This model viewer is a simple and stylish way to display your 3D models in a web browser. Setting up the viewer consists largely of a editing a configuration script that users customize for their model. Check out the video below for a preview of what a configured viewer looks like:
To check out a live version of the viewer, click here (2.4).
Download the default configuration script here, to make your own custom viewer.
Simply follow the instructions below to learn how to use this script.
HOW-TO: BASIC FEATURES
1.) Create an account at http://www.wildpockets.com or if you have one sign into it.
2.) Export your 3D mesh out of your program of choice into Wild Pockets, check out the tutorial videos at http://www.wildpockets.com/tutorialvideos if you need help with this step
3.) Click on the build button at http://www.wildpockets.com, or just go to http://www.wildpockets.com/build to enter a new pocket.
4.) Open your personal library (the red folder on the right) , and drag your 3D mesh into the pocket, feel free to move or delete anything else in the scene
5.) Set the objects name to "mainObject" in the object properties tab. Make sure to press enter so that the the value accepts (this field should not be red).
6.) Go to the global properties tab (the gear in the top right) and go to the script properties tab, then click the red X next to "defaultSceneScript" to delete it.
7.) Download the model viewer script here, rename it to a custom name like "username_model_viewerScript" or whatever you like.
8.) Drop this Script in your local WildPockets Scripts Directory. Vista: "C:\Users\(YourUserName)\AppData\Local\WildPockets\User\(YourWildPocketsUserName)\Scripts", XP: C:\Documents and Settings\(YourUserName)\AppData|LocalData\WildPockets\User\(YourWildPocketsUserName)\Scripts"
9.) Upload this Script to the global script properties tab by clicking "set", a prompt will appear. Type "Your WildPockets User Name/your custom viewer script name" into it.
10.) Click the “view” button under your newly uploaded script, if a text document pops up matching your script you are ready to go!
11.) Click Test > Begin Test and see if it looks good, if you have no errors and are happy with how everything is working go ahead and save the pocket as your own.
12.) Click Test > Play Pocket in View Page This is how your pocket will look in an embed window. Below this pocket is the embed code so you can copy and paste this into your own website, forums and all over the web.
HOW-TO: ADVANCED FEATURES
Clickable Sub-Objects:
Follow the above instructions and then these instructions to use clickable sub objects in your scene.
1.) In the 3D modeling program of your choice select the geometry elements you want each sub-object to be.
2.) Detach these elements and make them their own objects (example: 2 sub-objects, 2 different objects).
3.) Apply a slight push effect on these elements to make them fit snuggly on the outside of your main mesh.
4.) Apply a blank material to these objects so they export without any materials (will have default white texture in builder)
5.) Center the pivot points on each of the sub-objects.
6.) Position each of the sub-objects at the origin of the scene (0,0,0)
7.) Export each sub-object individually into WildPockets using the WildPockets exporter.
8.) In the WildPockets builder, drag the sub objects into the scene with your main object. If you haven't scaled anything these meshes should already be the correct size relative to each other.
9.) Position the sub-objects in their correct positions over the main object. Anchoring the main object, and the sub-objects as you get them moved into their correct positions will help.
10.) Name each of the sub-objects something unique in the object properties tab.
11.) Go into your configuration script using a text editor and set the "useSubObject" variable to "true" in the "panels()" function.
12.) Go down to the "subObjectOn" function and replace the names of the "subObject[#].name" variables to match the names of your sub-objects in the builder. Also set their titles (what they will be called in the viewer) and their info (additinal text shown in the viewer) here.
13.) Save the script and test the viewer, if everything works you have working sub-objects.
Custom Skins/Styles:
Follow the above basic instructions and then these instructions to create a custom style script for your scene.
1.) Download the default style script here. This script defines the default style of the viewer, to change the style and look of the viewer you must make your own style script.
2.) Rename the default script and place it in your script directory, see instruction in basic features if you don't know where this is.
3.) In your config script set "useStyle" to true.
4.) In your config script set "stylePath" equal to "WildPocketsUserName/NameofYourCustomStyleScript"
5.) Follow the instructions in the style script to customize the viewer style. Now when you make changes to your style script the changes will alter your viewer's style.
For troubleshooting and support check out the forum post Here
More info coming soon!