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Anchor (VRML)



The Anchor rollout lets you specify a click-to-play trigger in the scene. This allows you to add links to other HTML pages, VRML 2.0 worlds, or alternate cameras in your VRML 2.0 world.

Reference

The Anchor rollout contains the following options:

Pick Trigger Object: Specifies the geometry that will be the trigger for this anchor. Click this button, then select the geometry.

Description: Lets you enter a text description or message that will appear in the browser's status bar when the mouse is over an object that has an Anchor action defined for it.

Hyperlink Jump: Creates an Anchor that jumps to a URL.

URL: Specifies the location for Hyperlink Jump. Use your Bookmarks list, or enter a location manually. If the URL points to another VRML 2.0 world (a .wrl file) you can append "#CameraName" to the end of the URL to have the browser use the viewpoint named "CameraName" as the initial view.

Bookmarks: Lets you select a URL location from a list of bookmarks. Click Import List to import the list of bookmarks defined in your browser, or manually enter new URLs into the list. Most browsers store bookmarks in a file called bookmarks.htm.

Parameter: Lets you specify additional browser parameters for the hyperlink jump. See the VRML 2.0 specification for the uses of this field.

Set Camera: Creates an Anchor that jumps to a given camera in the current VRML 2.0 world.

Camera: Specifies the name of the camera for Set Camera.

Icon Size: Determines the size of the helper in the scene.

How To

To use Anchor in conjunction with TouchSensor

  1. Add a TouchSensor stand-in helper object.
  2. Pick a Trigger Object in the scene that will be the object the viewer clicks on while browsing.
  3. Choose Action objects that will be controlled in the .wrl file.
  4. When the user clicks the Trigger Object geometry, the geometry, camera or light animations will begin or the will sound play.