Table of Contents
- 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 - 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 - Glossary – Page 12
- 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 - 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 - 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 - 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 - 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 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 ladderCreate 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 markerCreate 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 StereoscopyProject instantiation – Page 139
12.1. Practical work
12.1.1. Define the behavior of a ball
12.1.2. Main projectInterfaces – 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 zoneAdvanced links parameters – Page 162
14.1. Practical workNetwork 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 variablesMaze game – Page 176
16.1. Project description
16.2. Graphic and sound resources
16.3. Sub-projects
16.4. ProductionConclusion – Page 208