It is important to group together associated objects and also name those groups and objects that you later intend to animate. As your scene becomes increasingly complex, named groups of objects enable you to order your scene in a logical hierarchy. This hierarchy is also called the scene tree or scene graph.
In
Cosmo Worlds the scene tree is viewed in the Outline Editor. The Outline
Editor is usually visible by default but if not you can reactivate it with
the icon ![]()
The Outline Editor displays each node and its Transform grouping.
You can "drill-down" into the properties and sub-nodes by expanding
each
node.
Scene Tree Terminology: the Root Node is the grouping node at the top level of the hierarchy and may contain one or more Children. A Parent group may contain any number of Children and each Child can also be referred to as a Sibling of each other.
Example Scene Tree:
| given this scene tree ... | we can state the following ... |
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myHouse is the Root Node kitchen is a Child of myHouse kitchen is a Sibling of bedroom both roof and patio have no Children sofa and video are both Children of loungeRoom bedroom is the Parent of bed, wardrobe and dresser |
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Download and unzip the following file (using WinZip) into the relevant folder of your working directory.
models_imported..zip (48.9Kb)
This file contains:
- camera_imported.wrl
- battery_textured.wrl
- memstick_textured.wrl
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In this tutorial we're going to work from the outside-in, grouping and naming each object then hiding it so we can access underlying objects. Conventions: the naming convention in VRML is to capitalise the second and subsequent words of a name. You cannot use spaces in a name but you may use underscore _ or hyphen - instead. Example: Mode Dial would become modeDial. |
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Select the memory stick cover and in the Property Inspector type
the name memoryStick_cover.
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Select the memory stick and name it memoryStick.
Repeat the preceding steps to name both the battery and its cover. |
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Select the 3 logos on the front of the camera, Group
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Select the 2 pieces of the mode dial on the left of the camera, Group
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Select the 8 pieces that comprise the lens, Group Important: Make sure you get all the small pieces otherwise when we set up the lens rotation later they won't rotate with the rest of the group. You'll find it easier if you select the smaller pieces first.
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Select the LED on the power button and name it powerLED. Select the button and name it powerButton. Select both the LED and the button, Group
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Select the flash LED on the back, upper-left of the camera and name it flashLED. Note: the LED's default state is unlit so it's a little hard to see. Refer to the illustration for its approximate location. |
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| Select the button directly below the LED and name it flashButton. | ![]() |
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Note: This step groups together all the small objects that comprise the camera, allowing us to manipulate the camera as a whole. |
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| You can go through and name some of the remaining sub-objects of the camera but it is really only necessary to identify those objects that we are going to animate or interact with. | |
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