.8.3. First person camera
    7.8.4. The rendering parameters
    7.8.5. Animation of water texture
    7.8.6. Export application
  8. Use of groups – Page 91

    8.1. Practical work
    8.1.1. Add a 3D model to a new group
    8.1.2. Add dynamic light
    8.1.3. Clone the group

  9. Physics – Page 97
    9.1. Physics materials
    9.2. Physics constraints
    9.3. Physics forces
    9.4. Practical work
    9.4.1. Dynamic physics objects
    9.4.2. Floating objects
    9.4.3. Physics constraints
    9.4.4. Setting a ladder

  10. Create an augmented reality application – Page 107
    10.1. Augmented Reality PlugITs
    10.2. Types of markers
    10.2.1. The predefined markers
    10.2.2. Custom markers
    10.3. Use markers as input interface
    10.4. Practical work
    10.4.1. Apply an object to a marker
    10.4.2. Using markers as a tangible interface
    10.4.3. Using custom markers
    10.4.4. Apply shadows to the marker
    10.4.5. Change custom marker on the fly
    10.4.6. Play a transparent video on a marker

  11. Create a virtual reality application – Page 128
    11.1. Human Machine Interfaces
    11.1.1. Oculus rift
    11.1.2. Google Cardboard and compatible devices
    11.1.3. Leap Motion
    11.1.4. Microsoft Kinect
    11.1.5. The Myo wristband
    11.1.6. Wiimote and Joypad
    11.2. Industrial Tools for RV
    11.3. Stereoscopy
    11.4. Practical work
    11.4.1. Scene adjustments and optimization
    11.4.2. Control and Stereoscopy

  12. Project instantiation – Page 139
    12.1. Practical work
    12.1.1. Define the behavior of a ball
    12.1.2. Main project

  13. Interfaces – Page 149
    13.1. Web
    13.2. Practical work
    13.2.1. Controlling a web interface
    13.3. Flash
    13.4. Generic Interfaces
    13.5. Practical work
    13.5.1. Buttons
    13.5.2. Text zone

  14. Advanced links parameters – Page 162
    14.1. Practical work

  15. Network applications – Page 165
    15.1. The communication server
    15.1.1. Server installation
    15.2. Network messages
    15.3. Practical work
    15.3.1. Connection and messages
    15.3.2. Chat interface
    15.3.3. The network variables

  16. Maze game – Page 176
    16.1. Project description
    16.2. Graphic and sound resources
    16.3. Sub-projects
    16.4. Production

  17. Conclusion – Page 208